Raging Conchfly - Hollow Knight: Silksong Boss & Guide
FRENZIED SHELLWING OF THE MARROW

COMBAT STATS
REWARDS
LORE & DESCRIPTION
A FRENZIED CONCHFLY THAT HAUNTS THE MARROW TUNNELS. IT SLASHES THROUGH CAVERNS WITH RAZORED SHELL AND UNPREDICTABLE SWEEPS. MANY GRAND HUNT ROUTES CROSS ITS LAIR, MAKING THIS ENCOUNTER A COMMON TEST OF DISCIPLINE AND POSITIONING.
MOVESET
A straight pass-through that can cross the arena. Bait the line, sidestep, then take 1–2 hits as it brakes. Straight Pin is reliable here.
A circling slash path that drifts toward you. Don’t chase. Let it finish and punish the landing with up to 2 hits.
Scatters razor shards in a cone. Keep lateral movement and punish only after the volley ends. Multibinder and Thread Storm help control space.
BATTLE PHASES
Phase 1: Scouting Passes (100-70% HP)
- Uses Charge Through and light Shard Burst
- Predictable straight-line passes
- Long braking windows after passes
Phase 2: Spiral Aggression (70-30% HP)
- Adds Spiral Sweep sequences
- Faster turn speed and harsher angles
- Can chain passes into shard volleys
Phase 3: Frenzy (30-0% HP)
- All attacks become faster and more aggressive
- Shard Burst becomes less predictable
- Reduced recovery windows
Weaknesses & Resistances
PRACTICE TIPS
Safe Practice Areas
- Practice baiting straight passes in open caverns
- Use a nearby Bench for quick retries
- Start with Phase 1 timing before attempting Phase 2 spirals
Combat Strategies
- Stay mobile and watch for charge lines
- Use Straight Pin or Curveclaw for consistent damage
- Time attacks during braking/landing windows
Common Mistakes
- Getting too aggressive during Spiral Sweep
- Not watching for dust/wind-up indicators
- Chasing during cone volleys instead of waiting
Advanced Techniques
- Learn to buffer dodges after pass-throughs
- Use Multibinder for aerial control
- Master punish choice: jab once vs. commit to two hits
COMMUNITY RATINGS
Moderate aerial control check
Engaging aerial combat
Good visual design
Based on 1,247 community votes