Rammernaut

A Rammernaut is a member of the Rammernaut Guard in Bilrach's army, and a boss monster fought at the end of a level during Dungeoneering.

Tactics
One way to defeat him, without taking any damage, is to range with 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 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 Coporeal Beast strategies.

The best way to defeat him is to have him against a wall and attacking at close distance. 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 "CHARGE" attack he will fall down in his back while saying "ooof".

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 the 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 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, the 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 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. The 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. Some players may find that a stab attack is more effective than using magic, despite the fact that this seems to violate the combat triangle.

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

Vengeance does not work against this boss!

If you are going to fight him in a group, a great tactic is to have a few melee 'tankers' who will distract Rammernaut while magers use spells to inflict critical damage.

WARNING: the Rammernaut has an extremely high melee maximum hit and can kill players within seconds if they are not prepared!



Quotes

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

Drops

 * Novite maul
 * Marmaros maul
 * Zephyrium maul
 * Fractite maul
 * Argonite maul
 * Katagon maul
 * Gorgonite maul
 * Promethium maul
 * Primal maul
 * Primal pickaxe
 * Fractite rapier
 * Parts of the Dungeoneering journals

Triva

 * The Rammernaut's name is probably a portmanteau word on the words 'Rammer' and 'Juggernaut'.
 * Rammernauts slightly resemble Darknuts from the Legend of Zelda series.
 * The Captain of the Rammernaut guard is named "Hoskins," as stated on the "Equipment Requisition Orders."
 * When a 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.
 * The charge attack that he uses occasionally does not function properly. This includes Rammernaut running in the opposite direction of the player or instantly running into a wall, if the Rammernaut uses the special while being adjacent to a wall, he might fall over instantly.
 * The weapon that he wields slightly resembles a larger version of the Granite mace.
 * In the adventure's log, a Rammernaut's name appears as "Rammernaught". This is probably a spelling error.
 * Upon reaching level 35, the player is told that they can now fight "Rammernaughts." This implies that, instead of a unique person, a Rammernaut is a position held by some in Bilrach's army.
 * The Rammernaut can either be very easy or very hard; he's generally easy if kept close to a wall, but if he lowers your defence then he can keep lowering it and hit easily 200+ on successive hits.
 * The Rammernaut seems to be some kind of a elite version of a Brute.

Rammernaut