Hollow Knight: Silksong is out now, and within the first few hours many players have met the same unassuming brick wall: an early “miniboss” in The Marrow that doesn’t even flash a title card. He’s called Skarrgard, a hulking red ant with a bone club, and he punishes early aggression with sweeping attacks that deal two masks at a time. If this encounter is stalling your run, that’s by design — Silksong is nudging you to decide between brute force and a smart detour. Minor early-game spoilers below.

If you’re new to Silksong, it’s worth remembering that this sequel is built on optional pathways and gear checks. Your route choices matter more than ever. The game is available on multiple platforms (PC players can find the product details on the official store page), but the structure is consistent everywhere: sometimes the fastest “solution” to a fight is leaving it for later.

Where Skarrgard lives, and why he feels unfair

You’ll encounter Skarrgard in a cave on the east side of The Marrow, just above the prison. The arena includes a tight entry tunnel that opens into a low, narrow chamber — a layout that stacks the deck in his favor early on. His toolkit is simple but punishing:

  • A burrow-and-pop attack that snaps to your position from underground.
  • A long jump that carries him through a large chunk of the room.
  • A broad, close-quarters bone swing with deceptive reach.

The constraints matter. The ceiling height and corridor width often make “classic” jump-overs unreliable, and getting clipped costs two masks. That’s why many players report this fight feeling tougher than the named bosses they meet around the same time.

Two valid paths: beat him now, or come back with dash

Silksong offers two clear answers here, both legitimate:

  • Come back later (the safer path). Once you acquire Hornet’s dash, Skarrgard’s swipes and jumps become dramatically easier to dodge, and you’ll likely have more tools and health. This is the route the game subtly encourages — a typical Metroidvania lesson delivered early.
  • Beat him now (the stubborn path). If you prefer to push ahead on principle, Skarrgard is absolutely beatable with starting movement, but the fight demands discipline, spacing, and a few smart positioning tricks.

Either approach is valid. Clearing Skarrgard opens a way into fresh territory, but you won’t lock yourself out of other progress by leaving him for later.

If you want to win early: control the room, don’t race the hitboxes

Skarrgard’s moves are slow and well telegraphed; the arena is the real threat. You can tilt the space in your favor with consistent rules of engagement:

  • Fight near the low ceiling. Lure him toward the tight left-side tunnel or any low-ceiling section. In these spots, he’s far less likely (or outright unable) to perform the long jump, cutting his highest-pressure option from rotation.
  • Walk under the jump; don’t jump over it. When he does leap, step forward and pass underneath. This is the most reliable dodge without dash and often earns you two back hits before you reset spacing.
  • Hit, then reset. After a single swing or two, step out. His double-swipe can catch greedy strings, and a single mistake costs two masks.
  • Punish the burrow. When he dives, move past his last position toward center. He’ll reappear behind you, giving a brief punish window. Repeat to “bounce” him between predictable spawn points.
  • Use diagonal down-strikes sparingly. The 45-degree dive is strong for poking over his swing, but whiffs are costly. Use it when you have a clean angle and ceiling clearance; otherwise favor grounded hits.

Tip: parry windows exist. Well-timed needle strikes during his swing can deflect and grant brief safety, but this is a higher-risk technique. Lean on it only if you’re consistent.

With dash unlocked, simplify everything

Once you’ve found dash, the fight becomes a spacing drill rather than a brawl:

  • Dash past the swing’s tip. His club’s arc is wide, but the recovery is long. Dash through or just outside the strike and respond with one or two hits.
  • Keep mid-range. This preserves time to react to jump or burrow. Don’t let him herd you into corners; if you are cornered, dash through and reset to center.
  • Maintain room control. The same rules apply: fight where his jump is weakest, punish burrows, and avoid greedy strings.

Bring tools — they matter in Silksong

Silksong’s tools are built to solve specific problems in space-limited fights. For Skarrgard and similar minibosses, these categories help:

  • Opening baits. Throwing knives or a boomerang-style projectile can draw out the safer burrow, then set up a controlled punish as he reappears.
  • Ground control. Floor spikes/tacks chip heavily when a large target patrols a short lane, especially near the tunnel. Layer a few where you expect him to land after a jump or pop-up.
  • Persistent pressure. Spinning saws or orbiting “cog” projectiles (once you’ve earned them) tick damage while you focus on dodging and spacing; they’re excellent when you must disengage after a single hit.

Note: don’t burn your entire toolkit early. If you’re tackling a miniboss gauntlet later in the game, conserve high-impact tools for the final wave — a consistent theme across Silksong’s arena-style set pieces.

Reading his tells (so you get hit less)

  • Swing wind-up: He dips and winds the bone from the shoulder. Step back, then re-enter or dash through the wake for guaranteed pokes.
  • Jump cue: He crouches and “loads” the leap. Step under; don’t challenge the air.
  • Burrow start: The ground churns in place before he disappears. Move briskly toward center and wait for a behind-the-back repop.

Skarrgard variants and why he’s placed this early

You’ll meet versions of this enemy again, sometimes with company. Placing him early serves a few purposes: he forces you to respect the arena, demonstrates that not every fight is intended for your current kit, and spotlights Silksong’s tool system. If your run feels stuck, that’s a signal to explore — not a judgment of skill.

A later check: the miniboss gauntlet that keeps going

Beyond The Marrow, Silksong leans into multi-wave arenas that slot a “mini-boss” into the middle and end. Players commonly call out one High Halls sequence that stacks five waves, a big bruiser, more waves, then two bruisers at once in a smaller room. It’s a spike, but it’s solvable with planning:

  • Set priorities for mixed waves. Elites that steal your silk or throw tracking projectiles should be removed first; they sink healing windows and punish mistakes.
  • Use the walls intentionally. Wall-grip tools can create true blind spots versus large ground enemies; perch high, bait jump attacks, and counter on their landings.
  • Save burst for the finale. Stack ground tacks or sawblades where the last two spawn so you can delete one quickly and turn the end into a 1v1.
  • Don’t stand between the pair. Herd both to one side, then kite and chip; being centered between them is the fastest way to lose two masks back-to-back.

Why it matters: these gauntlets aren’t padding so much as proof that tools, positioning, and resource pacing are co-equal to raw execution in Silksong. If a wave feels impossible, you’re probably trying to brute force it with the wrong toolkit or route.

Quick checklist before you commit to a miniboss

  • Map a bench loop. A short runback keeps learning cycles tight. If the trek is long, you’re practicing frustration, not the fight.
  • Inventory check. Enter with a plan for each tool: which one baits, which controls space, which deletes a phase.
  • Room rules. Identify the safe corner, the bad corner, and your reset path to center before you swing.
  • Set a cutoff. After several attempts, detour. Every new movement or capacity upgrade reduces this fight’s risk.

Common questions

Do I “need” dash for Skarrgard? No — but dash lowers the mechanical tax, turns the swing into a guaranteed punish, and keeps you off corners. If you’re bleeding two masks to stray swipes, it’s worth returning later.

Does beating Skarrgard early unlock something special? He mainly gates traversal. The area beyond is more valuable once you have stronger movement and tools; don’t feel pressured to force it.

Is pogo the answer? The diagonal down-strike is strong in the right pocket, especially over the bone swing near center. But in low ceilings or tight tunnels, grounded hits are safer. Use it as seasoning, not the whole recipe.


Skarrgard isn’t an unfair damage sponge; he’s Silksong’s first routing exam. If you want to pass now, shrink his options with the ceiling, walk under jumps, and punish burrows. If you’d rather ace it later, grab dash and a couple of tools and watch the fight collapse into clean rehearsed patterns. Either way, this encounter sets the tone for Silksong’s miniboss design: read the room, use your kit, and don’t be afraid to take the long way around.