OSRSPlan

OSRS Freeze Timer

How long every freeze lasts in ticks and seconds, from Bind to Ice Barrage, grasp spells, specials and monsters, the immunity after, and live freeze timers.

Tool updated 11 Nov 2026

Your freeze

Frozen for—
Immune after—
Lands after—
Freezable again—

Stage by stage

Ticks and seconds from the moment you cast.

Each stage of the freeze and when it starts and ends
StageFromUntil

Your timers

Start a timer for each freeze you are tracking. They keep time with the tab in the background and come back after a reload.

    Every freeze on this target

    Every spell and special attack, how long it holds the chosen target with your gear, and when it can land again
    FreezeHoldsImmuneAgain after

    How long a freeze lasts

    A freeze stops a target walking but lets it attack, eat and cast. Every length here is in game ticks of 0.6 seconds, counted from the tick the freeze lands, which is a tick or more after the cast. When it ends the target is immune for 5 ticks (3.0 seconds), 2 after a grasp spell, and only then can it be frozen again. A bind or an ice spell starts to thaw 3 ticks before it ends, with the message "The holding effect is beginning to fade." or "The freeze cast upon you is beginning to thaw.", and from that tick a frozen player can already jump the pillars in the Revenant Caves.

    Every freezing spell with its length, the most gear adds, the immunity after and what it needs
    FreezeTicksSecondsWith gearImmuneNeeds
    Standard spellbook binds
    Bind 8 4.8 14 with swampbark 5 Magic 20, free-to-play
    Snare 16 9.6 22 with swampbark 5 Magic 50, free-to-play
    Entangle 24 14.4 30 with swampbark 5 Magic 79
    Ancient Magicks ice spells
    Ice Rush 8 4.8 8 with a sceptre 5 Magic 58, Desert Treasure I
    Ice Burst 16 9.6 17 with a sceptre 5 Magic 70, Desert Treasure I
    Ice Blitz 24 14.4 26 with a sceptre 5 Magic 82, Desert Treasure I
    Ice Barrage 32 19.2 35 with a sceptre 5 Magic 94, Desert Treasure I
    Arceuus grasp spells
    Ghostly Grasp10% chance on a hit, 20% under Mark of Darkness 2 1.2 2 Magic 35
    Skeletal Grasp25% chance on a hit, 50% under Mark of Darkness 3 1.8 2 Magic 56, A Kingdom Divided
    Undead Grasp50% chance on a hit, 100% under Mark of Darkness 4 2.4 10 or 24 on a Xarth corpse 2 Magic 79, A Kingdom Divided
    Every special attack and other hold with its length, the immunity after and what it needs
    FreezeTicksSecondsWith gearImmuneNeeds
    Special attacks and other holds
    Water spell on a doused corpseXarth corpses only ~8 4.8 5 Any water spell, in The Fractured Archive
    Abyssal tentacle: Binding TentacleHolds whether it hits or not 8 4.8 5 50% special attack energy
    Zamorak godsword: Ice Cleave 32 19.2 5 Attack 75, 50% special attack energy
    Scorching bow: Scorching shacklesHolds whether it hits or not, demons only 20 12.0 5 Ranged 77, 25% special attack energy
    Spear Shove (dragon spear, Zamorakian spear or hasta)A stun, then 5 ticks immune to binds 5 3.0 5 Attack 60 (dragon spear) or 70, 25% special attack energy

    Protect from Magic and freezes

    Protect from Magic does not shorten a freeze. It halved Bind, Snare and Entangle until 5 September 2019, and it never changed an ice spell. It cuts the damage of a player's spell, not its chance to hit, so the freeze lands just as often. Against monsters it matters for one freeze: Nex's Ice Barrage does not freeze a player who prays it. The spiritual mages, Glacies and the Deadman wizguards freeze you for their full length either way.

    Gear that makes a freeze last longer

    An ancient sceptre, plain or with any quartz, makes every ice spell last 10% longer, rounded down: Ice Rush stays at 8 ticks, Ice Burst becomes 17, Ice Blitz 26 and Ice Barrage 35. The ice ancient sceptre also hits more often against a target that is not frozen. Each swampbark helm, body and legs adds 2 ticks to Bind, Snare and Entangle, so all three make them 14, 22 and 30 ticks. A charged tome of water makes those three spells hit more often but not last longer. Zuriel's staff from Bounty Hunter makes ice spells more accurate, not longer.

    Grasp spells, Mark of Darkness and Ward of Arceuus

    Ghostly, Skeletal and Undead Grasp hold for 2, 3 and 4 ticks, but only on a hit and only by chance: 10%, 25% and 50%, doubled by Mark of Darkness, which makes Undead Grasp certain. They land one tick after the cast at any distance. A player with Ward of Arceuus up is held for one tick. In the Xarth fight in The Fractured Archive, Undead Grasp holds a corpse for 10 ticks, or 24 under Mark of Darkness, and a corpse doused by a water spell stops for ~8 ticks.

    Special attacks that freeze

    The abyssal tentacle's Binding Tentacle holds for 8 ticks whether it hits or not. The Zamorak godsword's Ice Cleave holds for 32 ticks, the length of an Ice Barrage, but only on a hit, and Protect from Melee does not stop it. The scorching bow's Scorching shackles holds a demon for 20 ticks, hit or miss, and does nothing to anything else. A spear's Shove pushes the target back and stuns it for 5 ticks; after that it cannot be bound for 5 ticks or stunned again for 1, except in Castle Wars, where a player can be shoved again at once. Shove does nothing to a monster bigger than one tile.

    Freezing other players

    A freeze on another player only holds while you stay within 10 tiles of them. Step further away and they can walk at once. Only the distance across the map counts, so you keep the hold if you climb a ladder and stay within range of them. A freeze stops walking, not being moved, so a player can still escape by planting mithril or adamant seeds or by using a ladder or a cave entrance next to them. Whose PID comes first decides whether the hit lands a tick later. A magic attack lands 1 tick after the cast at 1 tile, 2 at 2 to 4 tiles, 3 at 5 to 7 and 4 at 8 to 10. Last Man Standing hands out Entangle and the ice spells; the LMS calculator works out its points and rewards, and the skull timer times the skull that a fight in the Wilderness puts over your head.

    Monsters that freeze you

    Pick the attack and press "Frozen now" the moment it holds you. Lengths with a ~ are estimates. A few hold you until something happens, so their timer runs until you press "Free now". Kamil and Karamel use a stun that looks like a freeze and also stops you eating and teleporting, and Solus Dellagar freezes you only in a cutscene.

    Every monster that freezes you, 28 attacks
    Every monster attack that freezes the player, how long it holds and what stops it
    AttackTicksSecondsNotes
    King Black Dragon: icy breath 10 6.0
    Wyverns: icy breath (skeletal and Fossil Island) 11 6.6 None with: ancient wyvern shield worn; 6.6 seconds
    Frost dragons: icy dragonfire ~10 6.0 None with: full dragonfire protection (antifire with an anti-dragon shield, or a super antifire)
    Spiritual mage (Zaros, God Wars Dungeon) 6 3.6 Protect from Magic does not shorten it
    Glacies 6 3.6 Protect from Magic does not shorten it
    Nex: Ice Barrage (ice phase) 15 9.0 None while you pray Protect from Magic
    Wizguard (Deadman guarded areas) 5 3.0 Deadman world 345; casts once on a skulled player, then comes back after 10 ticks
    Durial321 (Deadman breaches) ~6 3.6 Deadman world 345
    Dawn: stone ball (Grotesque Guardians) 10 6.0
    Marble gargoyle: grey ball ~10 6.0
    Sarachnis: sticky web 6 3.6 None with: aranea boots worn
    Yama: Shadow Stomp 2 1.2
    Yama: Fire Streaks ~2 1.2
    Hespori: vines Up to 10 6.0 Click a new tile or Hespori: after the fifth loosen message, one more click frees you
    The Jormungand: encasing Until you struggle free: five clicks
    Vorkath: icy breath (Zombified Spawn) Until the Zombified Spawn is killed or explodes
    The Nightmare: husks Until both husks are killed
    Phosani's Nightmare: husks Until both husks are killed
    Eclipse Moon: clones Until the fifteenth clone attack
    Eternal cold (Sailing) Until your boat leaves the eternal cold
    Chaos druid ~8 4.8
    Ice Troll King ~6 3.6
    Revenants ~6 3.6
    Revenant maledictus: ice symbol ~6 3.6 Move off your tile when the symbol glows blue
    Suqah ~6 3.6
    Pestilent Bloat: falling flesh ~6 3.6
    Strangled ~6 3.6 None with: you have made the advanced serum
    Galvek: binding (Dragon Slayer II) ~6 3.6

    Monsters you cannot freeze for long

    Some monsters resist freezes: a freeze on them lasts only part of its length, and at 100% it does not hold at all, even when the spell hits. Phantom Muspah resists 33%, so an Ice Barrage holds it for ~21 ticks; the Strange Creature in Secrets of the North is held for 75% of a freeze, 24 ticks of a barrage. Evelot cannot be bound or frozen, and Kamil shrugs off every spell but fire. The freeze chance on the Nylocas Matomenos at the Maiden rises with your magic attack bonus and is certain at +140; the DPS calculator works out a spell's chance to hit.

    Every monster with freeze resistance or immunity, 75 monsters
    Every monster with freeze resistance, and how long an Ice Barrage holds it
    MonsterResistsBarrage holds
    Abyssal antibody 100% Never
    Akkha 100% Never
    Amoxliatl 100% Never
    Archive Guardian 100% Never
    Arianwyn (Nightmare Zone) 100% Never
    Bee Swarm (Deadman world 345) 100% Never
    Blood jaguar 100% Never
    Blood Moon 100% Never
    Blue Moon 100% Never
    Bork 100% Never
    Branda the Fire Queen 100% Never
    Champion of Scabaras 100% Never
    Chimalli 100% Never
    Demonic Brutus 100% Never
    Doom of Mokhaiotl 100% Never
    Dreadnoth the Jellied 40% ~19
    Durial321 (Deadman world 345) 100% Never
    Eclipse Moon 100% Never
    Eldric the Ice King 100% Never
    Elidinis' Warden (Deadman world 345) 100% Never
    Emissary Brawler 100% Never
    Emissary Conjurer 100% Never
    Emissary Enforcer 100% Never
    Ennius Tullus 100% Never
    Essyllt (Nightmare Zone) 100% Never
    Evelot (Secrets of the North) Immune Never
    Forgotten Soul (Soul Wars) 100% Never
    Gemstone Crab 100% Never
    Ghost (Lassar Undercity) 100% Never
    Headless Beast 100% Never
    Headless Beast (Nightmare Zone) 100% Never
    Hespori 100% Never
    Husk (Phosani's Nightmare) 100% Never
    Husk (The Nightmare) 100% Never
    Jelly (Dreadnoth) 20% ~25
    Kamil (Desert Treasure I) Immune Never
    Kasonde the Craven 100% Never
    Ketla the Unworthy 100% Never
    Lesser demon (The Scar), level 39 100% Never
    Lowerniel Drakan 100% Never
    Lucius 100% Never
    Mad Angel 100% Never
    Magic Mark (Deadman world 345) 100% Never
    Minotaur (Meat and Greet) 100% Never
    Parasite (Phosani's Nightmare) 100% Never
    Parasite (The Nightmare) 100% Never
    Persten the Deceitful 100% Never
    Pestilent Bloat (Deadman world 345) 100% Never
    Phantom Muspah 33% ~21
    Phantom Muspah (Deadman world 345) 33% ~21
    Phosani's Nightmare 100% Never
    Prince Itzla Arkan 100% Never
    Scarred greater demon, level 113 60% ~12
    Scarred hellhound 30% ~22
    Scarred imp 50% ~16
    Scurrius 50% ~16
    Scurrius (Deadman world 345) 50% ~16
    Shadow Keeper 100% Never
    Sol Heredit 100% Never
    Sol Heredit (Deadman world 345) 100% Never
    Strange Creature (Secrets of the North) 25% 24
    Strangled (Stranglewood) ~25% ~24
    Surok Magis 100% Never
    The Forsaken Assassin 100% Never
    The Hueycoatl 100% Never
    The Jormungand 100% Never
    The Nightmare 100% Never
    The Smorks 100% Never
    Tumeken's Warden (Deadman world 345) 100% Never
    Typhor 100% Never
    Undead binder 100% Never
    Vampyre Snail 100% Never
    Wighted Leech 50% ~16
    Wyrd 100% Never
    Zombified Spawn 100% Never

    These are frozen for the full length: Corpse (Xarth), Dire bat, K'ril Tsutsaroth, Lesser demon (The Scar), level 82 and 94, Outlaw (A Ruff Situation) and Scarred greater demon, level 95.

    Other timers

    For the rest of a fight, the skull timer counts down a skull, the potion timer tracks your boosts and antifire, the aggro timer tells you when monsters stop attacking, and the item despawn timer shows how long a drop stays on the ground.

    Update history

    Every change to this calculator

    • A water spell now holds a doused Xarth corpse for about 8 ticks, up from 2, after the 11 November update.
    • Calculator added