You also respawn directly next to the boss corpse so no walk-back from the last bench is required. You cannot "die" in Dream Boss fights, so Fragile charms won't break and you won't have to worry about retrieving your Shade.However, your Soul amount will be fully depleted regardless of how much soul you had remaining when you died in the fight. When you lose all your health to a Dream Boss, you are ejected from the Dream realm and wake up in the real world with full health.In contrast, your soul meter will be at whatever level you had in the real world when you entered the Dream realm. You will always start these fights with full health, regardless of what amount of health you had when you entered the Dream realm.Once you have the Dream Nail, dream effects will appear over their body/corpse which will allow you to enter the Dream realm. Bosses which leave behind corpses or remain alive after their initial defeat often have dream variants.There are a few exceptions where the boss itself doesn't affect completion %: Vengefly King, Massive Moss Charger, Soul Warrior, Flukemarm, Crystal Guardian, Hollow Knight, and Radiance. Most bosses (excluding dream variants) give 1% completion immediately upon defeat.Furthermore, only the dive spell (Desolate Dive/Descending Dark) offers i-frames upon activation so when casting the other two spells enemies can still hit you. However, spells deplete soul so nail hits are still required to recharge your soul meter. Spells do more damage than nail hits (assuming you get most or all hits per spell use). In contrast, stuns are usually based on how many hits you've managed to land on the boss. Phases (when attacks used by the boss change) are generally based on the amount of damage dealt to the boss.(Exception: False Knight/Failed Champion - multiple hits during stun required to progress) If a boss can get stunned, use those stun periods to heal as much HP as possible since a single hit during those stun periods usually knocks them out of the stun.Nail bouncing on bosses is a useful skill to learn for many bosses, especially for ones which have an emphasis on charges along the ground.In areas where there's ambient background music, the lack of music when you enter a room is a telltale sign of a boss immediately coming up.Suggestions will only be made if the spell/charm significantly changes the difficulty of the boss fight by negating one or more attacks.įor specific health values of bosses, please refer to the Hollow Knight wiki. aggressive, focus on healing, focus on passive damage to the boss). there's no guarantee you will have a given charm or enough notches to equip said charm when you face off against a boss) and the wide range of playstyles in dealing with bosses (e.g. Specific charm suggestions for bosses will be mostly excluded from this guide due to how non-linear the game is (i.e. This guide will focus primarily on regular nail attack opportunities given that spells and nail arts are optional (except for Vengeful Spirit). Hunter's Journal entries for each boss will also be included to give some lore. This guide is an effort to give a complete description of the boss fights in the game, with locations, requirements to access, attack sets, dodging/healing strategies, and rewards.
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