Grimm

Hunter's Journal
After the Grimm Troupe has been summoned, Grimm can be found inside the large building at the centre of their setup to the left of Dirtmouth. Inside, after talking to him, he gives the Knight the Grimmchild charm. After collecting three flames, he upgrades the Grimmchild it summons, and after collecting three more, the Knight must fight Grimm.

Behaviour

 * Before the battle Grimm will bow. if the knight hits him while bowing, Grimm will screech at the knight, and he counter attack with the flame spawner attack
 * Firebats: Grimm opens his cape and one or three red firebats are summoned out, flying in the opposite direction.


 * Dive Dash: Grimm appears near the top of the arena, turning his body into the shape of a screw, diving towards the ground, then dashing a long distance in the direction of the Knight.
 * Dash Uppercut: Grimm appears at one side of the arena, dashes at the Knight, and uppercuts into the air, disappearing, and leaving behind six flames which fall to the ground.


 * Cloak Spikes: Grimm drives into the ground, and summons spikes made of his cloak around the arena, which rise up to near the top of the arena.


 * Flame Spawner: Grimm puffs up his body into a red sphere, floating in the centre of the arena. He spawns red flames which can some out in several orientations.

Tactics
MISSING

Nightmare King
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, Use the Dream Nail on him to enter his nightmare 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

Trivia

 * At the beginning of the battle, if Grimm is attacked immediately, he will scream and immediately start his Flame Spawner attack.
 * Grimmchild is only required for the first battle.

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