Master one of Hollow Knight Silksong's most challenging early bosses. Learn to defeat the Last Judge with our comprehensive two-phase strategy guide.
Last Judge is the final boss of Act 1, located at the top of Blasted Steps, guarding the gateway to Act 2. This battle is a comprehensive test of all skills learned in Act 1, particularly wall climbing and aerial combat abilities. Last Judge wields a massive censer as a weapon, with wide attack range and high damage, making it one of the most challenging bosses in the early game.
This battle is divided into two distinct phases. Phase 1 is primarily ground combat with relatively predictable boss attack patterns. When health drops to 40%, Last Judge enters Phase 2, beginning flight and using more deadly attack combinations. Successfully defeating Last Judge requires excellent reflexes, deep understanding of attack patterns, and thorough pre-battle preparation.
Before challenging Last Judge, ensure you've collected all available health upgrades in Act 1. It's recommended to have at least 6-7 health masks, as Last Judge's attacks deal high damage, especially in Phase 2. For equipment, prioritize charms that increase healing speed or provide additional defense. If you've unlocked the upgraded version of Silk Dash, this will significantly improve your survivability.
Recommended charm combinations include: charms that increase max health, charms that boost Soul acquisition rate (for frequent Silk ability use), and charms that reduce hit stun. Avoid builds that sacrifice defense for offense, as survival is key in this battle, not speed.
Before entering the boss room, ensure your Soul energy is fully charged. There's a supply point outside the boss room where you can practice combos to fill Soul. Also check that you're carrying all available healing items. If you've discovered consumables that provide temporary buffs during combat in previous exploration, this is the perfect time to use them. Remember to set a quick travel point near the boss room for fast returns during retry attempts.
Before the actual challenge, it's highly recommended to go to the lower areas of Blasted Steps to practice wall climbing and aerial combat techniques. Focus particularly on mastering these skills: rapid wall jumps, aerial attacks after wall cling, and consecutive Silk Dash usage in mid-air to change direction. These skills are crucial for Last Judge's Phase 2. Additionally, practice recognizing and dodging timing for wide-area attacks using common enemies near the boss room. Familiarity with the Parry system is also helpful—while some of Last Judge's attacks are difficult to parry, successful blocks can create counter opportunities.
Last Judge swings the massive censer in a wide sweeping arc, covering an extremely large area. This attack has an obvious telegraph: the boss pulls the censer backward, then performs a horizontal or diagonal swing. The attack comes in two patterns: single swing and double combo, where the double combo typically consists of a forward swing immediately followed by a reverse sweep. The chain portion of the censer also has a hitbox, and being hit by it deals the same damage as the censer itself. In Phase 1, this is Last Judge's most frequently used attack, accounting for approximately 40% of all attacks.
⏱️ Timing: Telegraph 0.5s, attack duration 1s, double combo interval 0.3s
Recognizing the telegraph is key. When you see the boss pull the censer back, prepare to dodge immediately. If you're near the boss, dashing underneath the boss can avoid most of the swing. If at a distance, jumping combined with an air dash can carry you over the censer. Pay attention to whether it's a single or double combo: after a single swing, the boss has a significant recovery period, making it a good counter opportunity; for double combos, you must wait for the second swing to finish. The safest strategy is to stay close to the boss and dash underneath when the swing begins.
One of Last Judge's most iconic attacks. The boss leaps high into the air, raises the censer overhead, then smashes it into the ground with full force. This attack generates three shockwave layers: the first hugs the ground and spreads rapidly, while the second and third spread outward at slightly slower speeds. The shockwaves deal the same damage as the censer itself and cannot be blocked with normal defense. In Phase 2, this attack's frequency increases and the shockwave range becomes larger. The landing point leaves a temporary energy field that deals continuous damage on contact.
⏱️ Timing: 1.2s from jump to land, shockwave interval 0.4s, energy field lasts 2s
When you see the boss jump up, immediately move away from the predicted landing point. The shockwaves must be dodged by jumping, and timing is critical. The first shockwave is fastest and requires jumping as soon as you see the boss begin to descend. If your reaction is fast enough, you can jump the moment the boss lands, use a double jump to clear the second and third shockwaves, then immediately close in for 3-4 attacks. This is one of the best counter windows in Phase 1. Avoid greedy attacks and disengage before the energy field dissipates. Wall climbing can completely avoid this attack.
Last Judge separates the censer's chain to perform rapid consecutive whip attacks. The attack patterns come in three types: horizontal sweep (covering mid-level areas), diagonal slash (from upper-left to lower-right or vice versa), and spiral strike (chain rotates around the boss as center). Each attack is extremely fast with almost no telegraph, making it one of the hardest attacks to react to in the game. In Phase 2, Chain Whip combines with the boss's flight ability to form an aerial chain rain, covering a larger area. The chain hitbox is extremely precise—grazing hits still deal damage.
⏱️ Timing: Charge 0.3s, 3-5 consecutive attacks, 0.2s interval between each
This attack relies primarily on prediction rather than reaction. When Last Judge begins charging (red particle effects appear around the censer), immediately take to the air. Use wall climbing to stay elevated, as most Chain Whip attacks target mid-to-low level areas. If you're on the ground, rapid consecutive dashes can dodge horizontal sweeps, but diagonal slashes and spiral strikes must be jumped. During Phase 2's aerial chain rain, find gaps between attacks and use wall jumps to rapidly change height. This attack has almost no counter window—focus on survival.
Last Judge's ultimate attack, used only in Phase 2. The boss hovers in the air, extends the censer to maximum range, then begins spinning rapidly while moving throughout the entire arena. The spin speed is extremely fast, covering nearly the entire arena, and lasts 5-6 seconds. During the spin, the boss also releases energy waves, further compressing safe areas. This is Last Judge's most deadly attack, and many player failures stem from it. When the boss's health drops below 20%, Divine Spin's frequency increases significantly.
⏱️ Timing: Charge 1s, spin lasts 5-6s, 2s recovery afterward
When you see the boss ascend and begin charging (censer emitting strong light), immediately find the nearest wall. Using wall cling and remaining still is the safest strategy, as the boss's spin trajectory typically doesn't hug the walls. If your timing judgment is accurate, you can use a wall jump when the spin approaches to temporarily leave the wall, then re-cling after the boss passes. Never attempt to dodge this attack on the ground. After the attack ends, the boss has a 2-second recovery period—this is Phase 2's best counter opportunity and can deal massive damage. Mastering the Divine Spin counter is the key to defeating Last Judge.
In Phase 1, Last Judge primarily relies on ground combat with moderate movement speed and relatively regular attack patterns. Censer Swing and Judgment Strike serve as the core attacks, with Chain Whip used occasionally. The boss moves slowly around the arena, attempting to maintain mid-range distance from the player. Attack pacing is slower, with obvious recovery periods after each attack. This phase is the best time to learn the boss's attack patterns and deal consistent damage. When health drops to 60%, the boss begins using double combo Censer Swing more frequently.
The core strategy for Phase 1 is steady damage output. Focus on recognizing and memorizing each attack's telegraph—this will be crucial in Phase 2. Prioritize countering after Judgment Strike, as this attack has the longest recovery time (approximately 2 seconds), allowing safe 3-4 hit combos. For Censer Swing, adopt the under-dash tactic: dash underneath the boss during the swing, then attack from behind. Avoid lingering in the arena center—stay near walls to prepare for Phase 2's wall tactics. Manage Soul usage carefully, maintaining 50%+ reserves for healing. Don't rush to defeat this phase; spending time learning attack rhythms is more important than fast damage. It's recommended to achieve at least 10-15 successful attack cycles (dodge→counter→disengage) before entering Phase 2.
Best counter opportunities: Post-Judgment Strike recovery (3-4 hits), post-single Censer Swing recovery (2-3 hits), after double combo Censer Swing ends (1-2 hits), brief pauses during boss movement (1 hit)
As Phase 1 nears its end (around 45% health), adopt conservative play to ensure you enter Phase 2 with full Soul and at least 5 health masks.
When health drops to 40%, Last Judge roars and ascends, marking Phase 2's beginning. The boss's movement pattern completely changes, beginning aerial flight with significantly increased speed. Attack frequency increases notably, intervals between attacks shorten, and recovery time decreases. The deadly Divine Spin attack begins—this is Phase 2's signature skill. Chain Whip becomes more ferocious, unleashing chain rain from above. Judgment Strike's shockwave range expands to 150% of original. The boss more aggressively pursues players, especially when they try to hide in corners. Below 20% health, the boss enters an enraged state with dramatically increased Divine Spin frequency.
Phase 2's core is survival first, damage second. Immediately change combat style from offensive to defensive counter-attacks. Wall climbing becomes the most important skill—almost all attacks can be dodged via wall cling. When Divine Spin begins, immediately find the nearest wall and cling—this is survival's key. Attack opportunities primarily appear during the 2-second recovery after Divine Spin ends, the only safe window for significant damage. For other attacks, use guerrilla tactics: quick 1-2 hit combos then immediate disengage. Don't get greedy! Phase 2 deaths primarily result from over-aggression. Stay at arena edges, ready to use walls anytime. Heal when the boss just finished an attack and is moving—never heal mid-attack animation. When boss health drops to 20%, further tighten tactics—only 1 hit per counter, prioritize dodging Divine Spin. At final 10% health, be extremely conservative; better to spend 1-2 extra minutes ensuring zero mistakes.
Best counter opportunities: Post-Divine Spin long recovery (full damage for 2 seconds), post-Judgment Strike (1-2 hits), brief pause after Chain Whip miss (1 hit), brief aerial hover (quick 1 hit)
Phase 2's most critical skill is patience. Many players fail when boss health is at 10-20% due to impatience. Remember: slow is fast, survival enables damage output.
Many players try to maximize damage during boss recovery periods, leading to situations where they haven't disengaged when the next attack begins. Last Judge's attack hitbox is large, and getting hit once often leads to consecutive hits. This is especially true in Phase 2, where Chain Whip has almost no telegraph, and players can't react in time.
Strictly follow the "attack limit" principle. In Phase 1, maximum 4 attacks after Judgment Strike, maximum 2 after Censer Swing. In Phase 2, except for Divine Spin, only 1-2 attacks per counter window. Better to miss one hit than ensure safe disengagement. Remember: surviving another round means another round of damage potential; greedy deaths equal zero damage output.
This is the most common fatal mistake in Phase 2. Many players try to dodge Divine Spin by jumping or dashing, but the boss's spin range covers nearly the entire arena with unpredictable movement patterns, making ground dodging extremely low-success. Even if you dodge the initial spin, the energy waves will deal damage.
Divine Spin has only one reliable counter method: wall cling. When you see the boss ascend and begin charging (censer glowing), immediately dash to the nearest wall and cling. Remain still—the boss's spin trajectory typically doesn't hug walls. If the boss does approach your wall, use a wall jump to temporarily leave, then re-cling after the boss passes. This strategy has nearly 100% success rate.
Some players overuse Silk abilities for dodging or attacking, resulting in insufficient Soul reserves. When injured and needing healing, they discover they lack enough Soul. Others waste precious resources by healing when at full or near-full health.
Establish strict Soul management strategy. In Phase 1, maintain Soul above 50%, only using Silk abilities when necessary (primarily for Dash dodging, not attack enhancement). Heal when health drops to 3 masks or below. Be more conservative in Phase 2, maintaining Soul above 70%. Prioritize normal jumps and dashes, only using Silk abilities to dodge Divine Spin or in emergencies. Remember: Soul is your life assurance, not a damage tool.
Censer Swing has two patterns: single swing and double combo, but many players can't distinguish them. Countering immediately after a single swing is safe, but misidentifying a double combo as single leads to getting hit by the second swing during your counter. This mistake is especially common below 60% boss health, as double combo frequency increases.
Learn to identify double combo characteristics: if the boss immediately reverses direction (rather than pausing) after the first swing, it's 99% a double combo. Another technique is observing the censer's trajectory: after a single swing, the censer falls completely; double combos change direction mid-air. When uncertain, adopt conservative strategy: only 1 probing attack after the first swing, observe boss reaction, then decide whether to continue. With experience, you'll develop muscle memory.
Many players become aggressive when seeing extremely low boss health, attempting to end the battle quickly. This mindset increases mistakes because Phase 2 enters an enraged state below 20% health, with dramatically increased Divine Spin frequency and faster other attacks. Impatient playstyle falls right into the boss's trap.
Be even more conservative during the final 20% health. Reduce attack frequency to half, only 1 attack per counter. Focus on perfectly dodging every Divine Spin—this phase may feature 2-3 consecutive Divine Spins. Stay calm; remember this phase may take 2-3 minutes to complete, don't be impatient. Many players die when boss has 5% health remaining due to final-moment greed. Persist to the end—victory belongs to the patient.
When frequently using wall cling to dodge Divine Spin in Phase 2, some players panic and wall jump when the boss's spin approaches, but incorrect timing or direction leads to jumping directly into the spin range or falling from heights and taking fall damage. This often happens at critical moments, disrupting combat rhythm and losing health.
Master the "two-stage judgment" for wall jumps. Stage 1: Observe whether the boss is moving toward your wall. If the boss is far from your wall, no jump needed. Stage 2: Only wall jump when the boss's spin trajectory will actually hit you. Wall jump direction should be "vertically upward" not "outward," so at the jump's apex, the boss has already passed below. Additionally, practice mid-air Dash repositioning so even imperfect wall jumps can be quickly corrected. Remember: wall jumping is last resort; prioritizing correct wall cling position is often more effective than wall jumping.
In Phase 1, you can safely land 3-4 attacks after Judgment Strike—make the most of this maximum damage window
Divine Spin's charge animation (censer glowing) lasts 1 second, enough time to reach a wall from anywhere in the arena
Phase 2 Chain Whip's three patterns can be distinguished by boss's charging pose: horizontal = arms level, diagonal = arms raised, spiral = arms rotating
Keeping Soul above 50% not only enables healing but also allows emergency Silk Dash to escape danger
Defeating Last Judge without taking damage is the ultimate test of player skill, requiring perfect understanding and response to each attack pattern. The key is breaking the entire battle into repeatable patterns: recognize attack→execute corresponding dodge→counter 1-2 hits in safe window→reset position. Phase 1 is relatively easier, focusing on perfectly identifying single vs. double combo Censer Swing, and mastering Judgment Strike jump timing. Phase 2's difficulty lies in Divine Spin—you must dash to the wall the instant the charge animation begins (within 0.3 seconds).
For no-hit runs, defensive charm combinations are recommended (Quick Focus + Shape of Unn + Lifeblood Heart)—while extending battle time to 10-15 minutes, they provide higher error tolerance. The recommended practice method is phased training: first practice Phase 1 no-hit until achieving 5 consecutive successes before attempting Phase 2. For Phase 2, adopt extremely conservative play—only output damage after Divine Spin, focus entirely on dodging otherwise. Expect complete no-hit battles to take 10-15 minutes, but this is the ultimate proof of Silksong combat system mastery.
Speedrunning Last Judge requires completely the opposite strategy: use offensive builds to maximize damage output in every counter window. Recommended equipment includes Fragile Strength + Quick Slash + Steady Body + Shaman Stone, plus charms that boost Soul acquisition (for Silk attack enhancement). Phase 1's core is aggressive under-dash tactics: when Censer Swing begins, dash underneath the boss and use Silk-enhanced attacks for maximum damage. Goal is completing Phase 1 within 90 seconds.
Aggressive style: greed 4-5 hits after under-dashing Censer Swing. Equip Fury of the Fallen for low-health damage boost. Allow taking 1-2 hits for damage time. Use Silk-enhanced attacks after Judgment Strike for maximum damage.
Divine Spin burst: use all Soul for enhanced attacks during recovery period. With proper charms, can deal 20+ hit damage. Only need 2-3 cycles to end battle. Massive Soul consumption requires perfect dodging.
Counter during Chain Whip's brief pauses. Pre-judge Divine Spin charge to move to walls early. Phase 2's chain rain can be quickly traversed with wall jumps and countered.
Current speedrun world record is approximately 3 minutes 15 seconds, with top players aiming to break 3 minutes. Key optimization points include: reducing Phase 1 movement time, pre-judging Divine Spin position to minimize travel distance, and finding counter windows in Chain Whip attack gaps. Speedrunning requires muscle-memory-level mastery of all boss attack patterns—recommended to defeat boss at least 10 times with normal play before attempting speedruns.
After defeating Last Judge, you'll receive the "Judge's Seal," a powerful passive ability that boosts your combat effectiveness in the next stage. Specific effects include 15% increased Soul acquisition rate and temporary attack power boost after successful parries. This reward is extremely useful in Act 2 boss battles, especially for players relying on Soul management and parry mechanics.
Beyond the seal, you'll also unlock the path to Act 2 and a hidden room in Blasted Steps containing a health upgrade and a rare charm. Inside the boss room stands a monument allowing repeated Last Judge challenges for practice or speedrunning. After defeating Last Judge, certain areas of Blasted Steps undergo environmental changes, and NPCs acknowledge your strength with new dialogue options.
Story-wise, defeating Last Judge marks Hornet's first major victory in Pharloom, unlocking important information about Blasted Steps' history and Last Judge's backstory. Last Judge was once one of Pharloom's guardians but fell during a certain event. After defeating him, you'll learn more about Pharloom's past and why Hornet was brought to this world. It's recommended to explore Blasted Steps' hidden areas before proceeding to Act 2, collecting all available upgrades and dialogue content.