Nightmare King Grimm

After defeating Grimm, he upgrades the Grimmchild, allowing The Knight to collect another four flames. After collecting at least three of them, Grimm will be asleep at the back of the large building in Dirtmouth. After using the Dream Nail on him to enter his nightmare, the Knight must fight him, and complete the ritual.

Behaviour

 * Most of the fight is unchanged except he is now faster and most of his moves have new properties
 * Firebats: Grimm opens his cape and fires 4 tracking firebats in a high, low, high, low pattern each firebat also spawns a fire pillar on top of Grimm.
 * Firebat Teleport: Getting into melee range before the 3rd firebat, causes Grimm to teleport to the other side of the screen and fire both remaining bats at once, these bats start high and low and then converge.
 * Dive Dash: This now leaves a trail of fire behind Grimm that lasts a few seconds.
 * Dash Uppercut: Both the fire and the attack is faster.
 * Cloak Spikes: Grimm no longer appears during this attack, and is thus unable to be damaged.
 * Flame Pillar: Grimm floats above the ground, and spawns fire pillars below The Knight, they fire after a short delay and leave a patch of fire at their location for a few seconds.
 * Flame Spawner: No longer a random attack, instead Grimm does this at 75/50/25% (1200,800,400) health.
 * Evade: Occasionally if you get close to Grimm before his grounded attacks begin, he will scurry away and then do an attack.
 * Stagger: Every 13 hits, Grimm will explode into a horde of bats, the one with eyes is Grimm and can be damaged, however this bat can only take a maximum of 50 damage per stagger.

Tactics
MISSING