
Character Skills
Character Skills Guide for Hollow Knight
Hollow Knight features a single playable character: The Knight (also known as the Little Ghost). All skills, spells, abilities, and special moves are learned or upgraded throughout the game. This guide covers every technique in detail, including effects, upgrades, combos, charm synergies, recommended builds, and optimal use cases. Note that there are no traditional cooldowns; resource costs and timing govern usage.
Core Combat Skills
#### The Nail (Basic Attack)
- Description: The Knight’s primary weapon. A simple slash that hits enemies in front of you. Damage starts at 5 (unupgraded) and increases with Nail upgrades. Can be used while moving, jumping, or dashing.
- Controls: Keyboard: Z / Controller: A (Xbox) or Cross (PlayStation) — varies by controller layout.
- Upgrades: Visit the Nailsmith in the City of Tears or the Nailsage in Godhome to upgrade the Nail. Each upgrade increases base damage: Old Nail (5) → Sharpened Nail (9) → Channelled Nail (13) → Coiled Nail (17) → Pure Nail (21).
- Use Cases: Your bread and butter. Use for damage, pogoing on enemies/spikes, and breaking certain objects.
- Combos: None direct, but rapid slashes can be chained with movement.
- Great Slash
- Dash Slash
- Cyclone Slash
- Vengeful Spirit → Shade Soul
- Desolate Dive → Descending Dark
- Howling Wraiths → Abyss Shriek
- Mothwing Cloak (Dash)
- Mantis Claw (Wall Cling)
- Crystal Heart (Super Dash)
- Isma’s Tear (Acid Swim)
- Dream Nail (Dream World)
- Shade Cloak (Upgraded Dash)
- Monarch Wings (Double Jump)
- Pogo (Downward Slash)
- Dream Nail Pogo (Dreamgate Sniping)
- Nail Art Pogo
- Wall Sliding (with Mantis Claw)
- Down Strike (Dive)
- Shaman Stone + Spell Twister: For spell-heavy builds. Reduce SOUL cost and increase damage.
- Nailmaster’s Glory + Heavy Build: For Nail Art focus. Reduced charge time allows rapid Great Slashes or Cyclone combos.
- Quick Slash + Fragile/Unbreakable Strength: For pure Nail dps. Maximizes slash speed and damage.
- Grubberfly’s Elegy + Spells: At full HP, spells gain extra projectiles (Vengeful Spirit fires two, etc.).
- Dream Wielder (for Dream Nail spam): Faster Dream Nail swings and more SOUL per hit.
- Nail attacks: Use for all general combat; it’s free and fast.
- Nail Arts: Use during enemy pauses, after dodging, or when you can charge safely. Great Slash for groups, Dash Slash to close distance, Cyclone when surrounded.
- Vengeful Spirit/Shade Soul: Great for enemies that are hard to reach or when you need distance. Upgrade to Shade Soul ASAP for piercing.
- Desolate Dive/Descending Dark: Use when enemies are beneath you or when you need i-frames. Excellent for breaking ground secrets.
- Howling Wraiths/Abyss Shriek: Best against aerial enemies or bosses with tall hitboxes (e.g., The Radiance, Nightmare King Grimm).
- Pogo: Essential for certain platforming sections (e.g., Path of Pain) and for hitting bosses that stay low (e.g., Hornet).
- Keyboard (default): Attack: Z, Spell: X, Jump: Space, Dash: Left Shift, Quick Cast: Q, Dream Nail: Tab, Super Dash: Hold D + press Attack? (or custom).
- Controller (Xbox): Attack: A, Spell: B, Jump: A? (varies), Dash: RB, Quick Cast: X, Dream Nail: Y, Super Dash: Hold RB and press B.
- Controller (PlayStation): Attack: Cross, Spell: Circle, Jump: Cross (often), Dash: R1, Quick Cast: Square, Dream Nail: Triangle, Super Dash: Hold L1 + R1? (check in-game).
- Remap: Highly recommended to set Quick Cast to a shoulder button for faster spell combos.
#### Nail Arts (Charged Attacks)
Taught by Nailmaster Oro (Greenpath), Nailmaster Mato (Howling Cliffs), and Nailmaster Sheo (Kingdom’s Edge). Press and hold the attack button to charge, then release. Nail Arts are NOT affected by Fragile/Unbreakable Strength or other Nail-damage charms except at the moment of release (they apply a fixed multiplier).
- Effect: A wide horizontal slash that hits enemies in a 180° arc in front of you. Deals 2.5x base Nail damage (52.5 with Pure Nail). Can hit multiple enemies.
- Charge Time: ~0.8 seconds.
- Charm Synergies: Nailmaster’s Glory reduces charge time by 30% (great for faster combos).
- Use Cases: Clearing groups, hitting large bosses, punishing after dodging.
- Effect: The Knight dashes forward while slashing, covering about 1.5 screens. Deals 2.5x base Nail damage. The dash counts as a short movement that can pass through enemies (but not through walls).
- Charge Time: ~0.8 seconds.
- Use Cases: Closing distance on enemies, hitting fleeing foes, escaping danger while dealing damage. Excellent for enemies that retreat or have small openings.
- Effect: The Knight spins in place, slashing repeatedly in a circle. Each hit does 1.25x base Nail damage. The spin lasts about 1 second with 6 hits total (7.5x base damage if all hits connect). Holding the attack button extends the spin slightly.
- Charge Time: ~0.8 seconds.
- Use Cases: Best used when surrounded or when you can stay in place (e.g., staggered boss, enemy that comes to you). Also great for breaking multiple fragile objects at once.
#### Spells (SOUL Abilities)
Spells consume SOUL (gained by hitting enemies, using the Dream Nail, or consuming SOUL totems). Base SOUL capacity is 99; upgraded to 132 with Soul Vessels. Spells can be upgraded once each by finding abilities in the world.
- Effect: Fires a projectile that travels forward and hits the first enemy (or wall). Vengeful Spirit deals 15 base damage; Shade Soul deals 30 base damage, is larger, and pierces enemies (hits multiple). Costs 33 SOUL.
- Acquisition: Vengeful Spirit from the Snail Shaman in Ancestral Mound (Forgotten Crossroads). Upgrade to Shade Soul from the snail corpse in the Resting Grounds after acquiring the Dream Nail and visiting the Shade Gate.
- Charm Synergies: Shaman Stone (+33% spell damage, +15% increased size). Spell Twister reduces SOUL cost to 24. Soul Eater/Soul Catcher help generate more SOUL.
- Use Cases: Ranged poke, hitting aerial enemies, opening fights, damage while dodging. Shade Soul pierces, so it can hit multiple enemies or bosses that are behind other enemies.
- Effect: The Knight slams into the ground, creating a shockwave that deals damage in an area around the impact point. Desolate Dive deals 15 damage to enemies in contact and 15 shockwave damage (30 total on ground targets). Descending Dark deals 15 contact + 30 shockwave (45 total), and has a larger blast radius. Costs 33 SOUL. Invincibility frames during the descent.
- Acquisition: Desolate Dive from the Crystal Heart area after defeating the Soul Master. Upgrade to Descending Dark from the snail near the Grey Mourner’s house in the Resting Grounds.
- Charm Synergies: Same as above. Also good with Grubberfly’s Elegy for distance attacks.
- Use Cases: AoE crowd control, breaking floors, damaging enemies below you, using i-frames to dodge certain attacks (e.g., Hollow Knight’s scream). Best when you are above enemies or when they are grouped.
- Effect: The Knight screams upward, releasing a burst of energy that deals damage in a vertical area above the Knight. Howling Wraiths deals 10 damage per hit (multiple hits possible); Abyss Shriek deals 15 damage per hit and is larger. Costs 33 SOUL.
- Acquisition: Howling Wraiths from the Fog Canyon (near Teacher’s Archives). Upgrade to Abyss Shriek from the Abyss after defeating the Hollow Knight and acquiring the Void Heart.
- Charm Synergies: Shaman Stone greatly increases damage and area. Spell Twister for cheaper cost.
- Use Cases: Hitting flying enemies, damaging bosses from below (e.g., Hornet, The Radiance), dealing massive damage in tight vertical spaces. Abyss Shriek is one of the highest DPS tools in the game, especially when combined with Shaman Stone.
Movement Abilities (Passive Skills)
These are permanent upgrades that expand mobility and access. They are not toggled but are always active once obtained. They consume no resources but have cooldowns or conditions.
- Effect: Allows the Knight to dash horizontally a short distance. One dash at a time; recharges after ~0.4 seconds. Can be used in mid-air. Cannot dash through enemies (only through projectiles or certain attacks).
- Acquisition: Defeat Hornet in Greenpath.
- Upgrades: After acquiring Shade Cloak (see below), the dash can pass through enemies and some attacks without taking damage (shadow dash).
- Effect: Allows the Knight to cling to and climb certain vertical walls. Can wall jump off of clinging surfaces. No cooldown.
- Acquisition: Defeat the Mantis Lords in the Fungal Wastes.
- Effect: Charge up a long-distance horizontal dash that lasts until you hit a wall or press the button again. Charges for ~1 second. Can be cancelled early. Cannot turn during dash.
- Acquisition: From the Crystal Peak after obtaining the Desolate Dive.
- Use Cases: Traversing long gaps, breaking crystal barriers, escaping dangerous rooms.
- Effect: Allows the Knight to swim in acid without taking damage. No duration limit. Does not protect against other hazards.
- Acquisition: Isma’s Grove in the Royal Waterways.
- Effect: A unique weapon that can hit enemies to gain SOUL and sometimes open dialogue. In the dream world, it can damage the Dream Warrior bosses. Also used to open dreamgates (fast travel points).
- Acquisition: From the Dream Warrior in the Resting Grounds after collecting 900 Essence.
- Note: Not a traditional skill but essential for progression.
- Effect: Originally the Mothwing Cloak, after absorbing the Shadow Dash ability from the Abyss (requires Void Heart), the dash becomes a short cloak of darkness that makes you invincible and passes through enemies. Recharge after dash is longer (~0.6 seconds) but the invincibility frames last about 0.25 seconds.
- Acquisition: Return to the Abyss after obtaining the Void Heart.
- Effect: Allows the Knight to jump once in mid-air. Recharge after landing (or touching a wall).
- Acquisition: From the Broken Vessel in the Ancient Basin.
Special Moves & Techniques
- Effect: While in the air, hold down and press attack to swing the Nail downward. If you hit an enemy or a spike, you bounce upward. No cost. Can be chained infinitely on certain enemies or hazards.
- Use Cases: Crossing spike pits (pogo on spikes), hitting low enemies, maintaining air time, hitting bosses that charge beneath.
- Effect: A niche technique; using the Dream Nail in mid-air to pogo on enemies (though it has a very small hitbox). Mostly useful for gaining SOUL from specific enemies mid-combat.
- Effect: You can use Nail Arts while air-stalling or pogoing. For example, charge a Great Slash while falling and release at the right time to hit an enemy below.
- Effect: Hold the jump button while clinging to a wall to slide slowly down. Useful for controlled descent.
- Effect: While in the air, pressing down + attack performs the pogo; if you hold down, you can also cast Desolate Dive/Descending Dark by pressing the spell button. This is a natural combo.
Charm Synergies & Recommended Builds
Charms modify skills. Here are key synergies:
#### Example Builds
1. Spell Sword: Shaman Stone + Spell Twister + Soul Eater + Nailmaster’s Glory. Balance of spells and Nail Arts.
2. Nailmaster: Nailmaster’s Glory + Quick Slash + Fragile Strength + Longnail (optional). Charge Great Slash often.
3. Mage: Shaman Stone + Spell Twister + Soul Eater + Grubberfly’s Elegy. Spam Shade Soul/Abyss Shriek.
When to Use Each Skill
Platform-Specific Controls
Conclusion
Mastering The Knight’s skills requires practice and knowledge of which tool to use in each situation. Experiment with different charm loadouts to find your style. Remember that all skills are viable; the best one is the one that fits the encounter. Good luck, and may the Void guide you.