Prayer flicking explained tick by tick: lazy flicks vs 1-tick flicks
How prayer flicking works in OSRS, tick by tick: when protection is checked, when drain lands, and why lazy and 1-tick flicks cost nothing. With a timeline to try.
Practise this: Ward Flicking 1: Steady Pulse
Prayer flicking means switching a protection prayer on for exactly the tick an attack is checked, then off again, so you get the protection without paying the drain. It works because Old School RuneScape checks protection and charges drain once per tick, and charges nothing on the tick a prayer is switched on. A lazy flick turns the prayer on for the attack's tick and off on the next one. A 1-tick flick turns it off and on again inside the same tick, so it is always "just switched on" and never drains at all.
This page walks through both, one tick at a time, using Microgrind's Ward Flicking drill. A ward is Microgrind's own stand-in for a protection prayer; the timing rules are the same ones the OSRS Wiki describes, and every number below is worked out by the drill's own code.
The two rules behind every flick
Everything about flicking follows from two rules, both decided on tick boundaries (if ticks are new to you, start with the 0.6-second tick):
- Protection is checked on the tick the attack fires. What counts is whether the prayer is up once that tick's inputs have been applied. The Wiki puts it as attacks only being affected by prayers that were active at the start of the tick (Prayer flicking, OSRS Wiki).
- Drain is charged at the end of every tick the prayer is up, except the tick it went up. In Microgrind a ward costs one point of energy for each such tick.
Combine them with input queueing, where a click is applied on the next tick boundary, and the recipe falls out: click the prayer on in the 600 ms window before the firing tick, and click it off in the window right after.
Inside a single tick, Microgrind always works in the same order: your queued clicks first, then the attacks are checked, then drain is charged. That order is why a ward clicked on in the window before the firing tick is already up when the shot is checked.
The lazy flick, tick by tick
Take one attack that fires on tick 3. Click the prayer on any time between tick 2 and tick 3, and off any time between tick 3 and tick 4:
- Tick 3: your "on" click is applied, the attack is checked and blocked, and drain is skipped because the ward went up this tick.
- Tick 4: your "off" click is applied before drain is charged, so there is nothing to charge.
That is the whole trick. Two clicks per attack, each comfortably inside a 600 ms window, and the prayer never costs a point. It is "lazy" only in the sense that you have a full tick to make each click.
What a flick one tick early costs
The usual mistake is clicking on a tick too soon, in the window before tick 2. The ward goes up on tick 2 (free), is still up on tick 3 when the shot is checked, and is charged for tick 3:
Clicking a tick late is worse: the ward goes up on tick 4, after the shot was already checked on tick 3, and you take the hit. Early costs energy; late costs health. When in doubt, early is the safer side to miss on.
The 1-tick flick: back-to-back attacks
Lazy flicking stops being free when attacks come on consecutive ticks. Shots on ticks 3 and 4 need the ward up for both, and on tick 4 it is no longer fresh: holding it costs 1 energy (charged on tick 4).
The 1-tick flick fixes that. In the window between tick 3 and tick 4, click the prayer off and straight back on. Both clicks are applied together on tick 4: the ward ends the click phase up, it counts as raised on tick 4, and drain skips it again.
Repeat the double click every tick and the prayer stays up indefinitely for nothing, which is what "1-tick flicking" usually means in the live game. The price is clicks: two per tick, every tick, for as long as you keep it going. Microgrind treats the double click as two separate inputs in one tick; if you only manage one, the ward drops for that tick instead.
Try it: build a flick on the timeline
Below, shots fire on ticks 3, 4 and 8. Click a gap between two ticks to queue a click there; it is applied on the tick at the right-hand end of the gap. Click the same gap twice for an off-and-on double click. The presets show the four approaches, and the drill's own code works out what is blocked and what drains.
Drain per minute: always on vs lazy vs 1-tick
Here is the same comparison over a full minute (100 ticks) against one attacker, for three attack speeds. Each cell is a real run of the drill's code. Every shot is blocked in every row; only the cost differs.
| How you cover the shots | Every 4 ticks | Every 5 ticks | Every 6 ticks |
|---|---|---|---|
| Always on | 99 energy · 1 click | 99 energy · 1 click | 99 energy · 1 click |
| Flick a tick early | 25 energy · 49 clicks | 20 energy · 39 clicks | 16 energy · 32 clicks |
| Lazy flick | 0 energy · 49 clicks | 0 energy · 39 clicks | 0 energy · 32 clicks |
| 1-tick flick (whole fight) | 0 energy · 199 clicks | 0 energy · 199 clicks | 0 energy · 199 clicks |
Three things to take from it:
- Holding the ward up costs the same whatever the attacker does, because drain is per tick, not per attack.
- A flick one tick early costs exactly one point per attack, so faster attackers make sloppy flicking dearer.
- Lazy flicking and 1-tick flicking both cost nothing. The difference is clicks: the lazy flick needs two per attack, the 1-tick flick two per tick.
When exactly is protection checked?
In Microgrind, always on the tick the shot fires. The Sentinel's charge-up is the tell, and the shot is checked on its firing tick; the bolt you then see flying is only the animation. So in Microgrind you flick for the moment the shot is released, not the moment it lands.
How to practise it
- Ward Flicking 1: Steady Pulse fires every 5 ticks with a three-mote countdown. Raise the ward while one mote is left and drop it on the next beat: the lazy flick, with every cue switched on.
- Ward Flicking 2: Quickening shrinks the gap from 5 ticks down to 3, so the off click of one flick and the on click of the next start to crowd each other.
- Ward Flicking 3: Cold Cadence has no metronome, and only the first shot charges up. After that you count 4 ticks from each shot yourself.
- When those feel easy, Ward Flicking 4: Crossfire puts shots on back-to-back ticks. Holding the ward for a pair costs a point and gold allows only 2, so gold needs the 1-tick flick on nearly every pair.
Gold on these levels means blocking every shot while spending at most 2, 3, 3 energy respectively, so a run tells you straight away whether you are flicking or holding. The results screen also shows where inside the tick your clicks landed, as feedback; that sub-tick timing never changes the score. The prayer flick trainer guide covers the whole ladder, its medals and how it compares with other ways to practise.
Quick answers
Does prayer flicking actually save prayer?
Yes. A prayer that is only up on the tick it was switched on is not charged for that tick, so a clean lazy or 1-tick flick protects you for free.
Lazy flick or 1-tick flick?
Lazy flick whenever there is at least one tick between attacks: it is free and needs far fewer clicks. Use the 1-tick flick for attacks on consecutive ticks, or when you need a prayer up continuously.
When should I click?
In the window before the tick the attack fires, to switch on, and in the window straight after it, to switch off. Not on the beat itself: a click right on a boundary waits for the tick after.
Practise this
Free in the browser, no sign-up. Slowed ticks and other practice aids are in each level's settings.
Sources
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