Troupe Master Grimm
|Health||800 - 1000|
Lvl. 3 Grimmchild
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
Hollow Knight Grimm Location
Hollow Knight Grimm Rewards
- Charm Notch
- Lvl. 3 Grimmchild
Hollow Knight Grimm Strategies
Troupe Master Grimm is one of the quickest boss and has multiple mix-ups with his attacks. Note that before the fight, the Troupe Master Grimm will bow to you, if you attack him during this time, he will start shrieking and proceed to follow up with the Flamespewer attack immediately. 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 Vengeful 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 the Troupe Master 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 the Troupe Master Grimm.
Now let's move on to the Troupe Master Grimm's projectile attacks. When he starts opening his cloak, this means that he will start sending out three flame bats at you. These are shot out in quick succession. Countering this requires precise timing and execution by double jumping over the initial attack and then dash over the next two. Troupe Master Grimm will be stationary during this attack, giving you time to deal a solid blow before he starts teleporting.
Another projectile attack that he uses is called the Flamespewer, where he leaps into the air and immerses himself in his cloak and turns his body into something similar to a blowfish, and releases fireball projectiles all over the arena. You will be able to see this attack coming, as you will notice the Troupe Master Grimm will position himself at the center of the arena. To counter this, quickly head over to whichever side of the arena and focus on dodging the fireballs released. This also requires precise timing and execution. Take note that this attack will only happen if the Troupe master Grimm's health is reduced to 75%, 50%, or 25%, and at this time, he will be immune to nail damage, but spells would still work on him.
Troupe Master Grimm will occasionally teleport to another location within the arena to keep you on your toes, but when he gets too close, he will proceed to skitter off in all fours, giving you the chance to deliver another punishing blow.
Also keep a lookout on the Troupe Master Grimm's close-quarters attack, his Dive Dash and Dash Uppercut. Dive Dash is where you'll see him teleport in the air and cover himself with his cloak, forming something that looks like a drill and will drive towards you. After landing on the ground, he will follow up with a dash attack that has a long reach. His Dash Uppercut is where you'll see him start dashing towards you and attacks with a downward sweep and then uppercuts into the air and disperses into a red flame that shoots down five red flames in a parabolic arc. Try using the Shade Cloak during these attacks. It is also worth mentioning that you should also try to position yourself close to the Troupe Master Grimm after he explodes and turns into a red flame during his Dash Uppercut attack, this will help you stay clear of his parabolic arc flame attack. This should also buy you enough time to heal using Quick Focus.
Cloaked Spikes is where you'll see him burrow his cloak into the ground and release spikes that covers the arena. Once you see him burrow his cloak into the ground, move in between the gaps before it turns into a spike and use Shade Soul or Vengeful Spirit to deal damage even from a distance.
Every attack counts and it will be better if you consistently strike the Troupe Master Grimm to finish the battle easily.
Attacks & Counters
|Flame Bats||Grimm opens his wing-cloak and sends out three “Flame Bats” (red fireballs) at The Knight. While a bat flies out of Grimm's cloak/wings, 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 Dash||Grimm will teleport in the air and cover himself with his cloak-wings, morphing his body into a drill-like pointed shape, and dives in toward The Knight. After landing onto the ground, he follows up with a dash attack where he elongates his arm and part of his cloak-wings turn into a lance-like weapon that has a long reach. Whenever Grimm 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 Uppercut||Grimm starts off with dashing towards The Knight and attacks with a downward sweep then uppercuts into the air and disperses into a burst of red flames that shoots down 5 red flame balls in an 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 phases his phantasmic cloak-wings through the ground in a ghostly manner and releases small twisted cloths that later morph into tall red 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 Vengeful Spirit to deal damage even from a distance.|
|Flamespewer||Grimm leaps and teleports into the air at the middle of the arena, and floats as his entire body (aside from his head and feet) inflates into a spheroid spiky form, filling up entirely with bursting flames. causing him to resemble something similar to a blowfish. He releases small fireballs for approximately 10 seconds. This attack only occurs once Grimm's health is down to 75%, 50%, 25%. and if you happen to attack Grimm at the start of the battle when he respectfully bows to you, causing him to shriek. 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.|
Hollow Knight Grimm Lore
Master Grimm is the immortal, fiery, pyrokinetic leader of the mysterious ghostly Grimm Troupe. He and the Grimmkin exist in an alternate spirit realm of spectral flames, and travel to wherever their Lantern has been lit, namely a dying kingdom. The Grimm Troupe gathers scarlet Flames, remnants from dying kingdoms where they are called to. One goal of their ritual is for the current Troupe Master Grimm to be reborn by fire, becoming the Grimmchild (who will in time mature into Troupe Master Grimm once more, and his cycle continues).
The Grimmkin are ghostly, wispy beings of flame who honor and assist Grimm loyally. Grimm and his Grimmkin are very enigmatic; certain members of Dirtmouth will pettily judge them as “sinister”, but they are harmless and benevolent, misunderstood spirits, restoring dying kingdoms by fire as part of their flame ritual.
If assisted in collecting scarlet flames and dancing with Master Grimm, he will become a valuable and loyal ally and companion to the Knight in his reborn Grimmchild form. Though Master Grimm challenges the Knight, he is respectful to him, even bowing to him before doing battle, and sees him as a friend and companion. To conspire with the traitorous Brumm (Grimm’s mutinous accordion-playing assistant) and banish Grimm and the kin from Hallownest is considered betrayal (though Grimm is still benevolent and does not strike with vengeance if The Knight chooses the evil path of betrayal with Brumm/Nymm).
Hollow Knight 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.