Flintlock Siege of Dawn Rammuha Boss Guide
Rammuha is the first major boss you’ll encounter in Flintlock: The Siege of Dawn. She has three arms, she’s weird with them, and she has a whole bunch of attacks to learn. Here I will walk you through the battle with my Rammuha boss.
How to beat Rammuha in Flintlock Siege of Dawn
After you reach the Knee Keep and enter the Chamber of Judges, Rammuha will come down rambling about Gods of death or some rubbish. The introductory cutscene tells you everything you need to know about this boss; she has three arms, and she is more than ready to use them.
Two absolutely decisive skills for this battle are Return fire and Positioned Shot. Counter Shot lets you do a gun attack after parrying instead of just a melee attack, and Possession shot (which needs Counter Shot to be unlocked before you can even take it) is hands down one of the greatest skills on offer in the whole thing. game as it allows you to stop unblockable attacks with your gun.
Rammuha does a a lot of unblockable attacks, and if you have the ability to not only counter them, but to punish them, then you’re well on your way to making this battle much easier.
First Phase
As you can see in the pictures above (0:23), Rammuha doesn’t charge right in with a flurry of blows. This gives you the opportunity to either wait her out until she makes an attack that you can counter favorably, or press the advantage.
In her first phase, Rammuha has three main attacks, each with a very notable telegraph. The first I will refer to as the “Drill” attack (0:30), which can be predicted when Rammuha gets to one knee and leans forward. If you chose not to take the Possessed Shot skill, then a double dodge on both sides is enough to get you out of range of this attack, and you can punish a miss by pre-dodging a melee attack.
The second attack I will call the ‘Spin’ attack (0:34), and can be predicted when you see Rammuha standing on one leg and turning her torso around. Avoiding this one can be quite difficult, as the range seems to vary a bit, but another one double sided avoid it’s usually enough to dodge a hit, but you can also try to double dodge backwards instead.
Both of these attacks can be interrupted with your gun as opposed to dodging, and thanks to her long stagger periods, both can be punished with a full charged melee hit. Be careful not to use too many Powder Charges though, because you’ll need a lot of them for her second and third phases.
The next attack is very important, and I will call it the “triple strike” attack. You’ll know this one is coming when Rammuha jumps up and attacks you with a chain of three hits. You will need parade all three of them stagger and punish her, but if you messed up the timing on one, then just hold your block until the end of the attack. You won’t be able to punish, but since the attacks aren’t unblockable, you’ll luckily not take any damage.
It is possible to parade the second or third hits if you missed the first or second, and doing so will cause her to perform all three attacks again. Be careful doing this though, as if you mess up the parade time again, you’ll get even more hits. If you manage to pass all three, punish with Counter Shot if you have it, because it’s a flat 100% damage increase over a regular counter attack.
If possible, try avoid using bombs in this battle. As you can see in the footage at 1:05, I tried to use one, and the cloud of smoke that appeared prevented me from seeing an incoming drill attack, causing me to take a hit. She is also very immune to any effects they may cause, so keep them hidden.
Your goal in this first phase is build a curse on Rammuha, so make sure you’re constantly using Enki right before you make your attacks. Another good skill to pick up here is Shadow Partner, which increases the amount of curse an enemy takes if you and Enki hit a target at the same time. Getting the timing on this down is difficult (I have yet to get it down myself), but the increase is significant enough to at least try.
Second Phase
When you get the Curse finisher, Rammuha will enter her second phase. Here we will be introduced to a new attack (2:10), and this is what you need to keep your Powder Charges for. Rammuha will jump out of sight and reappear hovering on the edge of the arena before charging her attack. She’ll start summoning swords that she’ll shoot later, so you’ll have to. aim and shoot the orb directly over Rammuha. You have to do this as as quickly as possible, because the longer you last, the more swords will shoot out. Be sure to set yourself up in a space with as few orbs facing it as possible, as some will always be released when you destroy the orb. (The Miner’s Gauntlet can really help here if you find yourself running out of Powder Charges, as you can use Enki to quickly collect one before you run out of time, which you can see me doing in the footage above.)
Another new attack in the second phase is another spin attack (2:30), which I immediately declare that while it can be paraded, I never quite got the time down for it. It can however be avoided, so when you see Rammuha kneeling again (but without bringing her arms in), do a double backflip. Sometimes she will follow this attack with another triple strike attack, the telegraph for which there is another jump up, with two arms raised. The parade times are the same here, so if you nailed them for the first phase, you’ll do well.
One final new attack in this phase (2:50) is another regular unblockable that can be predicted when Rammuha jumps up again, but also starts to rotate her torso. It is safest to interrupt this attack with your gun, because it has some serious reach when she dodges the attack, and dodging isn’t guaranteed to be safe. A good tip for this attack is to do what I did in the footage, and use your fade ability. Since the finish for the attack is so long, and Withering offers some level of protection, you will be able to build a massive amount of curse against her and gain some progress towards the third phase.
Third Phase
The final phase brings with it quite a few new attacks, however two of them are exactly the same, just with different rules on how to avoid them if interrupting is not an option. When you hear a crack of thunderRammuha will either stay upright or upside down. If she flips over (3:35)you will double jump to avoid her sweeping attack, and if she stays upright (3:40), focus on getting interrupted. The dodge for the vertical attack is hard to get down, because in my experience, regardless of where I went, I got hit.
One final attack (3:58) because this phase is another one that you can parry, and this one can be predicted when Rammuha raises one leg before stomping on it. She will follow this up with a spin attack, but unlike the first phase, this one can be paraded.
Keep reducing her health bar until she hits zero, and you’ll see Enki pull her up and start giving her the Palpatine treatment. Strangely, there is an invitation to shoot her at this point, but what effect this has I’m not sure at the moment.
If you found this guide helpful and you’re looking for more Flintlock: The Siege of Dawn content from us here at Pro Game Guides, check out our guide on How to reach the Enlightened Peak in Flintlock Siege of Dawn!