Rammernaut

Rammernaut is the leader of the Rammernaut Guard, and one of the possible boss monsters fought at the end of a dungeon while training the Dungeoneering skill.

General info
Rammernaut is a well-built melee combatant. He can be treated as a fully-armoured warrior, but several of his special abilities should be taken into consideration. Firstly, he has very high Defence against Melee and Ranged attacks, and a vulnerability to Magic. However, he is immune to all ensnaring spells (though the snaring ability of the Blaster ring will work on him). He uses four kinds of special attacks. His well-known Charge attack begins after he yells "CHAAAAARGE!!" and runs towards a player to bump him/her away. Unless he is stopped by a wall and falls onto floor with a painful "Ooof!", he will not stop and any player hit by him is pushed several spaces back, along with their prayers disabled and heavy damage dealt. His second attack is an unblockable ground-crushing attack, and affected players will have their Defence reduced regardless of the damage dealt. This attack usually follows the Charge attack. His third attack is an area attack ranged 2 squares from him that also reduce defence if hit. The damage from this particular attack is blockable. The lesser-known attack does disable protection prayers but Rammernaut attacks the player in the same way he does with his normal attack.

Tactics
One way to defeat him, without taking any damage, is to mage/range him and run around the room when he comes close to you. A good strategy when fighting in teams is for the player that the Rammernaut is currently attacking to run around the room, while the others attack the boss. When he switches targets, the new targeted players starts running around the room and the other players attack the boss. These are similar in fashion to the Saradomin boss strategy, or one of the Corporeal Beast strategies.

Possibly the best way to defeat this boss is to set the Group gatestone outside the room and use Protect from Melee prayer/Deflect Melee and teleport to the Group gatestone right after he yells CHAAAAAARGE!. He will do this every 5–10 seconds while you are inside the room. Enter the room when he says Oooof! This method prevents all damage if used correctly, and the only thing you need for the fight is a weapon of your choice (suggested a weapon with Stabbing/Crushing attack styles) and enough prayer points (around 20-40 may do, depending on your possible boosts and levels).

Another very good way to defeat him is to have some players blocking him in near a wall while the others mage him with their best spells. This way he is unable to fight back and he will not do any damage. If you manage to do this, every time he does the "CHAAAAAARGE" attack he will fall down on his back while saying "Oooof". The reason he will always fall is because he always has to make a turn before charging straight at you, and this turn runs him right into the wall. This is useful because he cannot disable your prayer, making it possible to just melee him, provided you have enough food and high enough level. Sometimes he will not move from the corner for the whole fight and so will not attack any person in the team that moves away from the charge.

It is possible to avoid the "CHAAAAAARGE" attack, but only if you can anticipate it in advance and move away, out of range. This is best done if you are out of range to begin with. You can also set the Group gatestone outside the boss room and teleport to it right after he shouts CHAAAAAARGE!. You can also avoid it by standing close to a wall, and moving away right on time. This will cause Rammernaut to hit the wall and fall down for about 1 second. Also, if you can manage to corner him, it is quite likely that when he starts his charge attack, he will back up into the wall, causing him to fall down without ever coming near you. However, if you are hit with this attack you'll temporarily lose the ability to use prayer (in a similar manner to the special attack of the dragon scimitar). As such, it is strongly advisable to bring an inventory full of the best food possible (at least tier 3+). Further, once you have been hit with this attack, you will be stunned for a few seconds and unable to move. During this time, Rammernaut will follow-up with a second spinning attack in which he reduces your defence. If you are hit and stunned, heal immediately until you are nearly at full health (you cannot attack during this time anyway). Staying at higher health will help you solo this without dying.

Since Rammernaut is a melee boss, it is advisable to mage him if your Magic level is high enough. Fire Surge is much more accurate against this boss than any promethium equipment even using stab as his weakness. Rammernaut is also immune to Entangle and other binding spells. Ranged is effective for nearly 30 seconds, then he will start following the player around the room, even his charge can follow the player around the room though he can easily be outrun.

Using a familiar is extremely useful, as it will continue to attack while you are running around or stunned. While maging or ranging, a combat familiar can temporarily stop Rammernaut from progressing towards the player, offering more time to safely hit him. A stormbringer familiar (83 or 93) is capable of ensnaring Rammernaut to prevent the charge attack if you are standing away when he charges, as he can not be bound by normal entangling spells.

Another way to kill Rammernaut, especially if you are in a members dungeon and are using melee, is to take advantage of the Frostbite dagger if you have one. This proves very useful, as it ignores all defence, and Rammernaut has extremely high defence.

One of the best tactics is to make a gatestone outside the door, then go in and when Rammernaut yells "CHAAAAAARGE!" teleport out. Once you have done this, simply go back in when he says "Oooof!" and stand on the top step and he is trapped against the wall.

If you have a good Magic level, and can at least use the blast spells, you should be able to defeat it easily without the Rammernaut even having time to use his charge attack at you, even though you do not use any prayers. This will be really easy to do for the level 88 ones.

Another tactic is to simply run from corner to corner, attacking once per corner. Against the lower level one's merely using fire bolt a few times and he can be defeated without being harmed.

Also, if a player continues to use ranged, Rammernaut slowly takes more and more damage from ranged attacks, this can be exploited by haaving a melee player with very heavy armor (at least Argonite) and rangers using powerful bows and armor (at least a tigat bow, argonite arrows and galileather armor). Instead of rangers, mages are useful, but the charge attack can be potencialy lethal to them. If he is level 200+; rangers are reccomended as the battle will be longer.



Quotes

 * "CHAAAAAARGE!" (Before Special Attack)
 * "Oooof!" (Hitting a wall during Special Attack)
 * "ouuf" (Before dying)

Drops

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Trivia

 * The name "Rammernaut" is probably a portmanteau of the words 'Rammer' and Juggernaut.
 * The Captain of the Rammernaut guard is named "Hoskins," as stated on the "Equipment Requisition Orders."
 * When Rammernaut calls out his charge attack and gets hit by any familiar he will not pursue players; instead he stands idle until someone gets close enough to be hit again.
 * The charge attack that he uses occasionally does not function properly. This includes Rammernaut running in the opposite direction of the player or running directly into a wall. If Rammernaut uses his special while being adjacent to a wall, he may fall over instantly.
 * The weapon that he wields slightly resembles a larger version of the granite mace.
 * Rammernaut shares the same walking and death animations as the Unholy Cursebearer, as well as the same walking sounds. His face is also similar to the Unholy Cursebearer's.
 * His boss room resembles a wrestling or boxing ring. It also resembles an arena, specifically a gladiator arena. He himself seems to be wearing armour similar to that of gladiators.


 * He rarely uses his charge attack when most of the players are free players.


 * When the player cross side from side of the room,occansionally he will be stuck just before crossing the stairs