Radiance

Behaviour and Tactics
The Radiance is the true final boss of Hollow Knight. To access her, the player must have acquired Void Heart and have used the Dream Nail on the Hollow Knight when Hornet holds them down to be able to challenge her.

In the first phase of the fight, she levitates slightly above the floor. Only her body is vulnerable to attack, which requires jumping or ranged attacks. She will often teleport around, making it even harder to get a good string of hits in while avoiding her own ruthless attacks.

The Radiance does not deal contact damage, however, most of her attacks except summoning spikes will deal two masks damage upon hit. Falling off the platform will also only do one mask of damage.

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Attacks

 * Beam Burst: The Radiance will fire multiple beams of light from her face, 3 times. This attack occurs in Phases 1, 2, and 4. Each burst consists of 8 beams spread evenly around the Radiance at 45 degree angles. Each burst of beams is rotated randomly from the previous burst. The beams are dangerous for about half of a second and only when the beams are at their widest.
 * Beam Burst: The Radiance will fire multiple beams of light from her face, 3 times. This attack occurs in Phases 1, 2, and 4. Each burst consists of 8 beams spread evenly around the Radiance at 45 degree angles. Each burst of beams is rotated randomly from the previous burst. The beams are dangerous for about half of a second and only when the beams are at their widest.
 * Beam Burst: The Radiance will fire multiple beams of light from her face, 3 times. This attack occurs in Phases 1, 2, and 4. Each burst consists of 8 beams spread evenly around the Radiance at 45 degree angles. Each burst of beams is rotated randomly from the previous burst. The beams are dangerous for about half of a second and only when the beams are at their widest.


 * Sword Burst: The Radiance will shoot 12 swords from her face. This attack occurs in Phases 1, 2, and 4. These swords point outward in a burst-like formation. The swords form one at a time, circling the Radiance's face either in a clockwise or counter-clockwise order but the circle starts with a random sword. Once all swords are formed, the Radiance tilts her head forward, launching all swords simultaneously. Each sword travels in the direction it is pointing but curving gently the longer they travel. The angle each sword points at can be different for each attack.


 * Sword Rain: The Radiance summons swords to rain down on us from the top of the arena. This attack occurs in Phases 1 - 3. These swords will move as a group. Each group of swords is comprised of 12 swords arranged randomly across 18 columns. The columns upon which the swords travel shift to the left or right slightly with each group. There will always be large safe spaces between some swords and even the space between 2 adjacent swords is wide enough to stand in. In Phases 1 and 2, this attack will involve 4 groups of swords. Group 2 starts 1.5 seconds after group 1. Groups 3 and 4 start 1 second after groups 2 and 3, respectively. In Phase 3, there is an infinite amount of swords and each group starts within 1 second of the previous group.


 * Sword Wall: The Radiance summons walls of swords to shoot across the arena. This attack occurs in Phases 1, 2, and 4. These swords will move as a group across the arena left to right or right to left. Each wall of swords is comprised of 6 swords arranged randomly along 9 rows, ensuring that there will always be some gaps that The Knight can fit in. In Phases 1 and 2, this attack involves 4 walls of swords. Wall 2 starts 2 seconds after wall 1. Walls 3 and 4 start about 1.5 seconds after walls 2 and 3, respectively. In Phase 4, 2 walls are summoned. Wall 2 starts 2 seconds after wall 1. Each wall of swords takes about 3 seconds to cross the arena. During this attack, all walls travel in the same direction.


 * Wall of Light: The Radiance summons a wall of light that crosses the arena. This attack occurs in Phases 1, 2, and 4. This wall of light crosses the arena from left to right or right to left. The wall takes about 3.5 seconds to cross the floor. The dangerous part of the wall is the large, wide beam. The leading and trailing lines of light are harmless. The wall moves about as fast as The Knight does when dashing. There is a variation to this attack which involves the wall of light disappearing at the middle of the arena. A second wall of light may spawn just as soon as that first wall reaches the middle of the arena. The only way to avoid this attack is by using Shade Cloak.


 * Orb: The Radiance will summon up to 3 orbs of light that home in on The Knight. This attack occurs in Phases 1, 2, and 4. Each orb appearing about 1.5 seconds after the previous. Orbs will track The Knight until they strike The Knight, strike a surface, or disappear. An orb will disappear after about 3 seconds if it doesn't hit anything. Orbs can pass through surfaces in their first half second of life. Orbs can spawn from anywhere.


 * Spike Floor: The Radiance will cover part of the floor with spikes. This attack occurs in Phases 2 and 3.


 * In Phase 2, the spikes will be in one group, cover 50% of the floor, and persist for 5 seconds. Keep in mind that a glow appears a few moments before the spikes do; given you time to evade any attack while over the spikes before safely moving to non-spikey ground.


 * In Phase 3, the spikes persist forever and there can be 2 groups of spikes on each side of the floor covering a total of 50% the floor or just one group on one side covering 25% of the floor. Unlike every other Radiance attack, the spikes do 1 mask of damage.

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 * Big Beam: The Radiance fires a single, large beam of light. This attack only occurs in Phase 5. The beam's accuracy improves the further into Phase 5 the player gets. The beam is dangerous for about .25 seconds and only when the beam is at its widest. A beam is fired every 1.5 seconds.
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Phase Breakdown
In general, panic heals are more costly here than in other fights; as SOUL is limited and damage intake is high for mistakes.

Phase 1
There is ample time when The Radiance is spawning, so use this to your advantage by spamming jump+UpSlash or magic. From here, The Radiance will use her attacks one after the other with ample time between, all while hovering above the floor and teleporting. The hardest attacks to avoid are typically the horizontal walls of swords and the homing projectiles. And as the attacks interval shrinks, you will need to be mindful of Shadow Dash cool-down for Wall of Light. With proper timing and spacing, all attacks (save homing spheres) are good opportunities for healing, though the safest options are third salvo of the eye beam and a break in Spike Wall where the next wave requires no jump to avoid.

Phase 2
The Radiance continues using the same attacks, but will now create spikes across alternating halves of the platform. The restrained space makes it much harder to maneuver and to stall out the cooldown of the Shadow Dash. She will switch the location of the spikes every 5 seconds, outlining their new location with a golden glow for about 2 seconds as a warning before they actually emerge. Be sure to use the warning and not panic; take your time to avoid any in-progress attack before moving to safe ground. These spikes also only deal one mask of damage, so if you must choose between these and other attacks, let yourself hit the spiked grounds.

Phase 3
The Radiance will float in the center of the platform, place spikes at the edges and endlessly rain down swords from above. This is generally not a good time to heal as the spikes come down in fairly short intervals. It is better to get through the phase as there is ample time before phase 3 starts to heal.

Phase 4
The Radiance resumes using all of her normal attacks, but she is now fought on a field of small platforms over the Void. To the player's advantage, they can gain a lot more distance from The Radiance to heal, as all attacks have a lot more ground to cover before reaching The Knight. Wall of Light is an especially good opportunity to heal, as you will hear the attack's sound when it is off screen, letting you know well ahead of time to heal before it gets to you. Though when it comes to approaching The Radiance for the offense, you will need to be smart: if she is off screen when she is prepping her next attack, you will have limited time to react appropriately, often being caught mid jump by an unexpected attack. In this case you are much better off maintaining distance and waiting for the next opening.

Phase 5
The last phase involves ascending by jumping up platforms as The Radiance flees again. Her only attack in this phase is the Big Beam. Upon reaching the Radiance, hit her one more time with the Nail to end the fight and trigger the final sequence.

In the final sequence, The Radiance is bound by Void Tendrils and the shade of the Hollow Knight appears, tearing open a weak point on her face. The Knight bursts out of their body and becomes their Shade. Attacking causes the Shade to repeatedly whip The Radiance's weak point with long tendrils until it's defeated and dragged into the Void below. {| class="article-table mw-collapsible mw-collapsed" data-expandtext="xxxxx" data-collapsetext="xxxxx" width="100%" ! style="font-size:130%; text-align:left;" font-family: TrajanPro; |
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Charm Sets
Ill Advised

Quick Slash: Exchanges with The Radiance will be air-borne (until the fourth phase), so spam openings that Quick Slash excels with are non-existent.

Long Nail/Mark of Pride: There is no contact damage and most of The Radiance's attacks are stage centric instead of from her body, so the spacing advantage these charms offer are of little use here.

Recommended

Occasions to hit The Radiance are limited, and her attacks deal 2 masks of damage, as such you will likely face high damage with limited SOUL. Most successful builds will be centered around preserving/increasing resources or removing the need for them.

Quick Focus and Deep Focus work well with each other, as Deep Focus allows you to recover more health with less SOUL and Quick Focus ensures that you can safely perform the heal by reducing the increased time it takes to heal with Deep Focus to the nearly ordinary amount of time it would take while still retaining the ability to heal two masks.

SOUL-generation charms like Soul Catcher and Grubsong are also suggested. Fragile Strength can be a lifesaver by increasing damage output tremendously. However, the Radiance does not count as a "Dream boss" and deaths to her will break Fragile charms. To prevent the Charm from breaking, pause the game and reload if you believe you are about to die, or upgrade to Unbreakable Strength.

It should be noted that in the first three phases, the swordbeams from Grubberfly's Elegy can be used to hit The Radiance without jumping, which can be especially useful when combined with Quick Slash.

Joni's Blessing and Lifeblood Heart/Core can be useful for those finding it hard to heal.

A spell-focused build can be employed by forgoing any healing Charms for the Lifeblood charms described above along with Shaman Stone, allowing the player to spam Abyss Shriek to get quick and easy damage off, as the Radiance does not get knocked back and will take all four hits of the Spell.
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=Absolute Radiance=

Absolute Radiance is the final boss in Godhome. She looks identical to the standard Radiance but has a bigger ring of light behind her. her attacks are also almost identical, but Absolute Radiance's attacks come at a much faster pace. She also has an altered final phase. Defeating her will give either of two new endings.

Behaviour and Tactics
Absolute Radiance's fight contains the following attacks with any modifications stated:
 * Beam Burst: Near instantaneous set of beams fired back to back
 * Sword Burst: Now summons two sets of swords instead of just one
 * Sword Rain: Swords come at closer intervals
 * Sword Wall: Swords travel fast enough to be simply jumped over instead of needing to dash
 * Wall of Light: Absolute Radiance spends very little time hovering while the wall is summoned and can quickly perform another attack as soon as the wall reaches halfway across the screen.
 * Orb: The colour of the orbs are much more yellow and behaviour wise they are much faster and take much tighter turns to home in onto the player. Absolute Radiance also summons these about half a second apart which can lead to multiple crowding the screen. She also summons up to 4 of these orbs.
 * Spike Floor No changes.
 * Big Beam The beam is slightly thinner and only flashes for a few milliseconds before fading instead of lingering. The beam also come at quick intervals with each bean starting just as the last one ends.
 * Orb Barrage The only new attack features slower orbs but are constantly fired as soon as one fades. These orbs behave much more like Standard Radiance's orbs and will disappear if lead off-screen. This attack only happens in Phase 6.

Phase 6
Absolute Radiance's new phase happens only on two small platforms that must be navigated between to score hits. During this phase Absolute Radiance will only use the Orb Barrage attack, during this she will pause for a second to summon one Orb and then teleport to another portion of the screen to summon another one and the process is repeated. For this phase it is best to focus on dodging the orbs and only attack Absolute Radiance if she teleports within reach. Although she can only teleport between three locations-left right and center it is hard to predict her exact patterns and chasing her is fruitless which will usually cause the Knight to run into an Orb.

Trivia

 * Beating the Radiance is not required to complete the Hunter's Journal, but she does have an entry.


 * There is a statue of The Radiance at the top of the map in Hallownest's Crown where a Pale Ore can be found. Dreamnailing this statue will yield the lines


 * "...Remember... Light..."


 * Through HUD manipulation, The Radiance is shown to actually have 3000 health, though the "fight" portion of the battle ends when she reaches 1300 health, effectively requiring the player to only have to deal 1700 damage to win the fight.
 * Along with Nightmare King Grimm, The Radiance is the only boss that has a fullscreen title card.


 * The Radiance is confirmed to be female from developer commentary on Slack, as well as from developer notes regarding the Seer:


 * The moth tribe were (perhaps) descended from Radiance. However, the King convinced them somehow to seal Radiance away. I guess so he could rule Hallownest with his singular vision, as a monarch/god with no other gods.The moths sealed Radiance away by forgetting about her. Hallownest was born and flourished. However, the memory of Radiance lingered (eg the statue at hallownest's crown) and soon she began to reappear in dreams and starting exerting influence. The King and the bugs of hallownest resisted this memory/power and it started to manifest as the infection. Thus the first attempt to seal Radiance failed, and the King had to try another method - the Vessel.


 * The Radiance is one of the two bosses that must be challenged to battle, the other being the Mantis Lords. While the Mantis Lords will have to be challenged every time, the Radiance's intro is abridged after the first time fighting it, causing her to attack directly upon entering her arena.


 * The Design of The Radiance appears to be based off a Silkworm Moth


 * The Radiance being called "Light" could be a reference to real life moths, as they are attracted to light sources.

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