A ranged Revolution action bar in RuneScape 3 should be built progressively as you unlock abilities, then refined once you hit the level where all core Ranged abilities are available. There isn’t one fixed “best” bar for every level — it’s built in stages.
Early progression (levels 1–21)
At level 1 Ranged you only have Ranged Attack. Add Snap Shot to bar position 9 at level 2. At level 7, add Snipe to position 8. At level 13, add Piercing Shot to position 10. At level 21, add Deadshot to position 5. This gives you a functional, growing bar without empty slots as you level.
Mid-to-late progression (levels 50–76)
By level 50 your core bar is essentially established. Beyond that: at level 58, add Galeshot to position 2. At level 62, add Rapid Fire to position 4. At level 67, add Ricochet to position 6. At level 76, add Death’s Swiftness to position 3. This fills out the bar with your full ability kit for both single-target and AoE situations.
Single-target vs. multi-target bars
- Single-target bar: best for bossing and Slayer tasks where you’re focused on one enemy at a time — prioritize your highest single-hit and damage-over-time abilities.
- Multi-target bar: best for general Slayer training or leveling combat against groups — prioritize your AoE abilities (like Ricochet and Death’s Swiftness) higher on the bar.
Bottom line
Build your Revolution bar in the level-gated order above rather than trying to force in abilities you haven’t unlocked yet. The resulting bar is a solid “jack of all trades” setup that performs well in almost any Ranged combat situation — swap toward a dedicated single-target or multi-target layout once you know what content you’re primarily doing.