Hero's Simulacrum

The Hero's Simulacrum is a unique boss battle and the dungeon boss of Enlightenment. This is a **repeatable battle**.

This fight is separated into 3 phases, with phase 2 the Hero will cut in the arena in half, drastically reducing the player's range of movement.

 The Hero is **immune** to the secondary bolt attack from the Bolt Anchor's charged attack.

### Attacks

Encircling Swords— Several swords will slowly surround you before all lunging at once, bringing you down to 1 HP, or to 1 temporary HP if you have any. This move cannot kill you and is only used once in phase 1, but frequently in phase 3. Can be avoided with the Dread Hand, falling, or using iFrames from attacks.

Water Bomb— The Hero will use its blessing of water to spawn a water bomb randomly in the arena, that will in turn spawn a 3x3 pool of water after a short duration that will remain until either covered up by an Earth Wall, the Hero Dash Strikes over them, or the player falls into them. If it lands on your respawn point and you respawn, you will fall into 4 tiles consecutively. This bomb can be picked or preferably punched harmlessly outside the arena. It can also be knocked into the Hero for damage, but during phase 1 it will still leave behind pools of water. This ability is used in every phase.

Wall of Geysers— The Hero will use its blessing of water to spawn a wall of geysers of water at the north side of arena, traveling south. This can be blocked by the Earth Wall. This move is only used in phase 1.

Earth Wall— The Hero will use its blessing of earth to spawn a wall of breakable blocks of dirt in a single horizontal line across the arena. This move will stop most of the Hero's ranged attacks if in the way, such as Light Spear Throw, Light Spear Volley, and Wall of Geysers. This move itself does no damage and is used in phase 1, and will only target the top half of the arena.

Light Spear Throw— The Hero will use its light blessing to summon a single spear of light and throw it at the player in a targeted strike. This move can be blocked by the hero's own Earth Wall and is used phase 1 and 2. In phase 1 it's done in sets of 4, in phase 2 it's used once at a time.

Lunging Strike— The Hero will use its storm blessing, will randomly teleporting somewhere above the arena and plunge its sword into the ground, releasing a circle of bullets. This is used in phase 2 and 3.

Dash Strike— The Hero will use its storm blessing, dashing out of sight from either to the east or west side of the arena to the other side, damaging the player if in its path. This attack deals 4 damage, but will not kill the player. This move is used in phase 2 and 3, but in phase 3 it will also summon an Earth Wall along the dashed path.

Rain of Light— The Hero will use its light blessing to call down pillars of light to strike randomly throughout the arena. It will not target tiles covered by Earth Wall. This move is only used in phase 2 and 3.

Light Spear Volley— The Hero will use its light blessing to summon a volley of spears of light at the north side of the arena and launch them southward. This can be by blocked Earth Wall, although will damage the player through the Earth Wall if they stand too close to it. This move is only used in phase 3.

### HP & Weakness

The Hero has around **156 HP** and is split into 3 phases.

The main difference between phases is the amount of room the player has to maneuver, as the arena gets cut in half horizontally at around **52 HP**, leaving behind only the bottom half. After some more damage, his moveset will show some more variation in a less obvious phase change.

### Strategies

During phase 1, the hero has a short span of immunity after being hit once, making calculated charged strikes for more damage more effective. It's recommended to keep at least a part of the Earth Wall attack up, preferably at the topmost part of the arena, to block most of the hero's ranged attacks. Use the Dread Hand, iFrames, or falling off with or without the Fall Feather buff to avoid its massive damage. Knock Water Bombs out of the arena as soon as you see them as they will become a quick annoyance.

For phase 2, the Hero can be attacked more frequently but is more difficult to reach for attacks, as it flies above the portion of the arena cut off. The massive greatsword it uses to slice the arena cannot actually hurt the player. If you have the Weapon Chain, you can use charged attacked with the pick to reach the Hero while it's hovering above the fallen arena, or even a charged attack with the Flare Knuckle if you don't mind falling into a pit. The Hero is especially vulnerable to attack before and after a Dash Strike, as its hitbox will remain where the attack started for a very brief period even after having already 'dashed', and especially because this attack will not kill the player. Rain of Light will not target tiles covered by Earth Wall, so it may be better to destroy as many of the tiles as you're willing to allow in order for more mobility.

For phase 3, the strategy isn't much different from phase 2, just the Hero now hovers just out of range of the Weapon Chain's range, leaving the only opportunity to attack him while it's in the arena or moving to and fro. You can still reach the hovering hero with a charged Knuckle attack if you desire. Dodge the Light Spear Volley by either using the Dread Hand, falling, or an Earth Wall spawned by the Hero's dash. The Hero will now use Encircling Swords very frequently, but as they won't kill you and are easy to avoid, they aren't much of a threat. Having the Silvered Scarf or Lynn's Wedding Ring will be very useful for tanking hits.