Hollow Knight

Hollow Knight

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Winters Sep 12, 2018 @ 8:53pm
Pantheon of the master guide
Welcome to my pantheon of the master guide! here i will explain how to beat it, by talking about each boss and how you can make your encounters with them easier. The number before each bosses name referres to what arena number they are in (with one being the first fight and 2 being the second, ect) WARNING: SPOILERS

1. Vengefly King

Easy enough boss. Wait for it to swoop down under you to attack. If you use your double jump and dash carefully you can get to its height level when the swoop is over and get some hits in. Dont be greedy with hits, especially when minions are summoned or you want extra damage after a swoop. It can be easy to get punished for trying to kill a minion when you shouldnt. Flukenest is handy for this fight, and every other one in this pantheon because you can lay down flukes right before the swoop attack and vengefly will come into contact with every fluke if done right.

2. Gruz mother

Another simple fight. It can either hurl itself at you or bounce in a zigzag up and down pattern. Hop around to ensure you dont get hit by the hurl attack and then wait for zigzag. Once it does this dash behind it and get in hits. you can also heal during this time. Using flukenest can end the battle in seconds if you have enough soul to spam it at the start.

3. False Knight

This fight is a little more complex than the others. If false knight jumps straight up or up towards you go under it and start attacking or flukenesting. If it jumps backwards stay away, a backwards jump is the telltale for a mace swing and shockwave. When you knock it over use dream nail to gather soul. once you do enough damage to make it jump back up and get to the center jump high enough to hit it with flukes but not get hit by the mace frenzy attack. If this is too risky for you you can hit the falling rocks at him for damage or heal because you most likely wont get hit by a rock.

4. Massive moss charger

This fight can be made super duper easy, especially with nail charms although you dont need those, because flukenest is more valuable later on. Moss charger has two attacks, jump towards you or dash towards you. Wait for the dash one and then start hitting its face while moving backwards (or if you have quick slash PLUS longnail PLUS mark of pride you wont need to move back as long as timing is right) until you either kill it or get pushed into a wall, where you can jump up to dodge and retry next time dash attack is used.

5. Hornet Protector

This is much more complex than the other fights. its really about dodging and knowing what comes next. Since its hornet V1 and you have all the upgrades (i hope) you can facetank her if you have full health, and heal when knocked over. Even without nail charms face tanking is ok. Shadow dash can help you avoid basically every attack if facetanking isnt your thing. Be careful when she is in the air because she can pull some tricks on you with dashing at you, doing nothing, and throwing her needle in a circle around her.

6. Rest stop

Take this time. Use it wisely. change your charms if you dont want to use flukenest or nail upgrades. Soul upgrade charms can be good for this pantheon because of the descending dark immunity frames and the abyss shriek damage but i dont find soul as valuable in this pantheon.

7. G O R B

GORB. I AM GORB. GOORB. This boss is actually quite easy. keep your distance while it shoots nails at you and then close the gap for damage, then repeat. You can actually heal easily during this if you wait until the last nails are fired, you should have time for one heal.


8. Dung defender

The fan favorite boss. I almost feel bad for making a part of my guide about killing this jolly poop bug but i have to... In the beginning when hes in the ground use descending dark to knock him out and get a hit. If he goes into the ground again use descending dark to knock him out. If he roars before using his rapid dig attack descending dark. descending dark is super good for speeding through this fight. It ends his dig attacks every time. The only exception is when you wait too long during his roar and dig attack. If you need to heal camp in a corner. Fun fact: soul attacks destroy dung balls. If you are worried about the dung balls use abyss shriek when he throws them to destroy them as they are dispatched.

9. Soul warrior

One of the most punishing fights and heres why: you cant heal at all during this. at all. He shifts from one attack to the other too quickly, all his attacks will hit if you dont make the effort to dodge, and he doesnt get knocked over. You really cant make too many mistakes here or you can get really punished. I will say that parrying him is easy if you are caught in a tight spot. Other than that there isnt much to say, this is a punishing fight.

10. Brooding Mawlek

This is the opposite of the last fight and a perfect chance to heal if you messed up in the last room. Brooding mawlek is super for healing. Hide in a corner and heal, The infection spit barely hits you like this. If mawlek does the huge spit attack jump over mawlek or if you cant do that try your skill at shadow dashing through it. its possible with the right timing. Do be careful of the jump attack, as it can interfere with a heal, and we careful of the claw swipe. dont get greedy or claw will get you. Make sure you are fully healed by the end for the next fight...

11. Rest spot

Talk to godseeker or whatever

12. Oro and Mato

This fight is a very tough fight compared from literally every other fight in the whole pantheon. The fight againsed just oro isnt so bad but when mato comes it gets bad. You cant heal. at all. Its just too dangerous. Descending dark is my lord and savior for this fight. spamming it keeps me nice and safe. The biggest mistake you can make with this fight is hiding in the corner too long. eventually they start to damage you while you are in the corner and keep you trapped there. Another problem is that oro and mato are too fat- i mean large to shadow dash through so on one hand be careful but on the other you dont need to be worried about using it up. When oro does his nail art lay down some flukes for him to run into. I also suggest targeting ONE brother at a time because when you only have one left its possible to heal.

Hope this helps a little... I will write my pantheon of the artist guide soon!

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Showing 1-7 of 7 comments
Winters Sep 12, 2018 @ 8:56pm 
ik this guide isnt too good because there isnt much to say about this pantheon, its the easiest one. My next guides will be better :P

Darc Vader Sep 13, 2018 @ 5:22am 
I actually never considered that you could do that against the Massive Moss Charger (though with my track record for timing stuff like that I would probably get hit anyway.

Also, I would recommend doing these as one big guide in the Guides section rather than a bunch of independent posts; Otherwise they'll probably get buried and be harder for people to access if they need it.
sumolagann Sep 13, 2018 @ 5:49am 
Oro and Mato take turns on their attacks it seems, so you can bait them to attack near the middle and get a few hits in, repeat until they both try to attack you and evade to one side, then just continue as you were.
Boksha Sep 13, 2018 @ 11:45am 
Staying in the corner against Oro and Mato (as long as they are both fighting) I feel is probably the safest strategy. They won't attack you both at once when you do that, and (as long as one of them doesn't start charging their nail art) they will always dodge away after one attack to let the other attack. The non-charging attacks they do while you're in the corner can all be safely jumped or pogo'd over.

When Oro starts charging, Mato sometimes stays in the corner with you, blocking your exit when Oro does the Cyclone Slash, so you may have to shade-dash through him, which is absolutely possible while he's standing still. (Oro might stay in the corner as well when Mato charges, but in that case it's safer to stay in the corner yourself and just wall-jump or double-jump over Mato's Dash Slash)

Oro's Cyclone Slash is the main reason to leave the corner, but when you do, just run to the other side of the arena and occupy the opposite corner.

Also, if you're going for full bindings, nail arts are your best friend for this fight. It's VERY safe to land a Great Slash on whoever's closest to you right after they finish a single attack, since they'll always either dodge away or stop attacking (while the other charges a nail art).

Once one of them stops fighting, the corner stops being safe. On their own, they will not dodge away after one attack but keep attacking, so you'll be pinned against the wall.
Winters Sep 13, 2018 @ 4:39pm 
darc vader thank you, i never noticed the guides section. I will repost these there, and will try to mash them all together, but might also make independent ones as well
Winters Sep 13, 2018 @ 4:57pm 
Originally posted by Boksha:
Staying in the corner against Oro and Mato (as long as they are both fighting) I feel is probably the safest strategy. They won't attack you both at once when you do that, and (as long as one of them doesn't start charging their nail art) they will always dodge away after one attack to let the other attack. The non-charging attacks they do while you're in the corner can all be safely jumped or pogo'd over.

When Oro starts charging, Mato sometimes stays in the corner with you, blocking your exit when Oro does the Cyclone Slash, so you may have to shade-dash through him, which is absolutely possible while he's standing still. (Oro might stay in the corner as well when Mato charges, but in that case it's safer to stay in the corner yourself and just wall-jump or double-jump over Mato's Dash Slash)

Oro's Cyclone Slash is the main reason to leave the corner, but when you do, just run to the other side of the arena and occupy the opposite corner.

Also, if you're going for full bindings, nail arts are your best friend for this fight. It's VERY safe to land a Great Slash on whoever's closest to you right after they finish a single attack, since they'll always either dodge away or stop attacking (while the other charges a nail art).

Once one of them stops fighting, the corner stops being safe. On their own, they will not dodge away after one attack but keep attacking, so you'll be pinned against the wall.
This strategy with hididng in the corner works for a little while, but whenever i try to do it for too long they start hitting me, even in the corner and even if i jump to avoid attacks (like the jump and slash downward one, the sword only gets swung about halway down to the ground so jumping can avoid it since the sword increases damage hitbox). If it works for you then great, but in my case, its just too dangerous to do because im getting hit and im trapped in the corner for a good long while. I like to run from one corner to the next which makes it more manageable, but then it becomes a dodging game. It might just be a switch thing but im going to leave that in my guide because that might help others getting trapped in the corner if they are, because running and hiding is something a lot of us do when theres that kinda pressure in a fight like that (if mantis lords didnt have those spikes on the ground and a wider arena we'd all have hid in a corner on our first try)
esco1979 Sep 13, 2018 @ 6:47pm 
The strategies here really aren't that great.... AT ALL. Especially saying to stay in the corner. Hell no. That's awful.

Here is something I came up with that I consider a decent strategy for ORO & MATO. Designed to let you beat them on Radiant. I refuse to talk about the other bosses in this Pantheon. They are a joke.

ORO AND MATO STRATEGY:

FIRST PART:

MOVES:
Jumping Chop: He stands in place and vibrates for a short time before jumping up into the air, and then comes down with a chop attack of his nail. Their is a sound effect associated with this charge up. Dash under him and attack from behind but watch him carefully because next you will most likely get.....

Standing Nail Combo (always 2 swings): yup. This is USUALLY done after the jumping chop when you are in range. It can also be done after his dashing slash or Mato's spinning one. If you play keepaway, he can also dash in and attempt to use it after he closes the gap between you both some. He attacks twice. Just back away and dash in as the 2nd slash ends to get in some hits. It's slow.

Dashing Slash: consider this Oro's super move. he will always jump back to the far left or right of the screen before doing this (NOTE: his jump is instant and has no charge up sound here). Then he will charge up for a moment before dashing across the screen with a massive slash. It's easy as hell to dodge. You can literally single jump over him as he dashes toward you and then hit him from behind. But it's safer to double jump then just dash towards the back of him as you come down to have time to get in a hit or two. BE WARY! You do NOT have much time get in an attack here. Or you risk getting hit by a standing nail combo.

STRATEGY
Play defensive. He will use his jumping chop A LOT. Just counter as I said above and be cognizant of his standing nail combo, which you then also counter as stated above. STAY ON THE GROUND! He can jump up at almost anytime instantly to do his super. Also, when he does his dashing slash DO NOT get greedy. 1 hit is usually all you'll get in. This is particularly important to remember in the 2nd part of the battle......

SECOND PART:

MOVES:
Spin Slash: this is Mato's super move. He can use it from any range INCLUDING right next to you, or full screen away (though generally if you are on either far side of the arena he will jump closer first). Dash under it and hit him from behind. Be wary that again you do NOT have a lot of time to get in hits here. So just go for 1 or 2 at most. Or risk a Nail combo to the face.

Nail Block: they will put their nail in front of them in a blocking stance. Only done when the other brother is doing his super move. Hitting the one blocking will cause him to go back into attack mode and do a standing nail combo or a jumping chop. Not what you want to happen while dodging a super. So resist the urge to attack unless the other brother's super has ended already.

STRATEGY
The brothers will take turns doing the following (Ex. Oro attacks once, then Mato, Oro again, etc). AS LONG AS YOU DO NOT END UP BETWEEN BOTH OF THEM:

a)Use a jumping chop (note that they will NOT do a standing nail combo after this now): DO NOT dash under this now. The last place you want to be is between both brothers. Instead dash away, and after he lands dash in and score some hits.

b)use a standing nail combo: counter the same as I stated directly above in point a)

c)use their respective supers: If you see one of them jump FAR away you know it's Oro and a dashing slash is coming. Mato will generally just charge up on the spot or jump closer towards you (usually near the middle of the screen) then do his move. Also if you see one block you know a super is coming (Oro does this much more reliably than Mato, who many times seems to just stand in place instead).

Now all of the above is NOT really a big deal. In fact, if done properly you will gradually "push" them back, giving you more space. But what gets people (me included until I figured it out) IS WHAT THEY CAN DO WHEN YOU END UP BETWEEN THEM! When you are between them, the two of them either:

A)They will both use a standing nail combo: The SO-SO scenario. just single jump and void dash over either one so they are both on one side of you. Pogo off one of their heads if you are up in the air high enough instead of dashing.

B)One will jump up and the other will use a standing nail combo: The WORST case scenario. Usually the jumping one will be in place vibrating for a moment before the other starts their attack. But this doesn't seem to be 100% consistent. You just have to watch them and either a)run under the one that jumps or b)jump over the other attacking on the ground and air dash.

C)Both will jump up: THE BEST SCENARIO! Pick one, dash under, chop him up.

Again, STAY on the ground here. Stay out of the corner and keep them both on one side of you. If you end up between them, DO NOT PANIC and just get out from between them once you see which attacks they will use next.

Use the strats I listed above to gradually push them back. When you have enough soul use a void shade or two to hit them both. Desolite Dive can also save you if you are about to get hit, and have time to execute it so that you get to the part with I-frames. It will also give you a short time to void dash to safety after. If you get lucky enough to have enough time and can position it, Abyss Scream Mato as you stand under him and he rises up during his spinning slash. But this is a dangerous ploy.

THIRD PART:
STRATEGY (NO new moves)
When you kill one of the brothers, the remaining one reverts to fighting just like in part 1. Use the same strat I listed there.

END MAIN BATTLE INFO

Also 2 quick notes:

1)You can only climb halfway up the walls on the far side of either room. Up to where the plants are on them. Don't let this get you killed.

2)When you first knock Oro down you can get free dream nail hits in on him or his brother as he jumps in to get back soul. Also once you kill one of them, you can use the dream nail on the beaten brother for free soul again. THE DREAM WIELDER charm is hugely helpful in this fight for this reason.

Last edited by esco1979; Sep 13, 2018 @ 6:51pm
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Date Posted: Sep 12, 2018 @ 8:53pm
Posts: 7