Rammernaut

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For the music track, see Rammernaut (music track).

Rammernauts are members of the Rammernaut Guard, and possible boss monsters fought at the end of a dungeon while training the Dungeoneering skill. It requires a Dungeoneering level of 35 to encounter.

General info

Rammernauts are well-built melee combatants. They appear on the floors 18-29. They can be treated as fully-armoured warriors, but several of their special abilities should be taken into consideration. Firstly, they have very high Defence against Melee and Ranged attacks, yet are extremely vulnerable to Magic. However, they are immune to all ensnaring spells (although the snaring ability of the Blaster ring will work on him). They use four kinds of special attacks. Their well-known Charge attack begins after a yell of "CHAAAAARGE!!". The rammernaut then 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. Their 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. The third attack is an area attack with a range of 2 squares that will also reduce defence if hit. The damage from this particular attack is blockable. The lesser-known attack does disable protection prayers but the rammernaut attacks the player in the same way he does with his normal attack.

Tactics

One way to defeat a rammernaut without taking any damage is to use magic/ranged 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 rammernauts 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!".

Rammernaut pinned in the corner, unable to attack.

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 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 food possible (at least tier 3+). Often fast healing is more important than anything else, for example after a high-hitting charge attack. Thus it might be a good idea to make potatoes, preferably with mushroom toppings. Furthermore, 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 cannot attack during this time anyway). Staying at higher health will help you solo this without dying.

Since rammernauts are melee bosses, it is advisable to mage them if your Magic level is high enough. Fire Surge is much more accurate against this boss than any promethium equipment even using stab as this is their weakness. Despite this, rammernauts are completely immune to Entangle and other binding spells, although they can still be snared using a Blaster ring.

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 is impervious to normal entangling spells.

Also, if a player continues to use ranged, the rammernaut slowly takes more and more damage from ranged attacks, this can be exploited by having a melee player with very heavy armour (at least Argonite) and rangers using powerful bows and armour (at least a thigat bow, argonite arrows and galileather armour). Instead of rangers, mages are useful, but the charge attack can be potencially lethal to them. If he is level 200+; rangers are recommended as the battle will be longer. It Is also recommended to stay near a wall to not be pushed.

Rammernaut's special attack pushes you back and deals damage if you are not wearing sufficient armour.

Quotes

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

Drops

Item Quantity Rarity GE Market Price
Novite maul 1 6 Varies Not sold
Bathus maul 1 6 Varies Not sold
Marmaros maul 1 6 Varies Not sold
Kratonite maul 1 6 Varies Not sold
Fractite maul 1 6 Varies Not sold
Zephyrium maul 1 6 Varies Not sold
Argonite maul 1 6 Varies Not sold
Katagon maul 1 6 Varies Not sold
Gorgonite maul 1 6 Varies Not sold
Promethium maul 1 6 Varies Not sold
Primal maul 1 6 Varies Not sold
Dungeoneering journals Various parts 2 Common Not sold

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."
  • The Dreadnaut is in fact the Rammernaut, but warped by the tainted magic of The Rift
  • In the Dungeoneering Saga Thok it to 'Em, when Thok sees Rammernaut, he says how strong Rammernaut is but is not strong enough to beat Thok. When Thok defeats Rammernaut, he takes the Rammernaut's sprained ankle (or leg).
    • In this saga, Rammernaut is called 'Bulky warrior'.

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