
Double nightmare theme music ktvx how to#
Similar to the first battle, it is beneficial to read what attack is coming and know how to dodge and/or retaliate. Hollow Knight Boss Discussion - Nightmare King Grimm After the stagger ends, the bats collect and reform back into Nightmare King Grimm. Attacking him does not end the stagger, but only a maximum of 50 damage can be done regardless. Nightmare King Grimm appears in this swarm as the bat with the red eyes. Nightmare King Grimm may begin to telegraph for one type of ground attack, skitter away, and change to another ground attack.ĭescription: Nightmare King Grimm's stagger is unique as he disperses into a swarm of bats resembling the Grimmchild that fly around for 2s. Skitter: Nightmare King Grimm skitters away from the Knight before starting an attack if they are too close to him.Teleport: Nightmare King Grimm teleports to a random place in the arena to perform an attack.Pufferfish: The Fireballs travel at a considerably faster speed.As a pillar begins to fade away, a wide, shorter flame appears and remains on the ground for 1 second. Each pillar starts forming where the Knight was and reaches the top of the arena.

The pillars are summoned one after another. He remains stationary in the air throughout the attack. Flame Pillars: Nightmare King Grimm summons 4 large pillars of flame.Nightmare King Grimm is not present during the attack. Cloak Spikes: The spikes become dangerous in a shorter amount of time.Nightmare King Grimm bursts into six fireballs instead of five. Dash Uppercut: The pause before Nightmare King Grimm launches himself into the air is shorter.Then he stands up after the dash before disappearing again. The flame trail generated by the dive disappears after he lands on the ground. Dive Dash: During both the dive and dash, Nightmare King Grimm is followed by a flame trail that deals damage.If the Knight gets within his arm's length before he ends the attack, Nightmare King Grimm teleports and sends 2 more Fire Bats, one high and one low, simultaneously. They travel in a pattern: the first and third bats go high, the second and fourth go low, with a wide gap in the middle. Fire Bats: Nightmare King Grimm sends out 4 Fire Bats instead of 3.Much like most other Dream Boss battles, the base fight with Nightmare King Grimm remains similar, although it is much faster paced, and most attacks gain new properties: To start the fight with Nightmare King Grimm, it is required to have the Grimmchild Charm equipped, though the Grimmchild does not appear in the fight.
