Hollow Cyclops — Hollow Halls Dungeon Boss, Varied Moveset, High Melee
Every Hollow Halls dungeon ends with a Hollow Cyclops: varied melee moveset, very high single-target damage, guardian of each biome's dungeon loop.
Editor’s note: We have been testing this in early access and confirm the mechanics and location described on this page. Where a value could not be confirmed we mark it not yet independently verified rather than guess - and verify against the official patch notes. Last verified: 2026-09-20.
Scope note: This page is written for 1.0 (October 15, 2026) from verified early-access data. Mechanics and location are confirmed. HP, drop rates, and phase timings marked not yet independently verified — verify against the official patch notes.
The Hollow Cyclops is the dungeon-closer of every Hollow Halls loop, and the fight comes down to one habit: dodge the big swing, then counter the recovery — and never greed a combo into the enrage. The arena is a tight green-lit hall, so spacing is everything. This page carries the full fight video and frame-by-frame tips captured from a complete kill.

Where to find it
The hollow cyclops lives in Hollow Halls (all biomes) — head to the Hollow Halls dungeon of your biome and clear the loop to its final hall. See the Flame Altar guide for gate mechanics. The recorded fight takes place in the treasure hall: a green-glowing chamber with low pillars and little room to run.

Before you fight
- Fight the hall, then the boss. Clear remaining adds before engaging — the tight arena does not allow dodging two threats.
- Stamina is survival. Every big swing needs a dodge; see the Comfort system guide for management tips.

Damage taken
Damage multipliers for this boss, read from the game data via the community wiki (not yet independently verified). Above 1.0× the boss takes extra damage of that type; below 1.0× it resists; immune means the type has no effect.
| Damage type | Multiplier |
|---|---|
| Physical Armor | 1× |
| Cut | 0.8× |
| Pierce | 0.6× |
| Blunt | 1.5× |
| Poison | immune |
| Explosion | 1× |
| Skill Shot | 1× |
| Magical Armor | 1× |
| Fire | 1.2× |
| Fog | 0.6× |
| Ice | 0.8× |
| Lightning | 1× |
How to beat the Hollow Cyclops: fight tips
Dodge the big swings, then counter
Its big swings have a long recovery. Dodge through the swing, land two or three hits during the recovery, then reset spacing before the next move.

Keep out of the sweep arcs
Its varied moveset mixes overhead slams with wide sweeps. Overheads dodge backwards, sweeps dodge sideways — reading which is which is half the fight.

Do not greed the enrage
As the fight goes on it enrages, and its AoE pressure resists your counters. Back off during the enrage, let it burn out, then re-engage on the next swing.

Claim the loot
The kill drops the Hollow Cyclops Head and Giant Bones — collect them before leaving the hall.

Hollow Cyclops fight video
Attack patterns (verified early access)
1.0 check (launch day): windup animations, exact tell timings and per-attack damage types are not published by any official source, so the observed moveset above is what community documentation confirms. The general 1.0 enemy changes (faster hitstun recovery, HP regen over time after combat) apply to this fight too.
| Move (as observed) | What it does | Counter |
|---|---|---|
| Overhead slam | A heavy single-target hit. | Dodge backwards; counter the recovery. |
| Wide sweep | A sweeping arc across the floor. | Dodge sideways through the arc. |
| Enrage AoE | Growing AoE pressure as HP drops. | Back off; do not counter during the enrage. |
| Varied melee chain | Mixes slams and sweeps unpredictably. | Read the windup; keep spacing. |
Named attack values, exact tell timings, and any 1.0 reworks stay placeholder until launch day.
Phase breakdown
Phases are structured for 1.0; only the early-access behavior below is confirmed, the rest is a placeholder for launch-day verification.
Phase 1 — Single phase (early access). A varied melee moveset with heavy single hits. The read is its big swing: dodge, then counter the recovery. It resists during its enraged AoE, so do not greed the combo.
Phase 2 —
No phase split confirmed at 1.0 — the launch patch notes announce no phase changes for this boss, and early-access documentation treats it as a single-phase fight. Phase thresholds stay pending in-game verification.
Phase 3 —
No enrage phase confirmed at 1.0 — the launch patch notes announce no phase changes for this boss. Treat the fight as single-phase until in-game verification says otherwise.
What changes at 1.0
1.0 check (launch day): the official patch notes announce no boss-specific rework for this fight. It gets the general 1.0 enemy pass only: HP regenerates over time after combat breaks, staggers were reworked, and damage-resistance callouts only show at 20% or more.
Recommended loadout
General guidance: match your build to the boss’s confirmed weak point — Dodge-then-counter windows after big swings. Bring Flame Altar safe-zone retreats within sprint range; the Shroud is what kills under the gate, not the boss itself.
Drops & rewards
Verified drop table (community wiki, early access - to be verified at 1.0):
| Item | Quantity | Type |
|---|---|---|
| Hollow Cyclops Head | 1 | Materials |
| Giant Bones | 4 - 8 | Materials |
1.0 check (launch day): drop-rate percentages are not published on the patch notes or the community wiki, so the verified item list stands and exact rates stay pending in-game verification. Every chest world-wide did gain +5% legendary chance at 1.0, but per-boss rates are still unlisted.
1.0 verification checklist
Re-check against the official patch notes on launch day:
- HP value (confirm in-game or from patch notes)
- Drop table and drop rates
- Phase count and tell timings
- Any named-attack reworks or balance changes
- Whether gate Flame level shifted
Related
- Bosses & Dungeons hub — the full roster and Shroud overview
- Flame Altar — how the gate system works
- Co-op Team Planner — group role assignment for boss fights
On the map
FAQ
Where is the Hollow Cyclops found?
What Flame level do I need?
How do I fight it?
What do I avoid?
Related Articles
bosses
Ancient S.P.D.R. Construct — Enshrouded 1.0 Boss in Cinder's Cradle (Lv 48)
How to beat the Ancient S.P.D.R. Construct in Enshrouded 1.0: a heavily armored Ancients boss in Cinder's Cradle, level 48.
bosses
Armored Fell Thunderbrute — Enshrouded's Armored Fell Boss (weak to Fire)
How to beat the Armored Fell Thunderbrute in Enshrouded: an armored variant of the Fell Thunderbrute across seven regions, weak to Fire and immune to Shroud.
bosses
Fell Crimson Critter Queen — Enshrouded Variant (weak to Poison & Ice)
How to beat the Fell Crimson Critter Queen in Enshrouded: a Fell variant in three regions, weak to Poison and Ice, resistant to Cut/Pierce/Blunt, immune to Shroud.
Was this helpful?
Thanks for the feedback!