Inferno King Grimm

Inferno King Grimm (IKG) is a modded version of Nightmare King Grimm. The mod was created by Nickc01. It greatly increases the difficulty of the fight. Inferno King Grimm also has a harder version named Absolute Inferno King Grimm (AIKG) which increases the level of difficulty of the fight even further.

ATTACKS (WIP)
Most of Inferno King Grimm's attacks gain new properties. The fight is now divided into three phases. The changing of phases is indicated by the colour theme of the fight changing, as well as Inferno King Grimm breaking into a stagger. In Phase 1 IKG is coloured red, but in later phases he turns somewhat of a velvet-magenta

PHASE 1


 * Fire Bats: Inferno King Grimm sends out 4 Fire Bats instead of 3. They travel in a pattern: the first and third bats go high, the second and fourth go low, with a wide gap in the middle. If the Knight gets within his arm's length before he ends the attack, Inferno King Grimm teleports and sends 2 more Fire Bats, one high and one low, simultaneously.
 * Dive Dash: During both the dive and dash, Inferno King Grimm is followed by a flame trail that deals damage. The flame trail generated by the dive disappears after he lands on the ground. Then he stands up after the dash before disappearing again.
 * Dash Uppercut: The pause before Inferno King Grimm launches himself into the air is shorter. Inferno King Grimm bursts into six fireballs instead of five.
 * Cloak Spikes: Similar to the original attack used by NKG, but as soon as the spikes become dangerous, new spikes appear on the ground and become dangerous as the first wave retracts.
 * Flame Pillar: Inferno King Grimm summons 5 large pillars of flame. This attack is very similar to Nightmare King Grimm's, however each next pillar comes faster.
 * Pufferfish: Inferno King Grimm teleports to the top middle of the arena and uses his pufferfish attack. Unlike the original pufferfish attack, IKG constantly spews fireballs in random directions which accelerate towards the Knight gradually, resulting in a bullet hell. This attack lasts a rather lengthy amount of time and IKG is immune to all melee attacks while performing this move and can only be damaged by spells.

PHASE 2


 * Fire Bats: Similar to the same attack used in Phase 1, but 5-7 bats are fired in a shotgun pattern instead.
 * Dive Dash: Same as the original
 * Dash Uppercut: Same as the original, but after dashing Inferno King Grimm will then teleport immediately in an attempt to catch the Knight off guard before dashing and then doing his uppercut
 * Cloak Spikes: Similar to the original, but now the first wave of spikes are several large areas of the arena where the spikes come and the second wave of spikes covers the remaining space
 * Flame Pillars: Similar to the original, but Inferno King Grimm may teleport midair in the middle of the attack