Master the Needle Master Sharpe of Deep Docks. Learn each move's hitboxes, how to break guard stances, and maintain composed damage output through the final duel phase to claim victory.
Sharpe is the Needle Master of Deep Docks Training Tower, and the first true "equal duel" boss Hornet encounters in Silksong. Unlike bosses relying on size advantage or environmental mechanics, Sharpe is a master using similar weapons and techniques as Hornet—this battle feels more like a swordsmanship test than monster hunting. His combat style is elegant yet lethal, each move carefully designed to test your mastery of timing, spacing, and pattern recognition.
The core challenge of this boss fight is 'read and react': Sharpe doesn't give you much time to think—you must make correct judgment instantly upon seeing his movement: dash to dodge Precision Thrust, wait to break Guarded Riposte, or immediately cut Silk Bind. Combat rhythm is fast but not chaotic—each phase has clear behavioral patterns. For skilled players, this is a brilliant technique showcase; for newcomers, this is an excellent classroom for learning Silksong's core combat mechanics.
Before challenging Sharpe, strongly recommend the following specialized training in Deep Docks practice area:
Find Deep Docks dash training dummy, practice dashing through at the exact moment it launches thrust attacks. Repeat 50 times until achieving 80%+ consistency. This skill is crucial for Precision Thrust.
In training ground's elevated platform area, practice 'aerial hover slash': jump → slash → aerial dash → slash → land. This sequence is very effective against Sharpe's aerial tactics in Phase 2.
Practice 'parry → wait 0.2s → counter' rhythm. Can repeatedly practice in game's parry tutorial area until stable counter-attack immediately after successful parry without being punished.
If you can find silk-projecting enemies (like Deep Docks' Silk Weaver), practice cutting silk with aerial slash the instant you see it. This reflex must complete within 0.5 seconds.
Sharpe rapidly spins with needle extended, releasing 12-16 glowing needle projectiles horizontally across the arena. These needles cover approximately 80% of the arena width, forming a dense horizontal bullet curtain. The firing angle dynamically adjusts based on Hornet's distance from Sharpe: closer range means narrower spread, while longer range creates wider coverage. Each needle travels at medium speed and persists for about 1.5 seconds before disappearing.
⏱️ 0.3s wind-up, 1.2s firing, 0.8s recovery
Watch for the wind-up animation (Sharpe pulls his needle back about 0.3 seconds). If you're at close range, immediately jump upward or wall-climb to evade, since close-range needle spreads are narrower and easier to dodge from above. If you're at long range, dash horizontally through needle gaps or hug the wall and wait for the barrage to pass. After Needle Storm ends, Sharpe has about 0.8 seconds of recovery frames—this is the best counter window, allowing for dive slashes or 2-3 consecutive basic attacks.
Sharpe's signature rapid thrust attack. He first locks onto Hornet's current position (for 0.2 seconds), then lunges with extreme speed in a straight line toward that location. The thrust covers a fixed distance of about 60% of arena width, moving very fast (completing in approximately 0.4 seconds). If the thrust hits a wall or completes its full range, Sharpe has a brief needle recovery animation (0.5 seconds). This move appears frequently in Phase 1 and serves as Sharpe's primary pressure tool.
⏱️ 0.2s lock-on, 0.4s thrust, 0.5s recovery
Timing is everything! When you see Sharpe lean back slightly (lock-on phase), prepare to react. At the exact moment he begins the thrust (not before), dash through his body using i-frames to avoid damage. After successfully passing through, you'll be behind Sharpe as he recovers—immediately turn and deliver 2 quick slashes. Don't get greedy for a 3rd hit, as Sharpe may immediately follow with Guarded Riposte to punish you.
Sharpe raises his needle in a defensive stance, with the needle glowing pale blue. This stance lasts 1.5-2.5 seconds (depending on whether you attack him). If you attack Sharpe directly during his defensive state, he immediately launches an upward counter-slash that deals high damage and launches Hornet. The defensive stance has a 0.6-second audio cue—you'll hear a metallic grinding sound. If you don't attack during the stance, Sharpe automatically drops defense after 2.5 seconds and enters 0.4 seconds of fatigue.
⏱️ 1.5-2.5s stance, 0.6s audio warning before counter, 0.4s fatigue after natural drop
Three ways to break it: 1) Safest method is waiting. When you hear the metallic grinding sound, begin counting 0.6 seconds, then use a delayed aerial slash (attacking from above) to break his guard, avoiding the counter-attack trigger. 2) Use needle arts throws to break the stance (if equipped with Needle Arts). 3) If he naturally drops defense, immediately dash in and land 2-3 hits during his 0.4-second fatigue window. Never attack head-on immediately when you see the defensive stance!
Sharpe's signature move starting Phase 2. He projects a glowing silk line at a 45-degree upward angle, with the silk length covering about 70% of the arena diagonal. If the silk touches Hornet, she immediately becomes bound and suffers 50% movement speed reduction (for 2 seconds). While bound, Sharpe instantly launches a follow-up combo: one aerial rapid thrust, then 2-3 consecutive aerial slashes, totaling 3-4 potential damage instances. The silk remains for 1.5 seconds after firing and can be severed by any attack.
⏱️ 0.4s wind-up, 1.5s silk duration, 2s bind duration (if hit)
The most dangerous Phase 2 move! When you see Sharpe raise his arm to fire silk (0.4s wind-up), two responses: 1) Immediately use Swift Step or aerial dash to move away from the silk trajectory. 2) If already airborne, use aerial slash to actively cut the silk—the slash action itself destroys the silk. Absolutely do not get bound! Once bound, immediately spam jump + dash attempting to break free and prepare to parry Sharpe's aerial combo.
Sharpe displays textbook sword duel style in Phase 1. He frequently uses Precision Thrust to test your reflex speed, interspersed with Guarded Riposte to punish aggressive offense. When you maintain mid-to-long distance (beyond 40% of arena width), he uses Needle Storm for area control. Attack rhythm is relatively stable in this phase, with clear gaps between attacks—this is the best time to familiarize yourself with his moveset. Sharpe doesn't use Silk Bind in this phase.
Phase 1 core strategy is 'patient counter-attacks.' Maintain medium distance (not too close, not too far), observe Sharpe's movements. When he uses Precision Thrust, use dash i-frames to pass through him and counter 2 times from behind; when he assumes Guarded Riposte, keep distance, wait 0.6 seconds after audio cue, then break guard with aerial slash. Don't get greedy! After each 2-3 hit counter, immediately disengage and observe his next move. If you see Needle Storm's spinning wind-up, immediately jump upward or wall-climb to dodge, then dive-attack during his recovery.
Best counter opportunities: 1) 0.5s needle recovery after Precision Thrust; 2) 0.8s recovery after Needle Storm; 3) 0.4s fatigue after Guarded Riposte is broken.
Near Phase 1's end (around 70% HP), Sharpe's attack frequency slightly increases, with shorter intervals between Precision Thrust and Guarded Riposte transitions. This signals phase transition—prepare for more aggressive Phase 2.
Entering Phase 2, Sharpe unlocks Silk Bind, shifting fighting style from ground duel to three-dimensional aerial combat. He uses Silk Bind as combo starter: fires silk, if it hits he immediately launches aerial pursuit combo; if it misses, he switches to Needle Storm for area suppression. Needle Storm's recovery time shortens from 0.8s to 0.5s, giving you smaller counter windows. Precision Thrust frequency decreases, but when used, he often follows immediately with Guarded Riposte upon landing for two-stage defensive counter-attack.
Phase 2 requires shifting to 'vertical combat' strategy. Fully utilize arena walls for wall-climbing and aerial mobility, since Silk Bind primarily threatens ground and mid-air space. When Sharpe uses Silk Bind, immediately cut it with aerial slash—this not only avoids being bound but creates counter opportunities. After cutting silk, Sharpe has brief stagger (about 0.6s), allowing for 2-3 dive slashes. For the shortened Needle Storm, don't attempt counters—prioritize maintaining safe distance. When Sharpe lands, this is the safest damage window—deliver 2 quick slashes then immediately disengage, preparing for next attack round.
Key counter windows: 1) 0.6s stagger after Silk Bind is cut; 2) Moment Sharpe's aerial pursuit lands; 3) 0.5s recovery after Needle Storm ends (very short window, only recommend single attacks).
If accidentally bound by Silk Bind, don't panic. Immediately switch to Focus stance (if you have Focus Band), then prepare to parry rather than attempting to attack. After successfully parrying Sharpe's first aerial thrust, use dash to escape bound range and recover positioning. Trying to forcefully counter while bound often leads to eating the full combo and taking more damage.
In the final phase, Sharpe enters enrage state, arena edges begin flashing with electricity (every 5 seconds, lasting 2 seconds), limiting wall-climbing safety. He uses 'combo string' combat pattern: combining Precision Thrust, two quick slashes, and Needle Storm into one continuous attack sequence with almost no pauses. Each full combo lasts about 4 seconds, after which there's only 0.3 seconds reset time before starting the next. Silk Bind frequency increases to about once every 15 seconds, and if successful, he follows with longer 5-6 hit aerial combos. Guarded Riposte is rarely used.
Survival strategy takes priority over damage output in the final phase! Against combo strings, correct response is: parry or dodge the first two attacks (Precision Thrust + slash), then immediately jump upward on the third attack (Needle Storm wind-up) to evade and create distance, waiting for his combo string to end. Don't try to counter during combo strings! When combo string ends and enters 0.3s reset period, quickly dash in, use single heavy slash (charged attack) for high damage, then immediately disengage. Watch arena edge lightning timing: when electricity appears, center arena is the only safe zone—avoid walls during those 2 seconds. If electricity fades, briefly use walls for high-dive attacks.
Extremely limited counter windows: 1) 0.3s reset between combo strings (only single heavy slash); 2) Moment arena lightning disappears (can wall-dive); 3) After Silk Bind is successfully cut (0.6s window, highest priority).
Final phase key is 'patience.' Many players fail here trying to rush the battle's end. Dealing only 1-2 damage per attempt is completely acceptable—surviving 15-20 attack cycles is better than aggressive play getting combo-killed. If you notice brief pause after the third attack in combo strings (about 0.15s), this is perfect parry timing—successful parry deals massive stagger damage and interrupts the next combo.
Consequence: Get counter-launched for high damage and knockback, losing about 25-30% HP
Build 'audio cue judgment' habit. When you hear the metallic grinding audio cue, immediately stop attacking and begin counting 0.6 seconds. Then use aerial slash or needle arts throw to break guard. If uncertain about timing, directly waiting for him to naturally drop defense (2.5s) is also safe. In practice mode, specifically train reaction to this audio until it becomes conditioned reflex.
Consequence: Eat Sharpe's full aerial combo (3-4 hits), losing 40-50% HP, potentially fatal
Remember: best response when bound is 'defend, not attack.' Immediately switch to defensive stance, prepare to parry Sharpe's first aerial thrust. After successful parry, use dash to escape bound range, then recover positioning. More important is prevention: when you see Sharpe raise arm to fire silk (0.4s wind-up), immediately use Swift Step or aerial slash to actively respond, rather than waiting passively to be bound.
Consequence: Get hit by arena edge electricity, taking continuous damage and forced ground fall, interrupting combat rhythm
In final phase, keep combat centered in arena. Only use walls briefly during electricity gaps (3s safe window in 5s cycle) for dive attacks, then immediately return to center. Watch screen edges for electricity flicker warning (about 0.5s), judge when to leave walls. If uncertain about electricity timing, completely abandoning wall tactics is also viable.
Consequence: Get countered by Sharpe during recovery, or can't dodge next Precision Thrust/Needle Storm
Establish '2-hit rule': regardless of how large counter window appears, maximum 2 basic attacks (or 1 heavy attack) per counter. Only exception is 0.8s stagger after Needle Storm (Phase 1 only), where 3 attacks are safe. Build 'hit 2 - disengage - observe' rhythm—this way even if Sharpe suddenly counters, you have enough time to respond defensively. Remember: this is endurance battle, not speedrun.
Consequence: Too early or too late dash results in getting hit by thrust, losing 20-25% HP and losing counter opportunity
Precision Thrust dodge requires precise timing: press dash at the exact moment Sharpe begins thrusting (not during lock-on phase). Too early wastes i-frames, too late gets hit by thrust. Practice method: watch Sharpe's needle tip—when needle tip starts moving forward (not body leaning back), this is the exact dash timing. In training, intentionally get hit by Precision Thrust a few times to remember that 'critical point' visual sensation, then press dash 0.1s before that point.
Guarded Riposte's metallic grind audio cue lasts 0.6 seconds—this is your safe guard-break window
Needle Storm angle adjusts based on distance: closer means tighter spread, farther means wider
Phase 3 combo strings have 0.15 second pause after third attack—this is perfect parry timing
Silk Bind can be cut mid-flight with aerial slash, creating 0.6 second counter window
Sharpe's no-hit challenge is one of the fairer no-hit bosses in Silksong, since all his moves have clear wind-ups and counter methods. Key strategies:
Expected battle duration: 12-15 minutes. No-hitting Sharpe unlocks special dialogue and bonus Geo reward (+100 Geo). Recommend Quick Focus + Shape of Unn + Lifeblood Heart for error tolerance.
Speedrunning community target time for Sharpe is 2:30-3 minutes. Optimization focus:
Aggressive style: Don't wait for Needle Storm, directly get 3 hits after Precision Thrust. Equip Fury of the Fallen for low-health damage boost. Allow taking 1-2 hits for damage time.
Proactively trigger Silk Bind: Stand in specific position to bait silk firing, immediately cut then dive for 3-4 hits. This is 30% faster than passive waiting.
Find perfect parry point in combo strings (0.15s pause after third attack), successful parry interrupts his combo and causes 5-second stagger—this is biggest damage window.
Fragile Strength + Quick Slash + Steady Body. Abandon defensive equipment, full offense. Requires perfect mastery of all move timings.
Current speedrun world record approximately 2:45. Key techniques: Predict Precision Thrust direction for early dash, proactively trigger Silk Bind instead of passive waiting, and use perfect parries in Final phase to interrupt combo strings for damage windows.
Core ability upgrade: Deals damage when dashing through enemies (equivalent to 1 basic attack). This ability is very useful in subsequent boss fights, especially against fast-moving enemies. Sharp Shadow is also essential for completing certain hidden areas.
Base Geo reward 150, plus additional 100 Geo for no-hit victory. After defeating Sharpe, training tower unlocks advanced training mode, allowing repeated challenges against Sharpe's "phantom" version for practice.
Hidden Reward: If Sharpe is defeated within 3 minutes, he acknowledges your skill and provides complete Deep Docks area map, including all hidden rooms and secret passages marked.
After defeating Sharpe, head to Coral Forest to begin Carmelita's quest, or use Sharp Shadow to collect additional resources in Moss Grotto's hidden area.