Trial of the Lord

This is the actual final trial of the Colosseum. It is found in the Hallowed Barb DLC. It is also the most difficult, and longest of them all.

= Rounds 1-20 = These rounds are quite simple. In round 10 and 15, a hard new enemy will be introduced. In Round 20, there will be a mini-boss. This round will be composed of tough enemies from all over the areas of Hallownest, but in fewer numbers. There are mainly Fool enemies.

= Foolmaster = A red-armoured version of the Soul Warrior.

Attacks

 * Teleportation Strike: Same attack as the Soul Warrior, but faster and with a longer range.


 * Tornado Slash: Spins around quickly and follows the knight across the arena. At the time, the walls will be spiked, so the key to this move is Nail pogoing. The tornado can be pogoed on but no damage will be dealt.


 * SOUL Blast: Teleports to one side of the arena and fires 1 soul orb. This will repeat 4 times, similar to the Soul Tyrant. If the Knight gets too close, he will teleport to the other side of the arena and fire the rest. Deals 1 mask each orb.


 * Desolate Dash: Teleports up to the wall, dashes above the Knight, and does a Desolate Dive. Deals 2 masks if hit directly, and 1 mask if hit by the shockwave. He appears on the wall for a second and then fades again. He will also appear in the air for a second before diving.

= Intermediate = After Round 20, there will be a lever to the left of the arena. Strike it and an Infinite SOUL Totem will come up in the center. Strike as much as possible at it. When you're finished, strike the lever back at the left. When struck, both the SOUL Totem and the lever will disappear, beginning the next part.

= Rounds 21-40 = These rounds are very difficult. They will involve hard-combo enemies, sub-difficult platforming skills, and a couple of perfect dodges in between. In rounds 21, 25 and 35, a new enemy will be introduced. In Round 30, there will be a mini-boss. This phase will also be composed of mid-tier hard enemies.

= Amuukoma = Clings onto the walls or the ceiling. Most vulnerable on the walls.

Attacks
Summon: Summons a Hostile Ooma that homes in on the Knight. Contact deals 2 masks.

Electric Bolt: Fires an electric bolt that follows the Knight for 10 seconds. Contact deals 1 mask.