Mod:Pale Court/Mystic Ze'mer

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Mysterious Ze'mer Mystic Ze'mer

The cycle continues, confirming you worthy. Wai, che’ wishes it to be friendly spar and not urgent lecture.

But a perilous world expects us to fight for life. So long as che’ may use che’s skills to protect Meled’lover, combat will be part of che’s life still.

Mystic Ze'mer is a boss in Pale Court. First encountered in the Champion's Call, she is the second and stronger form of Mysterious Ze'mer.

Behaviour and Tactics

Mystic Ze’mer transitions from Phase 2 to 3 once any amount of damage is dealt to her after the required damage is dealt to end Phase 2 (700).
Mystic Ze’mer’s attacks in Phase 1 are identical to those in the Mysterious Ze’mer fight. Damaging Mystic Ze’mer while she is bowing at the start of Phase 1 still causes her to slash her nail at the Knight.
Mystic Ze'mer uses the following attacks:

Phase 1

  • Spin: Ze’mer slashes with her nail around her while walking in the direction of the Knight. Once she stops walking, she turns to the Knight and either strikes at the Knight with her sword or performs the Nail Wave attack.
  • Spin Jump: Ze’mer jumps towards the Knight in an arc, slashing her nail at them.
    • If the Knight has been on a wall for too long, Ze’mer will use a modified version of this attack, slashing at the Knight.
  • Dash: Ze’mer jumps backwards into a leaning position and then quickly dashes towards the Knight.
  • Parry: Ze’mer takes up a defensive stance with her nail. If the Knight damages her after her nail shines, she takes no damage from the hit and instead responds by slashing her nail at the Knight.
  • Ground Slam: Ze’mer slams her nail into the ground, creating two shockwaves that travel across the entire arena.
  • Nail Throw: Ze’mer throws her nail towards the Knight. The nail stops once it hits the floor or one of the walls of the arena. The nail’s trajectory is shown before it is tossed by a blinking light. Once she has thrown her nail, Ze’mer disappears and teleports next to her nail shortly after.
  • Nail Wave: Ze’mer spins her nail, creating a large shockwave that spans from the floor to the ceiling of the arena that travels across the entire arena.
    • Ze’mer may use this attack immediately upon ending the Spin attack.

Phases 2/3

Mystic Ze'mer may, in addition to the attacks mentioned below, use all of the attacks mentioned under 'Phase 1', though some have new properties.

  • Nail Throw: See Phase 1
    • Once in Phases 2/3, Ze’mer may throw her nail higher on the wall or on the ceiling. She will then use Nail Throw again. She can use Nail Throw in this way up to three times in a row.
  • Nail Swipe: Ze’mer swipes her nail, creating a medium-sized shockwave which travels across the entire arena.
    • Ze’mer starts using this attack after a Nail Throw or when the Knight is on the other side of her while using Spin once she reaches 60% of max HP (in Phases 2/3).
    • Ze’mer always uses this attack at the start of Phases 2/3.
  • Descending Slash: Ze’mer appears in the air, descending upon the Knight while slashing her nail.
    • Ze’mer starts using this attack in Phase 2 after teleporting. She always follows Descending Slash up with a Rapid Dash Sweep.
    • Ze’mer always uses this attack at the start of Phases 2/3 afer a Nail Swipe.
  • Rapid Dash Sweep: Ze’mer appears out of a portal on either side of the Knight, quickly dashing towards them. Ze’mer may either dash once or six times from alternating sides.
    • Ze’mer starts using this attack in Phase 2 after a Descending Slash.
    • Ze’mer always uses this attack at the start of Phases 2/3 after a Descending Slash.
  • Nail Storm: After each of the first three Rapid Dash Sweeps at the start of Phases 2/3, Ze’mer summons a Nail Storm at the position of the Knight. The storm surrounds the former location of the Knight, expanding outwards before contracting again.
  • Nail Cyclone: After using Rapid Dash Sweep four times at the start of Phases 2/3, Ze’mer appears in the middle of the arena, surrounded by a Nail Storm. She dashes towards the same side of the arena as the Knight until she bumps into the wall, where she hops slightly. She then dashes to the other side of the arena, after which she jumps back over the Knight. She then dashes to the opposite side of the arena once more. Ze’mer’s trajectory is shown before she dashes/jumps by blinking lights.
    • The Nail Storm surrounding Ze’mer disappears upon finishing her final dash.
  • Long Slash: Ze’mer charges her nail and releases a massive slash covering most of the arena, dealing two masks of damage.
  • Teleport: Ze’mer regularly teleports in Phases 2/3.

Combos

Apart from her regular attacks, Mystic Ze'mer frequently uses specific combinations of attacks that are sped up in said sequence once she has reached Phase 2. These suquences are the following:

  • Frenzy (Phase Transition): Descending Slash --> Rapid Dash Sweep --> Nail Storm --> Rapid Dash Sweep --> Nail Storm --> Rapid Dash Sweep --> Nail Storm --> Rapid Dash Sweep --> Nail Cyclone --> Nail Wave
  • Double Fancy: Nail Wave --> Dash --> Nail Wave
    • The Dash attack charges faster in this pattern than it normally would.
  • Nail Dance: Spin --> Nail Wave --> Nail Wave --> Dash

Stagger Values
Description: Mystic Ze’mer’s stagger is based on her health, and Ze’mer is staggered after her Phase 1 health is depleted to 0 and when any damage is dealt to her after her Phase 2 health is depleted to 0.

When staggered, she sits down on the floor of the arena.

Hits: -
Combo: - Combo Time: -

Variations

Mystic Ze'mer

Hall of Gods text: "Strange god of a sacred land"

Pantheon N/A
Health Attuned difficulty Phases 1/2/3 respectively: 400/700/650

Total: 1750

Ascended difficulty Phases 1/2/3 respectively: 400/750/750

Total: 1900

Radiant difficulty
Arena changes Same arena as the base game fight, no difficulty differences.

Dialogue

During the fight
Dream Nailed (Phase 1) Randomly:
  • Another unfamiliar land...
  • Perhaps Nou’ll sooner rest than later...
  • Meled’love... your stone so far...
Dream Nailed (Phases 2/3) Randomly:
  • Show che’ Le’mer can bear this burden!
  • Strength... in frailty...
  • Remain strong!
After the Champion's Call
First defeat First dialogue

Ahhhh, Le’mer! Che’s nail-play could not match your prowess. A strength seldom met, in this old kingdom.
Perfect parries, a swift strike, and che’ had fallen before knowing. Not my comrades before che’ nor che’s blade “Stout” changed the fair-earned outcome.

Le’mer, your feats deserve immortalisation in prose. Allow che’ to weave such a tale.

Second dialogue
A lecture at start, a trial at last; Dung and Vine, Nail then Mace, so close they all fell and so fast Stout appeared before the pale face.
Che’, last knight on line, was looked upon with so firm its gaze as the grip, its nail clashing che’s Stout, promising strength unmatching its petite shape.
No swing and blow, nor storm and dash would deter its resolve, as che’, final kneeling, was looked upon with same unfearful gaze.

It won to become one stronger. They won to forge one stronger.

Exhausted dialogue

A tale hastily crafted, but che’ hopes you enjoy it nonetheless.

Dream Nailed
Perhaps it might enjoy one of che’s other stories sometime...?

Second defeat First dialogue

Le’mer, does che’s bloom catch your curiosity? To many before it did. The petals are of different whiteness, unlike any other from the Queen’s branches.
Nahlo, Nahlo, none could match this one, grown only in che’s homeland. Its stem is of fragile quality, little needed to deter its shape.
But what beauty! Unique than rare, a bloom of utmost value, of meticulous care deserving, of dearest meaning attached.

And of so many blossoms in her gardens, reluctant the Queen’s roots are towards che’ petals. Che’ wonders why, as che’ shudders living without such beauty, moina?

Second dialogue
Me’hon, a tale to tell. One of love, that which the heart aches for.
A mantis, of the great tribe shrouded in spores. Che’ was but escorting the King when che’ caught a glance, yet an ephemeral moment was enough.

Meled’lover, che’ but wishes to see such beauty, such grace once again. Nahlo, che’ must.

Exhausted

Che’ hopes to see her again soon…

Dream Nailed
None could match her…

Third and subsequent defeats First dialogue

The cycle continues, confirming you worthy. Wai, che’ wishes it to be friendly spar and not urgent lecture.

But a perilous world expects us to fight for life. So long as che’ may use che’s skills to protect Meled’lover, combat will be part of che’s life still.

Exhausted dialogue

Strength is a gift not many possess. Che’ may help you train it.

Dream Nailed
Could it end the ruin the light threatens to bring…?

Special (challenge) defeats Vessel's Lament defeat dialogue

...Ah, che's seen spell practice served you well; you focused as our Monarch instructed you, the soul repelling the offender in perfect flow.
Yet che' could sense a silent cry from its use, uneasiness while concentrating. Is it of scary duties, longing home...?

...Ah, che's apologies for digressing. Me'hon, che' hopes Le'mer can use it for good. Use the cast very wisely.

Cheated/file manipulated into accessing the NPC room
Begone! We don't tolerate cheaters or save editors on these grounds. That, or you're using the placeholder NPC.

Location

Mystic Ze'mer can first be encountered during the Champion's Call, after which she can also be fought in the Hall of Gods.

Gallery

Trivia

  • At the start of the Mystic Ze’mer fight in the Champion’s Call, Delicate Flower buds appear on the dung in the background. Upon entering phase 2, the Delicate Flowers sprout.
  • Some of the particles that appear around Mystic Ze'mer while using specific attacks appear to be reused from the Knight's animations, as using mods to change the Knight's appearance and the particles used also effect Ze'mer's particles.
Pale Court Compendium
Bosses Kindly Isma (Loyal Ogrim & Kindly Isma) • Mysterious Ze'mer (Mystic Ze'mer) • Fierce DryyaMighty HegemolTiso
Champion's Call
Charms Abyssal BloomBoon of HallownestKing's HonourMark of PurityVessel's Lament
Areas Abyssal TempleHall of FamePost-credits