Why the Hollow Knight Trial of the Fool is Still a Total Nightmare

Why the Hollow Knight Trial of the Fool is Still a Total Nightmare

You’re hovering in the air, your wings flapping just enough to keep you from falling into the spikes below. There is no floor. There hasn’t been a floor for five minutes. Squibits are diving at you, Primal Aspids are spitting three-way acid shots that seem to predict your soul, and your heart is hammering against your ribs because you know—you just know—that if you take one more hit, you’re going back to the bench at the bottom of the Colosseum. That is the Hollow Knight Trial of the Fool in a nutshell. It’s brutal. It’s unfair. Honestly, it’s one of the best-designed gauntlets in any Metroidvania ever made.

Team Cherry didn't just throw enemies at you and call it a day. They crafted a psychological endurance test. Most players stumble into the Colosseum of Fools early on and breeze through the Trial of the Warrior. Maybe they struggle with the Trial of the Conqueror for an hour. But the Trial of the Fool? That’s a different beast entirely. It’s the final hurdle for the "Trial of the Fool" achievement and a massive chunk of that elusive 112% completion score. If you haven't mastered your charms or your movement, this place will break you.

The Wall That Stops Most Players

The thing about the Hollow Knight Trial of the Fool is that it doesn’t care about your upgrades. Okay, that’s a lie. It cares a lot. If you go in there without a Pure Nail or at least the Coiled Nail, you are basically tickling the enemies. But even with a maxed-out Knight, the sheer volume of waves is what gets people. There are roughly 17 distinct phases. That is a lot of opportunities to mess up.

You’ll notice the arena itself is the biggest enemy. It shifts. It shrinks. It fills with lava-colored spikes. When the floor disappears entirely during the aerial phase, the game changes from a combat sim to a platforming nightmare. You have to learn how to pogo. If you can't consistently bounce off an enemy’s head with your nail, you won't survive the middle section of the trial. It’s that simple.

Most people fail because they panic. They see a Battle Obble and a Winged Fool and they start slashing wildly. Big mistake. You need to be a surgeon. You need to know exactly how many hits a Shielded Fool takes before it dies (it's four with a Pure Nail, by the way). You have to manage your Soul like it’s your bank account during a recession.

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Solving the Charm Puzzle

There is no single "best" build for the Hollow Knight Trial of the Fool, but there are definitely wrong ones. If you’re running Heavy Blow, please stop. You’re hurting yourself.

Most experts—and by experts, I mean the people who have spent dozens of hours in the Godhome—agree that Nailmaster’s Glory is the MVP here. It costs one notch. One. And it lets you charge Great Slashes and Dash Slashes in less than a second. This is vital because a Great Slash will one-shot Primal Aspids and Armoured Squibs. In a room full of chaos, being able to delete a high-threat enemy instantly is better than any defensive charm.

Then you have Quick Focus. It’s a classic for a reason. There are very few "safe" windows to heal in the Trial of the Fool. You might get a second after clearing a wave, but usually, the next wave spawns before you can even get two masks back. Quick Focus turns a risky heal into a viable strategy. Pair it with Dream Wielder if you’re feeling spicy. Why? Because the Shielded Fools are slow. If you leave one alive at the end of a wave, you can just keep hitting them with the Dream Nail to farm infinite Soul. It’s kinda cheesy, but hey, the game lets you do it.

Survival vs. Damage

Some players swear by Unbreakable Strength and Quick Slash. This is the "kill them before they kill me" approach. It works wonders if your reflexes are top-tier. But if you find yourself hitting the spikes more than the enemies, you might want Mark of Pride. The extra reach keeps you at a safe distance from the Mawleks and those annoying Volt Twisters.

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The Specific Waves That Ruin Everything

Let’s talk about the Volt Twisters. These guys are the worst. They teleport, they summon electricity, and they have way too much health for something that moves that fast. In the Hollow Knight Trial of the Fool, they usually show up when the floor is already a mess. My advice? Prioritize them. Don't worry about the floor-bound enemies yet. If a Soul Twister or Volt Twister is on screen, they are target number one.

Then there’s the floorless part. You know the one. You’re wall-clinging, trying to snipe Squibs while avoiding the spikes. Most people lose the majority of their health here because they forget they can use spells. Shade Soul or Abyssal Shriek can clear out enemies above or beside you without requiring precise nail positioning. If you’ve got the Soul, use it. Don't hoard it for a heal that you won't have the floor space to perform anyway.

And we can't ignore the final boss of the trial: God Tamer. After surviving nearly 20 minutes of hell, you have to fight a giant bug and its rider. Here’s a secret that a lot of people miss: you don’t actually have to kill the Tamer. Just kill the Beast. Once the beast dies, the Tamer gives up. Focus all your damage on the big guy. Watch for its roll attack, jump over it, and keep pogoing.

Why We Put Ourselves Through This

Is it for the Geo? Not really. By the time you can beat the Hollow Knight Trial of the Fool, you probably don’t need the 3,000+ Geo it gives you. Is it for the Pale Ore? No, that was the second trial. It’s for the glory. It’s for that feeling of sitting on the bench afterward, looking at the dead bodies of the fools you just outlasted.

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Hollow Knight is a game about atmosphere and mystery, but the Colosseum is where the mechanics are laid bare. It’s a pure test of how well you understand the Knight’s kit. You realize that the "Vengeful Spirit" isn't just a fireball—it's a way to push an enemy back into a hazard. You realize that "Descending Dark" isn't just for damage—it gives you crucial invincibility frames (i-frames) that can save you from a projectile you didn't see coming.

Mastery is More Than Charms

Honestly, the biggest tip for the Hollow Knight Trial of the Fool isn't a charm setup or a specific path. It’s patience. You’ll see speedrunners zip through this in minutes, but for a regular human, it’s a marathon. You have to learn the spawn patterns. You have to know that after the Brooding Mawlek, you get a tiny breather.

Don't be afraid to fail. You will fail. You’ll die to a stupid mistake, like dashing into a spike or forgetting that the Garpedes can't be killed. It’s part of the process. Every time you die, you’re training your muscle memory. Eventually, the first ten waves will feel like a joke. You’ll breeze through them without taking a hit. That’s when you know you’re ready to actually conquer it.

Actionable Steps for Your Next Run

  • Farm Soul Early: Use the Dream Nail on the slower, less dangerous enemies in the first few waves to keep your Soul meter maxed out.
  • One-Shot the Snipers: Equip Nailmaster’s Glory and use Great Slash to instantly kill Primal Aspids the second they spawn.
  • Abuse I-Frames: Use Descending Dark if you get cornered. The invincibility frames are your best friend when the arena gets crowded.
  • Kill the Beast: In the final fight, ignore the rider. Put every ounce of damage into the beast to end the fight instantly.
  • Pogo Mastery: Spend time practicing your down-slashes on the environment or slower enemies. If you can't pogo, the floorless section will be a hard wall for your progress.

The Trial of the Fool remains one of the most significant "git gud" moments in modern gaming. It isn't about luck; it’s about the absolute mastery of a tiny knight in a very big, very dangerous world. Once you hear that final crowd roar and see the trophy pop, you'll realize it was worth every single frustrating death. Now go back in there and show them why you’re the one they should be afraid of.