Soul Master

Hunter's Journal


''Head of the Soul Sanctum. Hoarded soul hoping to stave off Hallownest's affliction, but eventually became intoxicated by its power.   ''

''The bugs of Hallownest tried all kinds of rituals and prayers to rid themselves of the infection. But to no avail! Perhaps the infection came from somewhere deep inside of them that they could not escape.''

Behaviour
The Soul Master behaves very similarly to a Soul Twister in battle, floating in the air and erratically teleporting around the battlefield. However, he has a wider variety of attacks.

Phase 1

 * Shoots a semi-homing orb of Soul at the player
 * Rushes from one side of the arena to the other, trying to smash his foe with his massive bulk
 * Floats from one side of the arena to the other, surrounded by a shield of four orbiting soul projectiles that he then shoots away
 * Teleports above the player and performs the Desolate Dive, creating a shockwave
 * At times he may cancel this Dive attack and do it again, baiting the player to dodge too early

Phase 2
After taking enough damage, the Soul Master will seem to have died, leaving behind his signature spell. However, before the player can absorb the spell, he reappears, breaks the ground and the battle enters its second phase. In this phase, the Soul Master only has two attacks, which it will alternate using:
 * Repeated Desolate Dives in quick succession, but without the shockwave.
 * It will still sometimes bait the player into dodging too soon by cancelling the Dive and doing it again
 * He will float in place, vulnerable to attack, while orb projectiles materialize around the room and are launched at the player one by one

Phase 1
His semi-homing orb can be dodged by jumping or dashing either left or right if the Soul Master is far, but it wont hit the player if they stand directly next to him.

The best way to deal with the Soul Master is to stay at the right side of the arena. This will make his floating attack completely harmless (as the Soul Master will always teleport away just before impacting the wall) and make it so that you only need to worry about the shockwave from the Desolate Dive rather than the impact itself.

When he dashes across the arena, immediately dash to the end of the arena, if you're fast enough, you can hit him once or twice. If stood at the absolute ends of the arena, this attack will not damage you.

When he summons the four orbs that orbit around him, approach him when he is about halfway across the arena, jump over the bottom orb when it's closest to the ground.

The easiest way to damage him is to keep attacking him from below when he is conjuring the homing orbs.

Phase 2
This phase is overall significantly easier than the first phase due to the predictable nature of the Soul Master's attacks, the lack of shockwaves on his Desolate Dives, and his openness to attacks during his projectile attack. Keep dashing and jumping in either direction when he does the Dive. Once he starts conjuring orbs, you'll be able to get in 2-3 or more hits each time, but make sure you keep moving to dodge the homing projectiles, as he will give you much less time to heal.