Enshrouded Hollow Bosses
Shroud-born horrors that emerged after the Fall.
The Hollow set bridges mid- and end-game; they're not the tankiest fights, but their unpredictable behavior arcs reward kiting and ranged builds.
The Hollow faction in Enshrouded
The Hollow are Shroud-born horrors — entities that emerged after the Fall, made of corrupted Shroud-energy given humanoid form. They bridge the mid-to-late game progression: stronger than the early Revelwood encounters but not the tank-spike of the Albaneve Fell set. The wiki documents a single Hollow boss currently (Hollow Cyclops), but the Hollow faction tag also overlaps with several Hollow Halls dungeon mini-bosses that share the Shroud-resistant damage profile.
The Hollow set's signature is unpredictable behavior arcs — the Hollow Cyclops doesn't follow the standard Cyclops boulder rhythm; its swings come faster and the recovery window is narrower. That mechanical change rewards ranged kiting and Mage builds with mobility skills (Blink, Updraft) more than a pure tank approach. Bring weapons that deal Effective damage per the resistance chart, and avoid Shroud-type weapons — the Hollow line is the most consistently Shroud-resistant faction in the game.
Build-wise, Ranger Sniper and Wizard presets are the safest matchups: they create distance, force the Hollow to commit its windups, and exploit the long recovery frames.
Hollow encounters are also where build experimentation pays off most — the unpredictability rewards adaptive kits over scripted rotations.
All 1 Hollow boss
Best builds for Hollow fights
6 preset builds whose archetype counters the Hollow resistance-profile family — ranked by tier (S → A → B).
- Starter — First 10 LevelsHybrid
What to buy before you pick a class: one cheap node from each side — Counterstrike, Fire Resistance, Brute, Marksman — plus Well Rested. Fits in the points level 10 gives.
- Fire Mage StarterMage
The first Mage build to take into 1.0: Arsonist and Mage Apprentice for damage, Radiant Aura and Counterstrike for fire around you, Fire Resistance and Healer to stay up.
- Healer SupportMage
Group healing: Healer and Water Aura at full rank, Waters of Life, Healing Revive and Saviour for downed allies, Divine Surge and Righteous Fire. Healer II and Sun Aura are not on the 1.0 tree.
- Assassin Dual BladesRanger
Daggers in the 1.0 assassin tree: Sneak Attack and Cutthroat to open, Backstab Mastery and Dagger Mastery at full rank, Expose Weakness, Venomous Blades and Venom Mastery, and a rank of Thrust for the daggers' piercing damage.
- Ranger SniperRanger
Bow damage and crits: Marksman, Sniper and Skill Shot at full rank, Bow Specialization for the bow's special ability, Fatal Precision and Vitality Surge to keep the crits paying.
- Solo Adventurer HybridHybrid
A bit of everything for playing alone: Marksman and Skill Shot for the bow, Battle Heal and Warrior's Path for melee, Healer, Counterstrike and Fire Resistance, Runner and Saviour.
