Dream Nailed (Loyal Ogrim, Phase 1) | Randomly:
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Dream Nailed (Loyal Ogrim, Phase 2 onwards) | Randomly:
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Dream nailed (Kindly Isma, phase 2 onwards) | Randomly:
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Mod:Pale Court/Loyal Ogrim & Kindly Isma
Kindly Isma | Loyal Ogrim & Kindly Isma |
Seeing Ogrim duelling with you, I just had to jump in before my proper turn! Apologies if I caused a scare! You seemed like a fun opponent to fight against! And we’d been itching to try out our special technique, anyway. Nothing quite like fighting with your... friend. |
Loyal Ogrim & Kindly Isma are a dual boss in Pale Court in Hollow Knight. First encountered in the Champion's Call, they are the second form of both Kindly Isma and White Defender, featuring faster and harder attacks used in both the White Defender and Kindly Isma battles.
Behaviour and Tactics
Loyal Ogrim and Kindly Isma have a shared healthpool in Phases 2/3/4. During Phase 1, only Loyal Ogrim fights the Knight. In Phases 2/3/4, both Loyal Ogrim and Kindly Isma fight the Knight. In Phase 5, one of the two fights the Knight: whichever one the Knight did not hit to end Phase 4.
Loyal Ogrim’s attacks in Phase 1 are identical to those in the White Defender fight. From Phase 2 onwards, Isma uses her attacks in conjunction with Ogrim’s.
Loyal Ogrim & Kindly Isma use the following attacks:
Phase 1
- Dung Toss: Ogrim gathers up and throws two dung balls one after the other. The balls bounce around the arena randomly in large arcs, reaching the top of the arena. Each ball persists until it hits the floor twice. These dung balls continue to bounce even if they hit the Knight, and Ogrim performs other attacks while the dung balls are bouncing.
- Dive: Ogrim dives in and out of the ground to move around the arena. He dives in once and re-emerges somewhere else in the arena shortly after, covering about 25% of the arena. He moves left or right independent of where the Knight is.
- Burst: Ogrim dives underground and after a bit of time bursts into the air, releasing dung balls everywhere, 5 on each side, that fall away from him in tall arcs. These dung balls do not bounce around. Instead, they break once they hit a wall, the floor, the ceiling, or the Knight. Ogrim can burst up anywhere in the arena, and he travels underground for 1.5 seconds before he finds his burst point.
- Spike Slam: Ogrim slams his arm into the ground, causing large spikes of dung to jut up. Three spikes form in rapid succession on each side of Ogrim. The spikes reach high into the air and are unable to be cleared, even with Monarch Wings.
- Defender Jubilee: Ogrim gathers up and throws 3 dung balls one after the other, like a longer Dung Toss attack. After the third dung ball, Ogrim leaps into the air and curls into a ball to join in the bouncing. After bouncing on the ground 3 times, he slams straight into the ground sending spikes across the arena in both directions. The spikes form in sets of two (one on each side) and disappear just after the next set of spikes springs up. Ogrim remains underground until all of the spikes are gone. Once the spikes are gone, he re-emerges with a Ground Burst attack. The spikes are short enough that the Knight can double jump over them.
- Evade: When the Knight is too close, Ogrim sometimes quickly curls into a ball and rolls back a short distance. Half the time, he immediately follows this manoeuvre up with a Spike Slam attack.
Phase 2
- Zeal Reflect: At the start of Phase 2, Ogrim uses the Zeal attack, rapidly performing 6 Ground Burst attacks, each occuring about 1.5 seconds after the previous. During the first, third and fifth burst, Isma reflects one of the dung balls towards the Knight, causing a vine pillar to grow where it hits the floor.
- Dung Reflect: Ogrim gathers up and throws two dung balls one after the other. Isma kicks the dung balls towards the Knight once they reach the ceiling of the arena. Each ball persists until it hits the floor or a wall in the arena. If the dung balls contain seeds, they’ll cause vine pillars to grow upon hitting the floor. Excluding dung balls thrown by Defender's Roots (see Phases 3/4), all dung balls thrown during Phases 2/3/4 contain seeds.
- This attack replaces Dung Toss.
- Dive: See Phase 1.
- Burst: See Phase 1.
- In Phases 2/3/4, Isma uses a Vine Whip attack while Ogrim is underground
- Vine Whip: Isma appears either on the ground or in the air and sweeps her vine towards the Knight.
- If Isma appears in the air and the Knight gets to close, she’ll cancel the Vine Whip and instead use Acid Throw.
- The Knight can nail-bounce on the vine.
- Acid Throw: Isma throws three drops of acid towards the Knight in a cone-like patter. When they touch the ground, they turn into small pools of acid that disappear after ~1 second.
- Spike Slam: See Phase 1.
- In Phases 2/3/4, Isma uses a Vine Whip attack while Ogrim uses Spike Slam.
- Defender Jubilee: See Phase 1.
- In Phase 2, Isma uses a Seed Bomb attack while Ogrim is in the air.
- Seed Bomb: Isma throws a Seed Bomb into the air. Once it reaches the ceiling, it explodes, creating seeds that fly across the arena until they either hit the floor or a wall of the arena. When a seed touches the floor of the arena, it grows into a vine pillar. Only three vine pillars may be present in the arena at once. The vine pillars have 35 health and disappear after ~14 seconds. The vine pillars do not deal contact damage and instead block the Knight’s movement.
- Before entering Phases 3/4, Isma always throws a Seed Bomb of which the seeds travel to the sides of the arena. These seeds do not grow into vine pillars.
- Upon entering Phase 5, all vine pillars are destroyed.
- Evade: See Phase 1.
Phases 3/4
- Vine Wall: At the start of Phases 3/4, Isma throws a Seed Bomb of which the seeds travel to the sides of the arena. The seeds grow into Vine Walls, closing off the arena. When Isma enters Phase 4, she once again throws a Seed Bomb, closing off more of the arena.
- Once Loyal Ogrim & Kindly Isma are in Phase 4, the Knight takes contact damage from the Vine Walls.
- Evade: See Phase 1.
- Dive: See Phase 1.
- Burst: See Phase 2.
- Vine Whip: See Phase 2.
- Acid Throw: See Phase 2.
- Spike Slam: See Phase 2.
- Seed Bomb: See Phase 2.
- Dung Reflect: See Phase 2.
- Defender’s Roots: Ogrim gathers up and throws 3 dung balls one after the other, which Isma reflects towards the Knight, like a longer Dung Reflect attack. These do not contain seeds. After the third dung ball, Ogrim leaps into the air and curls into a ball to bounce around the arena. While Ogrim is bouncing around, Isma plants two sets of vines in the ground, appearing one after another. The vines reach to the top of the arena, but have large enough gaps between them to avoid taking damage. The vines are not dangerous until they are at their tallest. The vines persist for ~1 second. After the second set of vines disappears, Isma kicks Ogrim towards the Knight, sending spikes across the arena in both directions from where he lands. The spikes form in sets of two (one on each side) and disappear just after the next set of spikes springs up. Ogrim remains underground until all of the spikes are gone. While Ogrim is underground, Isma uses a single Thorns of Agony attack. Once the spikes are gone, Ogrim re-emerges with a Ground Burst attack. The spikes are short enough that the Knight can double jump over them.
- This attack replaces the Defender's Jubilee attack.
- Thorns of Agony: Isma appears in the air in the middle of the arena and shoots five vines in an arc below her. The middle vine is always aimed at the Knight.
- Isma will only use this attack in Phases 3/4 after a Defender's Roots attack.
Phase 5
- Zeal: At the start of Phase 5, if Isma was defeated first, Ogrim emits a loud shout like he does at the beginning of each fight signalling the beginning of this attack. Ogrim then repeatedly uses Ground Burst attacks, each occurring about 1.5 seconds after the previous, until he is defeated.
- Thorns of Agony: See Phases 3/4.
- In Phase 5, if Ogrim was defeated first, Isma will continuously use Thorns of Agony until she is defeated.
Stagger Values | |
Description: Loyal Ogrim’s & Kindly Isma’s stagger is based on their health: Loyal Ogrim is staggered once his health in Phase 1 is depleted to 0. When staggered, Ogrim falls over onto his back flailing his limbs. Ogrim or Isma is staggered upon entering Phase 5; whichever one the Knight hit to end Phase 4. | |
Hits: - | |
Combo: - | Combo Time: - |
Variations
Loyal Ogrim & Kindly Isma Hall of Gods text: "Loyal defender gods of honour and care" | |||
Pantheon | N/A | ||
Health | Phases 1/2/3/4/5 respectively: 351/450/550/600/250 Total: 2201 | ||
Phases 1/2/3/4/5 respectively: 351/500/600/700/250 Total: 2401 | |||
Arena changes | Same arena as the base game fight, no difficulty differences. |
Dialogue
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Location
Loyal Ogrim & Kindly Isma can first be encountered during the Champion's Call, after which they can also be fought in the Hall of Gods.
Gallery
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Loyal Ogrim & Kindly Isma's statue in the Hall of Gods
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The arena Loyal Ogrim & Kindly Isma are fought in
Trivia
- At the end of the fight, once both Kindly Isma and Loyal Ogrim are defeated, the one who was defeated first carries the other away while jumping out of the arena.
- Upon entering Phase 2 of the Loyal Ogrim & Kindly Isma fight in the Champion’s Call, plants grow all over the arena.
- The health of the Knight who wasn't defeated during Phase 4 of the fight is briefly set to 800 before decreasing to the amount present in Phase 5. This likely occurs to make sure this final Phase cannot be skipped.
Pale Court Compendium | |
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Bosses | Kindly Isma (Loyal Ogrim & Kindly Isma) • Mysterious Ze'mer (Mystic Ze'mer) • Fierce Dryya • Mighty Hegemol • Tiso Champion's Call |
Charms | Abyssal Bloom • Boon of Hallownest • King's Honour • Mark of Purity • Vessel's Lament |
Areas | Abyssal Temple • Hall of Fame • Post-credits |