Boss Name Location Charms required a bit of help ?

Gruz Mother Forgotten Roads, on the path to Salubra's House Strenght, Longnail/Mark of Pride, Chaman Stone, Soul Catcher/Eater, Steady Body, NOT SHARPSHADOW Yes, Steady Body, this not a joke. The tiny plateforms may screw you more than once. The best strategy is simply to wait for the Mother to throw herself at you, dodge and slash her/Shriek her until death. Take it slow, Radiant bosses have a big HP bar. I'd advise against sharpshadow for once, as you could go further than the next plateform.

Vengeful Fly King Greenpath, on the way to the 1st Hornet boss. The king is eating Zote over one of the highest plateforms, don't miss it. The usual Two Kings ? Twice the pride, double the fall. Three way to do it : Pogo a King each time he dives, use Descending Dark to hit'em more, of pogo on one of them and follow it pogoing not stop to the edge of the screen. It's pretty hard to do, the 1st way is safer. Get some Soul from the little Flies they spawn, you could throw a spell or two.

Brooding Mawlek Forgotten Roads, go to the extrabig room with a ton of plateforms of the left (the one on the way to Grub's room and Greenpath) and break a wall on the left, then pogo/Walljump in the next room. Quick Slash, Mark of Pride & Longnail ! Sharpshadow, Nailmaster's Glory the Mawlek's claws are surprisingly long ! after one of two hit, rush back. both Nail-lengh charms will prevent a stupid death. If Mawlek starts jumping over you, either dash or Shriek a bit. If it pukes a wave of oozing infection, quickslash its body as much as you can then use the black dash throught them. Nailmaster's Glory could help you by throwing Tornadoes and Great Slashes very quickly : spinning deals a ton of damage, but be careful as you move slowly while spinning !

False Knight You kinda can't miss this one as you need his badge to open the way to the city of tears. Right in the middle of Forgotten Roads, above the Stag room. Quick Slash, Strenght, Chaman Stone or Grubberfly's Elegy and Grubsong Sharpshadow Dream Wielder Such a Hard boss /s Immediatly get in front of him, quickslash as much as you can, dash through the armor and keep going until he falls. Once he gets back up, slash 2/3 times, then Shriek/lasersword him upwards, and since he will smash the ground on the other side first you can quickslash it again a lot, making it fall again and repeating the process. The first part of the boss is the only real part... If you'd rather take no risk, use Dream Wielder to Dream-slash him once he's down to get a ton of soul, then spam Shades from afar. Remember that the infected rocks falling from the ceilling can be slashed to make them fly to him, free hits are always something to keep in mind !

Failed Champion Once you got the Dream Nail, go back to the False Knight room and climb up and right until you hear some weakling's noises. Break a wall on the middle area to reveal the Maggot's body and his friends mourning, the dream nail the corpse. Same as False Knight, plus Dashmaster/Sprintmaster The exact same strategy except for a few things : more rocks (more ways to hit), faster (Sprintmaster+Dashmaster to moves very quickly) and can creates higher shockwaves. Once again, after he falls you can Dream-slash, quickslash, spell-spam and repeat. However since he has more health per phase, once he's in the middle you won't break him quick enough so just slash a few times then back down. A bit frustrating !

Hornet (Greenpath) Once again you can't miss this one. Follow the story during Greenpath. The usual Hornet 1 doesn't have a lot of attacks. Dash, Dive, Needle throw, area of thread and that's pretty much it. You have to keep in mind that waiting for her to make the first move is always the best way to win (reliably, of course.Else you could pin her to a wall and hit like a madmen). After a dash, hit once, twice. After a dive, same thing. If she throw her needle, jump above, slash, jump again to dodge the return of the needle. As many bosses, Hornet will break if you hit her too much in a short spawn of time. Use this time to Dream-Nail her and gain some soul or to charge a Grand Slash. If you are confident, throw a Shriek each time she jumps over you.

Hornet (Kingdom's Edge) Can't really be missed, In kingdom's edge on the way to the Wyrm's corpse, down-right of the area. The usual Better Faster Harder Stronger Hornet with invisible-ish traps. What you have to keep in mind is : cut the music (I know, it sucks, HK music is incredible) and let the sound effects. You will hear Hornet creating her traps. Remember that you can hit the traps, it will help tremendously. It's a duel of reflexes here. If you don't feel like you can win this, simply dodge and dodge until she makes a move you feel easier to pass through. Not anyone can speedrun her, and to be fair who cares ? you seek winning.

Massive Moss Charger Greenpath, forgotten by a lot of people. From the Hunter's nest, go left then down at the first opportunity, the left immediatly. Grubberfly Elegy, Grubsong, Quickslash, Strenght, that's all folks Best Worst fight ! Simply wait for them to charge, press your Y/attack button as fast as you can, and you win. As each hit pushes the Moss Boss back, you won't get hit and finish within seconds. The timing might a little tricky but a couple tries is all you need.

Flukemarm Royal Waterways. From the only bench of the area, go down to the big room filled with Fluke family then seek really tiny Fluke's butts coming from the ground and follow their path. Shaman Stone, Soul stuff What a great boss fight. Start by hitting a few times to get a ton of soul thanks to your charms, then get under them, and Shriek all your lunges out until its over. The size of Abyss Shriek is so ridiculous even the little Flukes will die in the process.

Mantis Lords Fungal Wastes, where you found the Mantis Claw, keeping going down and down. Anything Nail-focused, maybe Shaman Stone. NOT Sharpshadow In this game there are two kind of bosses : those you have to fight against, and those you have to dance with. Mantis Lords are artists. the only way to win is to follow. Staying right in the middle of the plateform is safer, as you could do a mistake and fall into the spikes otherwise. Sharpshadow shouldn't be used if you are not confident as you could dash too far away, having 0 second left to slash... if you're not dead from the spikes anyway. Hit them ONCE after an attack, twice if you use quickslash. Dash : jump, strike their back. Dive : side-step, strike Circle projectile : you have to jump above some of them, or not. Pay attention, more often than not staying in the middle and jumping is enough.

Sisters of Battle Can only be unlocked by starting the Mantis Lords fight during the Pantheon of Hallownest. Same as above, but Sharpshadow is ok now. Welp, I hope you love dancing with them. Same fight except DROSSA A few notes : if 2 Sisters use Dash, the 3rd will Dive. If 2 Sisters uses Circle, the 3rd will Dive. If 2 Sisters use Dive, the 3ds will also Dive by following the general pattern. This could end badly if they push you to the edge of the plateform, that's why Sharpshadow is ok here. Sometimes with that much people on the plateform it may be too hard to dodge. Sharpshadow could help you gain a bit of distance but don't get out of a tricky situation by jumping into a Sister ! Once a Sister is out, the fight gets a bit wierd as the remaining fighters are not programmed to always attack together. Sometimes, one will throw a circle while the other will... idk, get a coffee backstage. Though fight, but so satisfying to win ! It might takes a good 30 tries tho.

Oblobbles Coliseum number 2. Anything Soul and spell related, lengh of the nail. UUUUH. Alright, before you throw your Switch/PC in the garbage can, here's some helpful ways to not get mad : The shots are not random. Each other wave is slightly offset, and you can then remember exactly where they are falling, giving you a couple of seconds to strike. Now, if an Oblobble dies, the Widow(er) will gets mad and start throwing everything and the infested kitchen sink at you. To prevent this lethal phase, you have to kill them at the ''same'' time. The best way is to count how many slash you do to each of them, then get to a corner of the room and throw Shades non stop to hit BOTH of them at the same time. If one of them is a little bit too far away from the screen it won't register as a hit. If by mistake one of them survives the onslaught, wait for it to get above you and use Shriek to end the fight. This is a very frustrating fight, however after a lot of tries you will beat them no problem.

Hive Knight In the Hive (kinda-secret area under Kingdom's edge. Seek bees on the lower part of the area) The usual As proud as he his, Hive Knight won't cause too much problem. You can Blackdash through him or pogo his head after each of his moving attacks, quickslash a ton if he stops to summon Bees/Spiketraps, and quickly end the fight. Bees are a bit hard to see because of the color pattern, if you feel like you can see them just focus on that and keep dodging until they are all out. Bees are units, and can then be slashed/killed/pushed for soul ! About spiketraps : Hive Knight summon 3 traps, that will always explodes in Bottom-Mid-Top order. You can position yourself accordingly. If that's too much, use descending Dark to abuse invincible farmes.

Corrupted Vessel Can't really be missed but hey. Ancien Basin, go left from the only bench and once the path is blocked, go down and follow the awkward road. the usual A long time ago you suffered to win this fight and get your double jump. Now ? It's quickslash time. Seriously, besides the ''flail my nail like a dumb vessel'' attack, anything he does can be seen from miles away and countered by a jump/dash. Be a bit careful about the ''flail my head like a hard rock singer and somehow spread infection bullets from the ground'' attack, if you fear it too much a good descending dark will help.

Lost Kin Dream Nail being acquired, go back to Broken Vessel and dreamnail him. the usual If you won the Borken Vessel you win this one too. He will summon infected cells... and no one cares because it's just a way to get soul. Slightly faster, more hp, same fight. the Dive attack spreads more cells, so don't stay too close. Always wait half a second before going to town on him, as he could flail his nail near instantly and kill you. At this point the most dangerous thing he can do to you is jumping on you and you would not see it coming.

Nosk Deepnest, from the Hotspring break a wall left to unlock a Grub, the break the left wall behind the Grub to enter its Lair. Sharpshadow, plus the usual. Nosk went from being a joke boss that lost to its own lair to a joke boss that lost to you. as Nosk's favourite attack is running, pogoing is needed, and if you can't pogo good enough you should go to the Pain of Pain for a little training. Nosk's Infection spread is a nightmare if you don't know how to counter it. As the bubbles are ''kinda'' random in size, shape and location, you could totally get hit without knowing why. Plus they stay on the ground, melting for a second. That's why Sharpshdow is so good here. As soon as you see Nosk giggling like a party girl, jump and dash straight through the bubbles ! You'll end right in front of Nosk and ready to pogo. Nosk very often follows this attack by his infamous ''I run'' attack, so you can pogo safely. And if you are still too far away, simply use the second jump to stay mid-air before the goo dissolves on the ground. When Nosky gets to the ceilling to drop infection at you, remember that he will target your current location. Making very little steps is actually a better way to dodge, as you won't get stuck at the far end of the room. Strike by btrike, you will beat him.

Winged Nosk Can only be unlocked by finding Nosk in Pantheon of Hallownest. the usual, but focus on Spells more Nosk having stolen Hornet's face and growing wings (goddamit yes) is incredible, but in the end it's a Vengeful Fly King with Nosk's ability. pogo them each time they Dive, kill the summons ASAP to gain free soul (at least the closer one, sometimes you can't run fast enough), use Sharpshadow to dash through the rain of infection and pogo once done, and in 2mins the boss will be done. Farewell, horror of my nights.

The Collector Tower of Love, accessed first from Kingdom's edge, then by King's Station once you flipped the switch. You'll need the Love Key found in the hand of a deceased bug in Queen's Garden southeast area. Spell Twister, Soul Catcher/Soul Eater, Nailmaster's glory, Shaman Stone, Dream Wielder, (Sprintmaster?) Now that's a fight I wish I never had to do. The Collector (and its orgasmic laugh) now drops PRIMAL aspids, and arena-models of Mosquitos and Baldurs. Which means that one hit is not enough to kill 'em, which means you will be swarmed in 2 waves. Now, you can make you way through and fight the Collector like the strong, perfect Vessel you are. Or, like me and many other people, you can use the strategy, that will award you the win while killing your honor. First things first : immediatly dash before the Collector laughs, you could slash them 2 3 times before they jump. Now you have to repeat a process, step by step, without failing. 1 : Charge a Great Slash. 2 : get in front of the nearest Jar. 3 : Slash IMMEDIATLY whatever's inside, killing it in a single blow and awarding you Soul. (Remember : the Collector is a being of the Void, and as such delivers 0 soul by striking with a nail) 4 : If the room is now clear wait where the Collector will drop, strike them, then wait for it to jump over you and strike again. 4b : If the room is not clear, stay at the far end of the room and shot 1 SINGLE shade to kill everything in sight with Shaman Stone, and striking the Collector once. 5 : once the Collector breaks and breathes, Dream-nail it 2 times (3 if you feel confident) to get a ton of Soul. then rush back the end of the room and charge another Great Slash. Stay at the end of the room as much as you can, repeat until everyone is dead. If Haha jumps at you, run/dash to the other side. Sometimes, Haha will laugh differently, then jump from very far away in an attend to grab you. This can happen at any stage of the fight. Keep an eye on them. If this happens while they are close to you, it's an excellent opportunity to hit a lot.

God Tamer Coliseum number 3 (haha) Sharpshadow, the usual (focus either on spell or nail as you prefer.) Many people find this boss difficult. And it is. But not that hard once you now the drill. First : Immediatly get in front of the Beast, then rush back to your starting spot. God Tamer will jump while the Beast howls, focusing your position. If you stay still she will jump to you, but if you get close she'll just jump on nothing, making the 2 targets very close for MORE SOUL. Your true opponent is the Beast. Don't fight God Tamer. Her only attack being ''Jump and slash'', you can forget about her most of the time. Use your ears, if you hear her screaming ''Haaaan'' she's coming. The Beast will either spread goo or roll. Goo will drop on 3 locations : in front of the Beast, a bit further, a lot further. Which means you have two ''holes'' of safety. From here you have time to Shade them. if the Beasts rolls, Sharpshadow through, then dash again. Beast will target your location once it bumps on the wall, giving you a short time to reposition yourself. Plus, as long as Beast is a ball, it's immune to nail strikes... but not to spells. if you get between Beast and the Tamer and feel like this will end badly (it happens at the worst time, obviously !) use Descending Dark, then Sharpshadow to run away from this tricky situation. Dash, dash, strike, wait to see what the Beast is doing, spam Shades from far away. Once you get the timing this boss is a joke.

Crystal Guardian Crystal Peak, in the bench room in the middle of the area. the usual, nail focused Hem. Of all the bosses, this one shouldn't need a guide. Jump above the laser or just dash through, strike a lot. That's all.

Enraged Guardian Crystal Peak, same room as the first one, but you need the Wings to access the upper part. the usual Oh no, he does double damage. And is a bit faster.

Uumuu Can't be missed : in Monomon's Laboratory. Dream-Wielder, Shaman stone, Longnail/Mark of Pride, Spell Twister Alright, i'll say it. This Boss is NOT difficult, even without Quirrel. This Boss is



LONG. and FRUSTRATING. before Uumuu appears, jump to the plateform near them (above you, slightly to the right, you have to jump left first then this one), allowing you to dream-nail it twice. Now, the strategy. 1 : if Uumuu does ''following electricity'', jump plateform by plateform or let yourself slide from a wall ( or walljump in quick succession if you're at the bottom of the room.) 1b : If Uumuu does ''electricity everywhere'', don't freak out. There's a lot of holes in the room to be safe in, and even if you don't see any close, use dark dash to get to a safe position. 1c : If Uumuu summons Oomas, look down to see if one of the two is near you. If that's the case, WAIT for the Ooma to fly to the same height as Uumuu, then throw a Shade to make them collide. If you can't see where the Oomas are, WAIT NEXT CYCLE. By hitting an Ooma with your nail, you have a high chance of being caught in the explosion, or push them in the wrong direction and getting hit back by the flying cell inside, focusing you. using Shades removes this problem. if you push an Ooma inside Uumuu as it summons more Ooma, it will sometimes screw you and do nothing. Sorry. At least you can Dream-nail them. This fight alone can take 10mins, with 9 of them being running like a little bitch. But what's 10mins of pain compared to hours of Uumuu fight ?

Traitor Lord Queen's Garden, on the path to the White Lady (northwest). You'll need the black dash to access him. Sharpshadow or not, anything Nail related He's big, he's mean, and he sucks. Traitor Lord has 4 attacks : Dash : dash through Jump-Dive : just walk and strike Summon Orange circles : he only does it if you are far away, and will stand still for a second after doing it. As you should not be too far away from him most of them time it shouldn't happen but if it does, use this as your advantage. Strike the ground to summon walls of pain : if you stay TOO close to him, you could get hit by that. Always keep at least 1 and half long nail of distance. Then use Blackdash to pass through. Alright that's all.

Grey Prince Zote After saving Zote from the Vengeful Fly King in Greenpath, then once again in Deepnest, then ''fighting'' him in Coliseum number 1 AND saving Bretta AND getting the Wings, go back to Dirtmouth to Bretta's house. It's not about charms here. the usual will do. This one will cause trouble. Zote is so unpredictable that even him has no idea what he's doing. As Zote can start an attack very fast, do not stay too close to him, and do not strike a lot. I know a lot of people would use quickslash to destroy him but here it's not a possibility. A few tips : When he spites summons, kill them ASAP. you don't know if they will be Flying or Jumping Zotelings, might aswell kill them at birth. if Zote goes through the floor and then falls from the ceilling : great, that's an easy attack to dodge, and allows a few hits. Dash if needed, then jump/double jump and strike. when he flails Life Ender : pogoing is dangerous yet needed, as no one has any idea when he will fall. between each pogo, double jump just in case. Summon Explosive Zotelings : sometimes, they will spawn on you. Why ? F.u. that's why. Otherwise you can throw a Shade to clear the room. Litteraly anything else : run away and only strike once or twice if you have a window. Stay away from the walls. Zote could block you here. In fact, staying away from Zote as a whole is a good idea.

Soul Warrior Can't be missed : on the path to the Soul Master the usual, nail-focused Another one of the ''I'm not really a boss'' crew, as you've done it a few times between the Coliseum and the Soul department. It's a little bit a of dance, wait a teleport, react, slash (but not too much), and kill any Folly spawned first. Quick slash will prove its usefulness once again. That's a good training point if you have a hard time against the other soul boss !

Soul Master Can't be missed : at the far end of the Soul Department of magic in city of tears. Sharpshadow and Dashmaster/Sprintmaster, the usual nail focused. Now that you've done so many bosses thourought the game, this one won't cause much trouble. His HP is kinda low. if he slowly dashes, pogo him and strike his back. The ''spinning wheel of orbs'' is the best attack you can get as you can hit a ton with very few jumps to do. Usually, Soul Master will teleport ''away'' from you once he's done with an attack, often mid-air. You can jump and unleash a Shade or two on him, or Shriek from under. Phase 2, abuse your running speed/dashing speed to dodge the crushing blows, then get in front on him to end the fight, either by slash or shriek (since the hitbox is also hitting diagonally). Remember : Black dash/Sharpshadow allows you to destroy an orange Orb when you hit it. It could come handy.

Soul Tyrant Once Dream Nail acquired, go back to the Soul Master's body. See above. The spinning wheel is now a spinning rectangle, you then have to jump 2/3 times in very short succession to survive. The timing is a bit hard a first but once you've trained that only it's just an attack like any other. Be careful with the Fakeout-crushing blow. the best tech is to dash then use the momentum to jump twice and avoid the crush and the wave at the same time. Since he teleports very quickly you might lose quite some time running around. The speed charms are really cool here. Phase 2 : Sometimes, his positionning will kill you even if your dash timing is perfect. Look at the upper part of the screen and dash accordingly, even if it means going backwards. He has way more HP now, so you might need 2 cycles to end this.

Dung Defender Royal Waterways, right part, in the area filled with dung balls. the usual, focus on the lengh of your nail and spell damage AAAAAAAAAAAAAA UMDAAAAAAAAAAAAA Did you know that Dung Denfender can be forcefully pulled from the underground by using Descending Dark ? could be useful. When he is creating his dung balls, be careful while striking, his throwing range is deceiptively long. Having a long nail could save you. If he rolls into a ball, you can juggle with him until death. This is also doable with White defender. strike up, run/dash to the next position, strike up. If that's something you wish to achieve (for style points or because you dislike the boss fight), train this in Ascended Mode. When Ogrim start swimming, he might hit you if you're too close. Dashing immediatly is required. Phase 1 is the real deal, as you can deal with phase 2 very easily by waiting for him to unburrow and Shriek, then repeat the process. Keep a bit of soul for that !

White Defender Once Dream nail acquired, go back to the dung room, then Dive through the floor on the right (you won't see not hear anything but it's breakable) see above So what's new ? Kinda nothing. Don't stay too close all the time as he could use his new ''the walls'' attack. Except for that, it's the same fight as before, twice as long. If you are afraid to get stuck between a dung ball and a hard place, as usual, Descending Dark is your friend. You can get some free strikes as soon as he erupts from the ground as the start !

Watcher Knights Can't be missed, on the way to Lurien's chamber. Nailmaster's Glory if you like this style, anything Spell and Soul related, Sharpshadow Welcome back to hell. These rollings scarabs of doom may only have 3 attacks but boy that's enough to cause a headache ! Use Nailmaister's glory to Spin on them, as it deals a ton of damage as soon as they spawn (way for them to ''almost'' finish their battlecry, and slowly retreat while still pressing the attack button) A quick way to deal with em is to spam Shades from afar (not too much afar, you need to see them still) as they don't have that much HP per body. Once only 1 is alive, use it to get some quick hits and refill the soul bar. The first one can be killed before number 2 spawns, then you have 2-3 and 4-5 to deal with and 6 will join only to die in the end. 2-3-4-5 is the real deal. Sharpshadow allows both to pass through as Watcher while he slashes in front of him, or get out of a bad place. getting caught between 2 Watchers is the worst, Descending dark + Sharpshadow is godsend. You want to keep any duo on the same side, to prepare your escape.

No Eyes Greenpath, from the Moss charger room, go right instead. Lengh of the nail, spell power No Eyes went from an easy boss to a hellish plateform game. the wandering ghosts will hit you sometimes because you didn't pay attention to your foot or something like that. No Eyes teleport points are difficult to access, the Slow and steady strategy is needed here. dodging the ghosts is more important than hitting her. if she's afar, use a shade instead of running as you will put yourself in danger. If you are above her on the left side of the room, pogoing her is pretty useful, but as any pogo done will push you upwards, always look for ghosts

Marmu Queen's Garden, from the Stage station go left. quickslash, lengh of the nail, spell stuff The area is now covered in spiky vines, which changes nothing as you don't really have to move. Your goal is to juggle with Marmu, but it can now change his speed or target point during attacks. jumping to strike can help as you're sure he won't get enough distance to surprise you. If they come from a side, strike once at a time until they teleport. As soon as you have enough soul for 4-5 Shrieks, wait for him to teleport above you and shriek like a madman.

Xero Resting Grounds, from the Seer's lair just go left until you see him. the usual Gelasan ! Xero is easier than most boss, even with plateforms. One thing to keep in mind : the nail he throws comes back at HIM, not by your location. Sometimes you won't have to dodge, but will by reflex and die in the process. As a ghost warrior, hitting him will push him away, so using Shriek can backfire if you push too far and the nail change direction. once he gets his 4 nails, the cadence will accelerate but nothing too hard still.

Markoth Kingdom's Edge, from the bench leading to the Wyrm's corpse, go down until you see a Void door on your right. the longest blade possible, spell twister, shaman stone are needed. What's a butterfly with a shield ? Satan. Same fight as Uumuu, in fact doing nothing is the best method. Immediatly as the fight start, Pogo Markoth a few times then get the hell away from him. Markoth's flying Nails will spawn, focus your position then fly. Put the sounds effects up and music down to know how many blades are coming and when Markoth will change strategy. Stay at one place, away from him, and jump to dodge the nails. Running around will only make you collide with a spawning nail, with cause frustration. When you hear Marky talks, he will stops and start spinning his shield like he's captain america. wait for the first 2 spins, as the shield stays close to his body, then dash close and strike as much as you can before the shield returns ! then run away even further and wait again. When Markoth spawns his second shield (dude seriously?), KEEP RUNNING. Even more nails to dodge, sure, but that's the same idea. And as soon as he stops to spin shields, get to a plateform at the same heigh and unleash all your soul meter with shades, shades, shades and more shades. I don't remember exactly how many you need but with Shaman stone 5-6 should be enough. Congratulation you cheesed Markoth the run killer.

Galien Deepnest, under the failed tramway, on your left. the usual, lengh of the nail/running speed too. Galien is easy, but somehow dying against him is even easier. As soon as the fight starts, get to the right of the Scythe, strike upward while jumping to get the first few hits, then walk right, then rush left. Galien gets harder and harder as the time passes, with the light blades spawning and all. Once you have enough soul, spilling it on him with shrieks and shades is a great idea, but you might need to wait for the grand scythe to make a stop first.

Gorb Howling's Cliff, near the bench on the left. the usual That's Gorb ! And that's all I have to say. Gorb will fly while slowly throwing needles at you. Wave 1 and 2 are slightly off, Wave 3 is the same as wave 1. With that in mind, you won't need anything else. Little jumps or sidesteps are all you have to do. If jumping to another plateform is risky, wait for Gorb to come back by himself.

Elder Hu Fungal Wastes, from Leg Eater's bench, go down and right and right until you find him. the usual, Sharpshadow The easiest of all Ghost Warriors. If he slams stuff, either position in an empty space or dash through. If he dissapears, dash through and get back in the middle. See you next boss.

Brothers Oro & Mato Last boss of the Pantheon number 1 the usual I'll pass on the first phase, as Oro alone isn't a threat to anyone. dash his slashes, pass under his jump, jump his dash. Nice triangle. Now, the brothers. As long as you stay away from them, they will come and attack one by one, while the other looks at you menacingly. Once again, having the music off and the effects on will give you a ton of informations, especially about which brother is charging a special strike. Oro's Dash strike can be dealt with by.. jumping. Mato's Beyblade strike is funnier, as doing nothing and letting him rise, then making a step on the side and striking him in the back works. Being stuck between those two with their gigantic Nails sounds like a great porn bad, but combining descending dark and getting away usually is enough. Their blades are so long, if you don't know what to do, using DD is almost always a good idea, and your soul meter should be full after Oro's duel. They are so big that Shades will hit them twice each, but keep some soul for DD at any time.

Paintmaster Sheo Last boss of the Pantheon number 2 the usual As cool as this boss is, he's no match for his brothers. Each color is an attack, each attack is a way to dodge and hit back. Red : side step between the 1st and 2nd drop of paint. Yellow : Jump QUICKLY. Blue, backtrack between the 1st and 2nd drop of paint Purple : if he's not back against the wall, dash through while he's charging, otherwise run away That being said, the duel is pretty short. Kinda like fighting Oro on steroïds. Yellow is the real problem as it comes out very fast. Always keep Sheo in your screen, you don't want to be torn apart from afar.

Grand Nailmaster Sly Last boss of the pantheon number 3 Sprintmaster, Dashmaster, the longest nail, Nailmaster's glory, Sharpshadow Duel at the summit with a tiny ant. Now that's a dance you won't forget. Each attack can be countered. however Sly is so fast and his blade so ridiculously big you will need Sprint/dash/both master to run back and forth. Nail combo into jumpin spin : stay away, pass behind him when he jump, strike when he touches the ground. Jump into Slam (into anti-air) : first, Sly will only use the last part of this attack if you are close. dash away form the slam, (maybe hit once if you feel good), then wait to see if he uses the last slash before going back to attack mode. That's where Sprintmaster gives all it's value. Grand Slash : Sly charges his attacks at incredible speed, better get the hell away, if you are not sure about the lengh use the black dash. Dash Slash : as long as you end behind him, you're gucci. Spin : either pogoing on his blade/head, or just climbing a wall and using descending dark. phase 1 seems hard at first but will progressively gets easier and easier each time you do it. Now phase 2. aahaha. the ninja master seems horrifying right ? Or not. I spent 50 times trying to get the right strat. But it's just as easy as it gets. Sly will always focus you as soon as he gets close to you, or after 4-5 dashes maximum. Knowing that, the only thing you have to train (use Ascended mode for training) is 1 : wait for Sly to come while charging a great slash 2 : walk/dash to the OPPOSITE direction he is coming from, don't try to dash through as he can slightly change direction. 3 : Great slash/normal slash/Shade 4 : get back to the middle of the room so you don't get stuck The first time, you will get hit in -2seconds and rage a bit. 10 tries later you will end him.

Pure Vessel Last boss of the Pantheon number 4 the usual, sharp shadow Remember what I said about dancing with your ennemy ? Pure Vessel is one of them. Pure Vessel is one of those boss who seems ridiculous and awesome at first, and will get easier and easier at each try. The first advice is : before EACH attack, JUMP HIGH ONCE. we will see later that the almighty Vessel has no idea what to do against a guy that jump. Dash : since you jumped, pogo him Nail Combo : since you jumped, pogo him. as this attack makes him moves a bit less than the dash, you might have to move a bit near him for it to work. Dive into Floor white spears : since you jumped, dash/move a bit to the side then jump again to position yourself between the 2 nearest blades. If you have jumped while moving you could even skip the dash part. Counter : well, you jumped, so there is nothing to counter. Great window to attack afterwards. Flying Arc of white spears : you jumped, but you might be off-timing. Just in case, dash near him, through the blades to strike. Explosive Circles : you jumped, now dash away. Look at the position of the first tiny circle, as the always spawn high-low-high-low etc. You will no where to put yourself, and could throw a shade in the meantime. Void tendrils : you jumped, dash near him, jump again if you were too far away, then pogo until the tendrils retracts. A simple jump : what the hell is he doing ? Dash away quickly. Of course, you can totally beat him without doing any of this, by dueling ''normally''. But this handsome mofo is a real danger with very short down time, and you might need this strategy to end him.

Grimm After summoning the Grimm troupe, follow their quest. the usual, sharp shadow needed ZERH. Talking about handsome bugs and dancing. DO NOT HIT GRIMM WITH ANYTHING BUT THE DREAM NAIL WHEN HE IS BENDING OVER TO THE AUDIENCE. Otherwise he will start with Balloon fight. Once again, each attack has a counter attack. Your eyes have more importance than your fingers, you need to follow the tempo. One thing first : if you immediatly rush on Grimm as soon as he appears, he will makes a step back, ruining your tempo. The three bats : jump, jump or dash, slash. the Dive : dash away, jump over the second part, slash his back. The upward punch into rain of fire : if you are at the correct starting range (not moving before he punches), using sharp shadow will put you exactly between two fireballs. Isn't that practical ? Floor spikes : that's why you should never stop looking at the ground. the spikes have a tiny hitbox so you can move until the last microsecond, but that's big enough to be frustrating. Balloon fight : Grimm will use it at each 25% HP removed. Get to the far end of the room, but do not touch the wall. At all. You know your jumping speed and falling speed, if you start touching the wall everything will fall apart. A single ball at feet level can be jumped over Two balls need a high jump One high one low need a short jump to be inbetween. If after a great jump the next wave is a single ball, you can fall behind it to gain advantage. Grimm cannot be damaged by nails in this state, but spells do their work. At the end of the show, throwing a shade could gain a bit of time.

Nightmare King Grimm Once you're done with the Troupe's quest, if you want to fight him, go back to his lair and dream nail him. see above after fighting Grimm for a while, you'll find this easier than expected. Which is still hard. Dancing with madness is a pleasure, isn't it ? Row of fire bats : jump between the first couple then dash through the second. Upward punch into a quicker rain of fire : same Sharpshadow will save you even if that's scary A.F. In case you don't believe in yourself, move a little tiny bit to the side but be careful not to suicide. Dive : You'll need to jump twice after dashing as the trail of fire stops any back attack. Pogoing his head is dangerous as he gets up after attacking, which could kill you. Floor spikes : Always.Keep.An.Eye.On.The.Ground. Also, at the far end of the palteform, the head of the spikes gets very hard to see. Not being here would be a good start. Eruptive flames : since NKG targets your feet, making very little steps let you get close to him without running around. Making 4 little steps then Shriek, or 3 steps then jump-> sharpshadow is a great way to deal with this, but don't get stuck at the end of the area ! Balloon Fight : same as usual (a little bit faster maybe?). Training Short and High jumps with Grimm was worth your time.

Absolute Radiance Last boss of the Pantheon number 5 I'll tell you when I'm done. :D