Uploaded March 2022 | Updated September 2026, 2 weeks ago
Cannot be bothered to redo for flawless. I probably should've upgraded my weapon more (I have the mats but I'm stubborn). This fight on no roll is just not fun. With rolling allowed it's a LOT better. For instance, when he approaches, he can do the slow slam which gives an easy 3-4 hit punish. However because he can also do the horizontal, whose strafe is dependent on terrain, it's not safe for no roll.
The buttslam poison is partially random. It's also very hard to see, which leads to frustration. If you can manage to stay just outside of the arc of it when punishing, he will often do it again (without turning first). You can loop it like that, I've him do it for like 10 times in a row. However, if you're too far behind him, he will turn first, meaning the previous poison will still be on the ground to deny it, forcing you to run away. If it disappeared like a second faster, that would work too, though. The buttslam also has a massive hitbox thanks to the new ground stomp effects (you can jump over it, though). Same with footstomp. Allowing jumps makes it much more lenient (you can even jump over his horizontal slashes if the terrain allows it)
Cannot be bothered to redo for flawless. I probably should've upgraded my weapon more (I have the mats but I'm stubborn). This fight on no roll is just not fun. With rolling allowed it's a LOT better. For instance, when he approaches, he can do the slow slam which gives an easy 3-4 hit punish. However because he can also do the horizontal, whose strafe is dependent on terrain, it's not safe for no roll.
The buttslam poison is partially random. It's also very hard to see, which leads to frustration. If you can manage to stay just outside of the arc of it when punishing, he will often do it again (without turning first). You can loop it like that, I've him do it for like 10 times in a row. However, if you're too far behind him, he will turn first, meaning the previous poison will still be on the ground to deny it, forcing you to run away. If it disappeared like a second faster, that would work too, though. The buttslam also has a massive hitbox thanks to the new ground stomp effects (you can jump over it, though). Same with footstomp. Allowing jumps makes it much more lenient (you can even jump over his horizontal slashes if the terrain allows it)

![Margit 38s Speedkill [+3 OSS]
You can get 4 r1s before he goes into the air. So there was room to spare.
Timed from boss health bar but he didnt run towards me at the start so it could be faster. This is mostly to showcase the phase skip can be done without having unreasonably damage. Margit 38s Speedkill [+3 OSS]](https://i.ytimg.com/vi/peyEHHTTqXE/mqdefault.jpg)

![Malenia gets Big Bonked [level 1, ng+7, +0 Trolls Hammer, mid roll, no hit/buffs/aux/etc]
A buff is an active effect that strengthens the character in some way. This therefore excludes talismans, armor and weapons which are passively equipped for their benefit. I am including great runes as a banned buff. Even though theyre not temporary like other buffs, you still actively use a rune arc.
I did this kill to prove the Malenia fight is consistent even under the worst conditions. The slowest weapon class by far along with medium rolls.
You have to be careful with every punish, some attacks I just entirely avoid using because the recovery is too long, like running attacks. There are multiple openings or stronger punishes I avoided taking simply because you would get unavoidably hit after a successful punish.
Despite all that, surprisingly, this is 3 minutes faster than my kill with Curved Great Club (https://www.youtube.com/watch?v=IBF6T-jKDLE), which was even done in a patch where you deal significantly more poise damage. The high damage per hit, especially on light attacks, reigns supreme.
I had a 17-18 minute attempt choked at the last 1% before this. After optimising the setup a bit (mainly adding buff clothes and the shield) the kills time went down by a whole 2-3 minutes. Phase 2 was a bit sloppy, but it got the job done. Malenia gets Big Bonked [level 1, ng+7, +0 Trolls Hammer, mid roll, no hit/buffs/aux/etc]](https://i.ytimg.com/vi/prFaHWffuSU/mqdefault.jpg)



![Erdtree Burial Watchdog + 4 Imps RL1 no Roll/Block/Parry/Jump [+4 somber]
weapon upgrade mightve been a bit high for the fight. Erdtree Burial Watchdog + 4 Imps RL1 no Roll/Block/Parry/Jump [+4 somber]](https://i.ytimg.com/vi/r0eNm59KhU0/mqdefault.jpg)
![Hollow Knight - Absolute Inferno King Grimm [Radiant, Nail Only]
Mod: Inferno King Grimm by Nickc01 with all settings set to hardest, making it Absolute.
I installed it using (the now deprecated) modinstaller and downpatching HK in steam to version 1.4.3.2
Charms Used:
Dashmaster
Sprintmaster
Steady Body
Unbreakable Strength
Quick Slash
Mark of Pride
Opinion:
TL;DR Amazing modded fight, pufferfish attack couldve been good but is too inconsistent.
This fight is really well made and thought out except for one thing. The pufferfish attack. While the concept is completely fine, a very small proportion of the fireballs just dont behave. They will go off in a pretty much random direction which cannot be controlled. On top of that, the trajectory of the balls can curve slightly while traveling (sometimes, they will swoop across the ground and curve upwards instead of hitting the floor and disappearing)
The stray projectiles can go up to 180 degrees away from your current position, I have even saved a clip in which exactly that happens. Because of the unpredictability and the quantity of fireballs, you will often be forced into extremely precarious situations, which you cannot reasonably be expected to account for in the moment. You have some control over most of the fireballs and when you turn around to dash through, but it doesnt feel like its enough to reasonably dodge this attack consistently, especially in the final phase when the orbs are significantly larger (and maybe theres more, too) Hollow Knight - Absolute Inferno King Grimm [Radiant, Nail Only]](https://i.ytimg.com/vi/rN4DMT1SePk/mqdefault.jpg)

