“ | Bravo, my friend. Hear how the crowd adores you! They've not seen such a show in a long time. Look here! How our child has grown, nourished and strengthened by the heat of our passionate dance! The two of you will feature in many tragedies and triumphs together, I'm sure. And so our great Ritual nears its end. Will you continue to harvest the flame, even though now you surely see the path it illuminates for us? Our scarlet eyes will watch you keenly... friend. Go out into the darkness. Harvest the last lingering embers of this Kingdom. Then return to me and we will complete our dance. | „ |
~ Grimm |
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Latest revision as of 06:43, 17 December 2024
“ | Gods... bound by ritual... | „ |
~ Grimm |
“ | Deepest power... the Heart... | „ |
~ Grimm |
“ | Scattered lands... Nightmare binds all... | „ |
~ Grimm |
Background
This dropdown contains the synopsis of Troupe Master Grimm ’s story. Read at your own risk as you may be spoiled otherwise! |
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LoreGrimm is the master of the Grimm Troupe, a mysterious travelling circus. In truth, Grimm and his Troupe travel from the Nightmare Realm to wherever the Nightmare Lantern has been lit by acolytes. They gather Nightmare Flames from ruined lands to fuel the sinister being enslaving the Troupe, the Nightmare's Heart. Their ritual to feed the Nightmare's Heart consists of feeding first a Grimmchild with Nightmare Flames. They then slay the Nightmare King for it to be reborn anew through the Grimmchild. In-game eventsGrimm and his Troupe set up tents in Dirtmouth as soon as the Knight has lit the Nightmare Lantern. Inside the main building, Grimm appears to them in a show of red light and smoke. The Troupe Master is aware that the Knight called them with the Lantern and offers them the choice to participate in their Ritual. He then gives them the Grimmchild and entrusts them to collect the Nightmare Flames gathered by his Grimmkins throughout Hallownest. With each set of three Flames gathered, Grimm has the Grimmchild consume them to grow. After the second set, the Troupe Master tests the Knight's strength in a fiery, theatrical battle, in preparation for their confrontation with the Nightmare King. He also rewards them with a Charm Notch. After collecting the third set of Flames, Grimm can be found sleeping in his quarters. As such, he is ready for the Knight to use the Dream Nail on him and enter the Nightmare Realm. If they successfully slay the Nightmare King, the Ritual is completed, and the Troupe leaves Hallownest before the Knight wakes up. The Troupe also disappears if the Knight helps Brumm banish them instead of facing the King. |
General Information
Name: Troupe Master Grimm, Nightmare King Grimm
Origin: Hollow Knight
Sex: Male
Age: Unknown
Classification: Bug, Master of the Grimm Troupe
Status: Alive
Alignment: Lawful Neutral (Grimm's purpose is to retain The Nightmare's Heart with its rituals as to sustain it by creating new children and vessels. He does not seem to have ill intent however, generally praising The Knight even during combat)
Codex Statistics
Key: Troupe Master Grimm | Nightmare King Grimm
Tier: At least 9-B, possibly Far Higher | At least 9-B, likely Far Higher
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Wall level (Can harm The Knight), possibly Far Higher (It is unknown if Grimm fought The Knight before or after gaining the Void Heart) | At least Wall level, likely Far Higher (Fought The Knight after collecting the Void Heart. It is implied that Nightmare King Grimm split the dream realms from dreams and nightmares)
Durability: At least Wall level, possibly Far Higher (Can survive being hit by The Knight). Higher using Pufferfish (Is immune to regular attacks from The Knight) | At least Wall level, likely Far Higher. Higher using Pufferfish
Striking Strength: At least Wall Class, possibly Far Higher | At least Wall Class, likely Far Higher
Lifting Strength: Unknown | Unknown
Travel Speed: Unknown (Can keep up with The Knight) | Unknown (Faster than before)
Attack Speed: Unknown | Unknown
Reaction Speed: Unknown | Unknown
Stamina: High | High
Range: Below Standard Melee, Higher with abilities | Below Standard Melee, Higher with abilities, possibly Multi-Universal
Intelligence: Gifted Intelligence (Grimm is the leader of the Grimm Troupe, and is generally well at his role due to their troupe existing for so long and constantly keeping it up through constant rituals. He can also convince others into assisting its ritual, while also being skilled in combat. Grimm is also intelligent about how dream realms function, being able to use it to his advantage as he can travel through them to go to various locations and is even aware when he is in one)
Powers and Techniques
Same as before, Enhanced Fire Manipulation (Can produce more flames with its attacks, including now pillars of flame), Abstract Existence (Idea, Primordial Source), Incorporeality, & Intangibility (Within the dream realm, Grimm is made up of essence, thoughts, and memories)
Equipment
None
Notable Techniques
- Fire Bats: Grimm opens his cloak, sending three Fire Bats at the Knight. The Fire Bats start at the level of the Knight's head and poorly track the Knight's movement. Grimm remains stationary during this attack. Each Fire Bat's entrance is announced with a gout of flame coming from Grimm and reaching the top of the arena. If the Knight gets within arm's length of Grimm before he sends out all three Fire Bats, he teleports to another part of the arena and sends one last Fire Bat. This Fire Bat cannot be interrupted. This means that it is possible for Grimm to send out only one Fire Bat.
- Dive Dash: Grimm teleports into the air and wraps himself in his cloak until he resembles a drill and dives towards the Knight. Then he lands and follows up with a dash in the Knight's direction using his arm wrapped in his cloak like a lance. Grimm tracks where the Knight was near the start of the dive, and the dive can traverse the entire arena.
- Dash Uppercut: Grimm dashes across the arena with a large swipe directly before launching into the air with an uppercut. At the apex of the uppercut, he disappears and rains five fireballs on the arena. The five fireballs rain down on the arena in set parabolics arcs.
- Cloak Spikes: Grimm sends his cloak into the ground, causing large twisted cloak spikes to shoot up from the floor. The spikes reach to the top of the arena but there are large enough gaps between them to stay safe. The spikes are not dangerous until they are at their tallest. The spikes persist for about half a second.
- Pufferfish: Grimm surrounds himself with his cloak and puffs out and spews tiny fireballs all over the arena. This attack occurs when Grimm's health reaches 75%, 50%, and 25%. This attack always occurs from the centre of the arena. The fireballs travel in five general directions. Fireballs tend to come at the Knight in sets of two, resulting in essentially a jumping puzzle. Grimm sends out twelve sets of fireballs, with every fourth set guaranteed to have both fireballs in the bottom two locations. While he is in this mode, Grimm is immune to certain forms of damage and cannot be staggered. This is the first attack he performs if the Knight hits him during his bow.
- Teleport: Grimm teleports to a random place in the arena to perform an attack.
- Skitter: If Grimm teleports on the ground too close to the Knight, he Skitters away on all fours before resuming his attack. It is rare, but possible, that Grimm telegraphs one type of ground attack, Skitters away, and then performs a different ground attack.
- Fire Bats: Nightmare King Grimm sends out 4 Fire Bats instead of 3. They travel in a pattern: the first and third bats go high, the 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, Nightmare King Grimm teleports and sends 2 more Fire Bats, one high and one low, simultaneously.
- Dive Dash: During both the dive and dash, Nightmare King Grimm is followed by a flame trail that deals damage. The flame trail generated by the dive disappears after he lands on the ground. Then he stands up after the dash before disappearing again.
- Dash Uppercut: The pause before Nightmare King Grimm launches himself into the air is shorter. Nightmare King Grimm bursts into six fireballs instead of five.
- Cloak Spikes: The spikes become dangerous in a shorter amount of time. Nightmare King Grimm is not present during the attack.
- Flame Pillars: 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 fade away, a wide, shorter flame appears and remains on the ground for 1 second.
- Pufferfish: The Fireballs travel at a considerably faster speed.
- Teleport: Nightmare King Grimm teleports to a random place in the arena to perform an attack.
- Skitter: Nightmare King Grimm skitters away from the Knight before starting an attack if they are too close to him. Nightmare King Grimm may begin to telegraph for one type of ground attack, skitter away, and change to another ground attack.
Other
Standard Tactics: Both versions of Grimm will use its fire-based abilities and teleportation to attack its opponent with.
Weaknesses: None notable.
Battle Records
None.
None.
None.