Hollow Cleric |
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Enemy Type | Hollow |
Weakness | Strike, Hollowslayer Greatsword, Vow of Silence |
Resistances | Dark |
Immune | N/A |
Hollow Cleric is an Enemy in Dark Souls 3 DLC: The Ringed City.
Hollow Cleric Enemy Description
- Hollows wearing the Cleric Set who shamble about on all fours.
- Often met in groups of 2-3, or paired with another enemy type.
Hollow Cleric Combat Information
- From range, they cast a spell that summons a damaging aura where the player is standing.
- At close range, they may attack with their hands to deal a small amount of physical damage.
- When attacked, they will often hide under their shell to cast a healing spell that is accompanied by a damaging AoE around their body.
- When they hide behind their shell, the player can kick them or strike a few times to flip them on their backs. They'll writhe for a few seconds before returning to their feet and continuing to attack. Attacks that hit them while they're on their back deal significantly increased damage.
- One specific Hollow Cleric (guarding a ladder nearby the Ringed City Streets bonfire) will perform a highly-damaging miracle spin charge at you with knockdown. The attack causes the Cleric to fly across the ground with a Way of the White Corona-like aura around them, covering a significant area. The attack will only be done once, after which the Hollow Cleric will continue to fight as normal.
- Managing to land a hit on the Cleric while they do this attack will knock them onto their back, but the extreme damage of the attack makes it inadvisable to do, even if you have enough poise to withstand the hit.
- Can be Rapported and is affected by Vow of Silence.
Hollow Cleric Drops
- Twinkling Titanite (2%)
- Blessed Gem (2%)
Hollow Cleric Notes & Trivia
- A similar type of shell can be seen on the Cleric Set and the backs of Pilgrims.
- Although they are colloquially referred to as "Turtles", their movement speed is actually quite formidable.
Hollow Cleric Variations
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Twinkling Titanite (Rare) | |||
Blessed Gem (Rare) |
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- Anonymous
hands down the most tedious of the weak mob enemies to fight. you take your eyes off of them for a second to pay attention to the ringed knight trying to excavate your ribcage and they hide in their shell and regen any damage you dealt to them. i suppose that is sort of what they were meant to do, though.
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For some reason I always imagine Mr.Krabs' walking sounds everytime they run
- Anonymous
Fire seems to stun them for a second, useful for chaining attacks
- Anonymous
So, seeing as i have to play using keyboard and mouse, the group of 4 that you encounter pretty early on with the fifth one on that middle layer, bloody suck to deal with. I can kill them constantly, but it takes forever, and then I immediately whiff the jump to the fifth and get comboed to death by it and the ringed knight. I hate these things with a burning passion.
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I swear I got killed while I was talking to Shira by these f**kers
Devs: So for the new dlc, we were thinking about adding enemies with wall hacks and aimbot—
Miyazaki: SAY NO MORE
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They are the descendants of the tortoise guy from Dragon Ball
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Correcting: Drop Twinkling Titanite (rare), and Blessed Gem (common).
- Anonymous
What is it with Japan and everything that remotely looks like a turtle having this kind of spin attack? Somebody please explain this to me, is it some kind of cultural meme?
An example of what I'm talking about: all the turtle Pokemon can learn rapid spin.
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Can be rapporteur and will cast that spell on other enemies!
- Anonymous
So these are pre-pilgrims of londor right? resemblance of the turtle back to the pilgrim shell is uncanny, and the pilgrims came from the ringed city right?
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Vulnerable to poison and they won't heal themselves in response to damage inflicted by it.
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Is it just me or is their spell casting time super inconsistent.
- Anonymous
The beyblade Attack should be mentioned in the combat informations. It really caught me off guard First time...now it's just funny to watch
- Anonymous
Their enemy type should be hollow and they weak to Hollowslayer GS. The Wolf Knight's GS (551 attack) deal 515 damage and The Hollowslayer GS(539 attack) deal 601 damage. The damage is increase significantly.
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Horsehoof Ring helps to break their turtle mode with one kick.
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Looks like a Kappa from Japanese folk lore. It fits the environ of an abyssal swamp and general comparisons between the abyss and a body of water.
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I can imagine a player cleric whom has avoided concepts of dark and curses looking at their brethren and wondering why their raw faith didn't protect them, and worrying that if their faith didn't protect these poor souls then whats stopping them from turning mad as a hollow any minute...?
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Silencing works well. They can't cast damaging miracles or heal. They still turtle up, but just without the healing.
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you can kick them when they try to self heal and it will flip them over without you having to hit them
- Anonymous
I just lost 80000 souls (did play the DLC once on NG+, but I lost the save so I am playing the whole game again now) to one of this piece of*****, his miracles could appear while I was on a ladder WTF!!!
- Anonymous
Okay tested this run:
Starting from the Ringed CIty Streets bonfire, there is 12 clerics to kill. The run takes between 02:30-03:00 min (02:00 if you're fast af) and with my gear (Avarice, GSR+3, SSR+3, Crystal Rapier, Shield of Want) i managed to get 1-3 Twinkling titanites each run and 45k souls. I have never to farm the Archdragon rock lizards, but this aint too bad imo!
- Anonymous
I got one to drop a Twinkling titanite, possible farm spot in the swamp, but still testing!
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the range on their "miracles" is ridiculous. to bad you can't get said miracles
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Probably the coolest and most creative enemy design in DS3, I really dig their mechanics. Like how they force you to be constantly on the move and having to tip them over with some brute force to expose their weak point for massive damage.
It was a pleasant surprise and quite a refreshing enemy encounter. Considering the majority of enemies in DS3 loves their 10-hit combo attacks and what not.
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