Nightmare King Grimm is a pretty tough boss but in this tutorial I will break down all of his moved to make this fight as easy as possible. There re only a handful of different moved that grim can throw at you. Once you learn all of his tells, he is actually pretty easy.
Firstoff to unlock Nightmare King Grimm you have to unlock the Grimm Troupe:
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Once you get to the fight there are only a couple of different attacks.
1. Dash Uppercut: The pause before Nightmare King Grimm launches himself into the air is shorter. NKG will burst six fireballs instead of five. Using the sharp shadow, you will always be in the perfect spot and the fire raining down from above will not hit you.
2. Fire Bats: Nightmare King Grimm will send out 4 Fire Bats instead of 3. They travel in a pattern: first and third bats go high, second and fourth go low, with a wide gap in the middle. If the Knight gets within his arm's length before he ends the attack, NKG will teleport and send 2 more Fire Bats, one high and one low, simultaneously. You want to make sure not to jump too high as to avoid the top bat but then close the gab and get some damage in.
3. Dive Dash: During both dive and dash, Nightmare King Grimm is followed by a flame tail that deals damage. The Flame Trail generated by the dive will disappear after he lands on the ground. You can either jump and get out of the way or dash towards NKG and try to get an extra down spike. It is a high risk high reward move.
4. Cloak Spikes: The spikes will become dangerous in a shorter amount of time. Nightmare King Grimm is not present during the attack. Sadly you are not able to deal damage here.
5. Flame Pillar: Nightmare King Grimm summons 4 large pillars of flame. He remains stationary in the air throughout the attack. The pillars are summoned one after another. Each pillar starts forming where the Knight was and reaches the top of the arena. As a pillar begins to blench away, a wide, shorter flame appears and remains on the ground for 1 second. I suggest you setup to use abyss shriek at the end of the flame pillars
6. Flamespawner: The Fireballs travel at a considerably faster speed as compared to Grimm. Just watch how the flames travel across the ground and only jump when needed
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