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Hollow Knight: Silksong

Last Judge Boss Guide — Phases, Magma Bell Counter & Runback

How to beat the Last Judge in Silksong: the 720 HP Grand Gate fight, Magma Bell counters, Judgement phase at 216 HP, and the death explosion dodge.

10/8/2026 v1.0.30000 Last updated: 10/8/2026 3 min read
Last Judge Boss Guide — Phases, Magma Bell Counter & Runback

FAQ

How do I unlock the Last Judge fight?
Ring all five Bellshrines in the Blasted Steps, then play the Needolin at the Grand Gate with the Pilgrims. The Last Judge appears and its opening Thurible Throw kills the pilgrims — the fight is on.
Is the Last Judge optional?
Effectively optional — it's one of two Act 1 finale routes. The hidden Phantom path in Bilewater bypasses it entirely, but most players meet it first and it's the intended gate to the Citadel.
How do I dodge the Last Judge's death explosion?
When it drops to its knees and the thurible smokes, run to the far edge immediately. The Retributive Explosion covers a huge area — since Patch 5 it deals 2 damage instead of 3, but dying to it forces a full refight.
What's the fastest Last Judge runback?
From the Blasted Steps bellway: wall-jump the shaft, pogo off the hanging weights, and dash-float to the gate plateau — roughly 30 seconds once learned. No enemies needed if you stay high.
What was the Last Judge in lore?
The final arbiter of the Blasted Steps, an ancient Judge stationed to ensure only the sinless enter the Citadel. Team Cherry's William Pellen called the fight 'a huge threshold moment' — it was designed to feel like an overwhelming wall.

The Last Judge is Silksong’s first real skill check — a hulking, incense-burning arbiter that slams the Grand Gate shut on Act 1. Screen Rant called it “the hardest challenge up to that point,” Steam is littered with “feels unwinnable” threads, and the cruel part isn’t even the fight — it’s the runback.

How does the Last Judge fight work?

Two phases, one health bar of 720. Phase 1 is a brawler’s toolkit: leaping Slams, a thrown thurible that arcs back like a boomerang, and a wrist-twirled Thurible Spin that batts away your red-tool projectiles. The Slam’s hitbox is narrow — dash toward the Judge as it hovers and punish the landing.

At 540 HP the thurible ignites and Phase 2 starts with Blazing Rings — concentric fire rings rolling outward you have to walk between, not panic-dash through. New toys: an exploding thurible throw, a Searing Slam that sends shockwaves down the floor, and a Pillar Charge that plants three columns of flame.

At 216 HP, once per fight, it roars and commits to Judgement — a five-second extended Blazing Rings with offset waves. When it ends, the Judge is exhausted and defenseless for several seconds. That’s your kill window.

What kills most players?

  • Trying to out-range the rings. Blazing Rings demand slow, precise inside-the-gap walking; sprinting clips the trailing edge every time.
  • Greed during Thurible Spin. It’s short-ranged and hard to punish — take the heal window instead.
  • The Retributive Explosion. When the Judge falls, its thurible detonates across a huge area. Do not stand there taking screenshots. Run. (Patch 5 reduced it from 3 damage to 2 — still not worth testing.)

What do I get for beating it?

The Grand Gate opens into the Citadel — Act 2 proper — plus a Hunter’s Journal entry. Winning also lets the Flea Caravan move on to the Blasted Steps at its 12-flea milestone. If you’re routing toward the true ending, note the Silk and Soul chain wants Quest Points farmed via wishes; and the related Savage Beastfly and Grand Mother Silk fights wait further down the path.

Hollow Knight: Silksong — Reveal Trailer (Team Cherry)

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