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Hollow Master

What it is

The Hollow Master keeps the empty places. Its strikes are slow and deliberate. Each one winds up for about 0.6 to 0.7 seconds, and it stays open for 0.7 to 0.8 seconds after a chain. Its signature move drags you toward a core that then collapses. It has 26 named techniques and raises its guard after every third attack.

At the start of the trial it tells you its lesson: its well drags you in, so sprint against it and stay outside the core.

How to get it

Sneak and use a wandering duelist who breathes Hollow, or type /master challenge hollow. If you breathe Echo, Dawn or Venom yourself, a Hollow duelist calls your own method’s Master instead. You need Aura Form or Heart Circle VIII. See Sword Masters for the full trial rules.

To train for it, look for a Resonance Chamber under deep dark, dripstone or lush caves. A bell frame marks it on the surface, and a ladder leads down. Its Hollow vault is sealed with void: hit every seal block with a void spell within 10 seconds. See Masters’ sites. Out on the End’s outer islands, a Void Lantern holds Hollow manual pages. See wild places.

Hollow Pull

The banner reads “Sprint against the pull and stay outside the inner ring.”

  1. The pull. Two rings appear around the Master. The inner core reaches 4.5 blocks from the Master and is drawn in its colour. The outer reach goes out to 10 blocks and is drawn in pale violet. For about two seconds, every challenger inside the reach is dragged toward the Master. Sprinting breaks the pull. Walking or standing still lets it drag you in.
  2. The collapse. At 2 seconds the core collapses and deals 26 damage to anyone inside it.

After the collapse the Master is open for about 0.8 seconds.

The Master only uses Hollow Pull when all of these are true:

  • You are 3 to 6 blocks away and level with it.
  • It stands on flat, solid ground.
  • Every challenger is present.
  • It is at the second move of a four-move phrase.
  • At least 7 seconds have passed since its last Hollow Pull.

Other moves

  • Techniques: chains of two to four strikes. Read each strike’s shape. See Reading a Master.
  • Pursuit dash: if you hold a spell too long, it may dash up to 4.8 blocks at you, at most once every 7 seconds.
  • Crescent volley: flying blades if you stay far away or high up.

Rewards for a clear

  • Your first Hollow clear teaches the Bind technique part.
  • The win goes into your lore journal. Type /master victories to see which Masters you have beaten.

The Hollow breathing method

Hollow is the Void method. Its passive pulls nearby foes toward the one you strike. Its arts unlock as your aura grows:

Art Opens at Input
Void Cut Glow swing, swing, low swing
Collapse Flow leaping swing, then low swing
Null Parry Edge first swing after a perfect Aura Guard
Rift Step Form first swing after an Aura Step
Event Horizon Sovereign three full swings, then low swing

See Breathing Methods for the full numbers. A Resonance Chamber’s Hollow chest can hold Hollow, Blink and Pull runes.

Tips and counterplay

  • When the two rings appear, start sprinting away at once. You have two seconds, and walking is not enough.
  • If you are already more than 10 blocks away, the pull can’t reach you. Stay that far for long, though, and expect a crescent volley.
  • After the collapse, step back in and use the short opening.
  • The Hollow Master guards after every third attack. Flank it or use an axe.

Type to find a guide, rune or recipe.