Rammernaut

Rammernaut is a boss monster fought at the end of a level during Dungeoneering. Comparably to the other monsters unlocked at Dungeoneering level 36, is simpler in that it only uses one mode of attack, namely melee.

One way to defeat him, without taking any damage, is to range with a good bow and arrows and run around the room when he comes close to you. A good strategy when fighting in teams is for the player 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 Coporeal Beast strategies.

It is possible to avoid the "CHARGE" 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 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. If you are hit with this attack, you lose the ability to use prayer. As such, it is strongly advisable to bring an inventory full of the best fish possible. 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 defense. If you are hit and stunned, heal immediately until you are nearly at full health (you can't attack during this time anyway). Staying at higher health will help you solo this without dying.

Since the Rammernaut is a melee boss, it may be possible to use a combination of magic and summons only to bring him down; however, f2p melee and ranged equipment probably does not do enough damage for the finishing blow. He is also immune to entangle and other binding spells. Ranged is effective for about 30 seconds, then he start following the player around the room, even his charge can follow the player around the room. Some players may find that meleeing with a stab attack is more effective than maging, despite the fact that this seems to violate the combat triangle.

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 temporarly stop Rammernaut from progressing towards the play, offering more time to safely hit him. A stormbringer familiar (83 or 93) is capable in ensnaring the Rammernaut to prevent the charge attack if you are standing away from him when he commits.

Vengance can be highly effective as this boss does hit high, so is well worth investing time in making runes for this boss.

If you are in a duo or more, a great tactic is to have a few melee 'tankers' who will distract the rammernaut while magers use spells to take lots of damage off rammernaut.



Drops

 * Marmaros maul
 * Fractite maul
 * Argonite maul
 * Katagon maul
 * Gorgonite maul
 * Promethium maul
 * Primal maul
 * Primal pickaxe
 * Primal plateskirt
 * Fractite rapier

Triva

 * Rammernaut's name is probably a portmanteau word on the words 'Rammer' and 'Juggernaut'.
 * Rammernaut slightly resembles Darknut, a miniboss in the Legend of Zelda series.
 * Rammernaut is a captain of the rammernaut guard.
 * When Rammernaut calls out his charge attack and gets hit by any familiar he won't pursue players, instead he stands idle until someone gets close enough to be hit again.
 * In the adventure's log . Rammernaut's name appears as "Rammernaught". This is possibly a misspelling error.

Rammernaut