Troupe Master Grimm is a Boss in Hollow Knight. Bosses are special Enemies that feature their own arena, a large amount of health, and a variety of unique moves and abilities. You will need to perform multiple attacks such as using The Nail and Nail Arts along with the Spells and Abilities in order to defeat them. Some bosses are capable of entering into a state of stagger after landing a number of attacks on them.
As soon as you encounter a boss, its name will appear on the screen, the music will change into a boss battle theme, and usually, paths connecting the arena will close or will be blocked leaving you no choice but to face these devastating and unique foes.
Master of the Grimm Troupe.
Through dream I travel, at lantern's call. To consume the flames of a kingdom's fall - Grimm
Troupe Master Grimm Location
Troupe Master Grimm Rewards
- Charm Notch
- Lvl. 3 Grimmchild
Troupe Master Grimm Strategies
Grimm is one of the quickest boss and has multiple mix-ups with his attacks. And with this battle, you will have to rely on your spells and charms that increase The Knight's speed. First, let's talk about the Spells.
You'll want to finish this battle as fast as you can, and the only way to do that is to deal with constant and frequent damage. This is where your Spells come in, Shade Soul or Venegeful Spirit will be helpful especially when he executes the Flamespewer attack and the cloaked spikes. Desolate Dive is also useful since you can use it to evade his Uppercut attack and deal damage at the same time. Abyss Shriek or Howling Wraiths is also helpful whenever Grimm telegraphs the Flamespewer attack - if you plan on using your spells more often than The Nail, you must have the following charms equipped that can buff the overall effectiveness of your Spells - Shaman Stone to increase the effect of the spells, Spell Twister to reduce the SOUL required whenever you cast a spell, and Soul Catcher or Soul Eater to increase the amount of SOUL gained from striking the enemy with The Nail.
Charms - a good charm that can be brought into this battle is Quick Focus and Shape of Unn, this allows you to quickly regenerate health when needed and also reduces The Knight's hitbox from his projectile attacks. Also, assuming that you have already obtained Shade Cloak, equipping Sharp Shadow is wise in order for you to dash and also deal damage at the same time in case you phase through Grimm.
Every attack counts and it will be better if you consistently strike Grimm to finish the battle easily.
Attacks & Counters
|Flame Bats||Grimm opens his cloak and sends out three Flame Bats at The Knight. While a bat flies out of Grimm's cloak, a pillar of fire will also engulf above its cloak which deals damage upon contact. if The Knight dashes and positions itself next to Grimm, he will teleport at a new location and send out the remaining bats. You can play around with Grimm and counter this attack by dashing in when he telegraphs the attack and dash again towards his new location after teleporting and quickly land a strike. If you keep closing in the gap, this will cause Grimm to just send out one bat and instead will change his attack.|
|Dive and Dash||Grimm will teleport in the air and cover himself with his cloak into something like a drill and dives in towards The Knight. After landing onto the ground, he follows up with a dash attack where he elongates his arm and part of his cloak turns into a lance-like weapon that has a long reach. Whenever Gimm performs this attack, do not jump at first and try to bait him into diving towards the direction you want. Once he lands on the ground wait for him to execute his next attack then jump above him and perform a downward slash or use Descending Dark to deal damage.|
|Dash and Uppercut||Grimm starts off with dashing towards The Knight and attacks with a downward sweep then uppercuts into the air and disperses into a red flame that shoots down 5 red flame balls in a parabolic arc. This can be countered by either dashing away or through Grimm while he is on the ground and following it up with Abyss Shriek.|
|Cloaked Spikes||Grimm burrows his cloak into the ground and releases small twisted cloths that later turns into tall spikes that cover the arena. Once Grimm telegraphs this attack, you will have the time to move in between the gaps before it actually turns into a spike for half a second. While you are in between the spikes you can use Shade Soul or Venegeful Spirit to deal damage even from a distance.|
|Flamespewer||Grimm leaps into the air at the middle of the arena where his body turns into a something similar to a blowfish and releases small fireballs for approximately 10 seconds. This attack only occurs once Grimm's health is down to 75%, 50%, 25%. and if you attack Grim at the start of the battle while he shrieks. To counter this attack, it's all about your ability to time your jumps. Immediately run towards the end of whichever side of the arena and focus on dodging the fireballs released. Take note that he is immune to any attacks from The Nail, but spells will penetrate and deal damage while he is in his unique blowfish-like form.|
Troupe Master Grimm Lore
The leader of The Grimm Troupe, a mysterious traveling circus that came from the Nightmare Realm. Their goal is to feed the Grimmchild which also feed the being enslaving the troupe called The Nightmare's Heart.
Troupe Master Grimm Notes & Trivia
- Unlocks the "Grand Performance" Trophy/Achievement" after defeating Grimm.
- Troupe Master Grimm's overall health depends on the type of Nail The Knight has.