🎮BeatGuide
🦇Hollow Knight

Nightmare King Grimm

Complete walkthrough with step-by-step instructions, tips, and strategies.

🔴 Very Hard~1-3 hr (attempts)📅 Updated: June 2026
Requirements:
Grimmchild charm equippedPure Nail or betterAll previous Grimm Troupe content cleared
🦇
HP
1,500
Difficulty
🔴 Very Hard
Location
Grimm Troupe DLC
Reward
Godseeker access

Nightmare King Grimm (NKG) is widely considered the hardest boss in Hollow Knight. He's fast — faster than anything you've faced. Every attack has a tight dodge window, and mistakes cost 2 masks of health with the right build.

The fight is a rhythm game. Once you learn the tells and dodge patterns, it becomes a dance. But learning that dance takes patience.

Recommended Charm Build

CharmCostWhy
Shape of Unn2Heal while moving — essential for the short healing windows
Quick Focus3Faster healing — turns .5s windows into viable heals
Unbreakable Strength350% nail damage boost — ends the fight faster
Mark of Pride3Extended nail range — safer pokes

Total: 11 notches. If you have fewer, prioritize Shape of Unn + Quick Focus + Strength. The survivability is more important than extra damage.

All Attacks & Counters

Attack 1: The Dive

TellAction
NKG disappears in a puff of batsHe'll dive from above — dash forward or backward to avoid the dive hitbox

After the dive, he leaves 4 fire trails on the ground. Jump over the first, dash through the second — you'll be in perfect position to hit him. This is your primary damage window.

Attack 2: The Fire Pillars

TellAction
NKG bows and fire erupts from the ground beneath youWalk slowly left or right — the pillars spawn at your current position, so moving gradually spaces them out

Four pillars spawn in sequence. Walk, don't run. After the fourth pillar, NKG is vulnerable for one nail hit.

Attack 3: The Stab

TellAction
NKG points forward and his cloak stretchesShade Cloak dash through him immediately — he stabs forward with a massive reach

After dashing through, turn around and hit him once. He'll teleport away. This is one of the safest damage windows.

Attack 4: The Bats

TellAction
NKG sweeps his arm and 4 bats fly at you in an arcJump over the first bat, shade cloak through the second — the bats spread wider as they travel

After the bats pass, NKG is vulnerable. Hit him with an Abyss Shriek (descending dark) for massive damage if you have soul.

Attack 5: The Spikes

TellAction
NKG slams the ground and spikes erupt diagonallyStand between two spike rows — the gaps are safe spots. Don't jump unless you have to

Spikes have a fixed pattern. Memorize the safe spots. No damage window after this attack — focus on survival.

Attack 6: The Flame Orbs (Phase 2 only)

TellAction
NKG fires 4 fireballs in a spread patternDodge between the gaps — the pattern is fixed; move to the safe zone after the first shot

Phase Strategy

1

Phase 1 (100% - 60% HP)

NKG cycles through Dive, Stab, Bats, and Spikes. Focus on survival and learning the tells. Don't try to damage-race — you'll get hit. Accept that your only hits come from the counter windows after each attack. 1-2 hits per cycle is good.

2

Phase 2 (60% - 30% HP)

NKG adds the Fire Pillars attack. The arena floor starts crumbling — some sections disappear. This changes your movement options. Stay in the center area, which remains safe longest.

3

Phase 3 (30% - 0% HP)

The Flame Orbs attack is added. NKG fires tracked fireballs. More floor disappears. Heal windows shrink to almost zero. This is where Shape of Unn + Quick Focus pays off — you can heal during the dive attack's fire trail phase.

The Rhythm: NKG's fight is a waltz. Each attack has a clear tell → dodge → punish rhythm. The Dive is 1-2-3 (dash, jump, dash). The Stab is wait-dash-hit. The Bats is jump-dash-shriek. Practice each counter individually before trying to chain them.
Common Death: The most frequent mistake is panic-dashing. NKG punishes every uncontrolled movement. Don't dash unless you see an attack coming. Standing still is safer than dashing into a fire pillar.

Attack Quick Reference

AttackTellDodgePunish
DiveBat puffDash → jump over fire2 nail hits
Fire PillarsBowWalk slowly1 nail hit
StabCloak stretchShade Cloak through1 nail hit
BatsArm sweepJump → dashAbyss Shriek
SpikesGround slamStand in gapNone
Flame OrbsSpread fireDodge gapNone (survive)

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