Mistfall Hunter Sálmar the Cursed Moonwane Boss Guide
A Mistfall Hunter Sálmar the Cursed Moonwane boss guide — phase 1 and phase 2 attack patterns, solo builds, and tips for beating this Mist Lord alone.
Sálmar the Cursed Moonwane is described across multiple build guides as the hardest of Mistfall Hunter’s three named Mist Lords, and the only one with a real second phase. This guide covers her attack patterns across both phases and the two viable solo approaches: a close-range melee build and a ranged Sorcerer build.
Phase 1: Ground Patterns
Sálmar is a ranged spellcaster, so closing the distance matters — melee classes want to be aggressive rather than let her kite. Her core phase-1 kit includes: a dash-plus-fire-trail attack you can dodge with good timing (the window is generous); a staff-slam AoE she telegraphs by raising her staff, dodgeable by jumping or timing a roll; a side-slide move that seeds small homing fireballs (bait them to one side, then dodge past); a four-projectile spread you can walk or sprint-dodge through; and a two-hit melee combo where dodging the first hit is usually enough to avoid the second. At close range she has a frontal cone grab attack and a circular AoE hand attack that leaves a damage-over-time zone on the ground — both are dodgeable by moving or jumping out.
The Grab-and-Clone Mechanic
Sálmar’s signature mechanic is her hand-grab attacks: get caught by one, and she summons a copy/ghost of a player (potentially any class, not just yours) to fight alongside her. Every guide agrees this clone must be focused down and killed immediately — ignoring it in favor of the boss lets it stack damage on you and can quickly spiral a fight out of control. One guide notes that a melee clone, if brought low enough, will play passively and stop being a threat, effectively taking itself out of the fight.
Phase 2: She Grows Wings
Around 50-70% health, Sálmar flies to the center of the arena and transforms, gaining wings and a stronger version of her kit. Her wave attacks add more projectile lines than phase 1, and she gains a medium-range spinning flame attack — several guides note this attack doesn’t hit you if you stay close to her, so pushing in rather than backing away is the safer read. She also gains dive-bomb and diving-grab attacks (fly up, then dive at you up to three times before slamming down or grabbing) and a rare double-aerial-dash move that leaves fire trails behind her. If you never get grabbed, she’ll periodically summon a clone anyway during a crouching animation — this is a good window to land free hits before the clone spawns. If she goes berserk from the fight running too long, she floods the arena with extra skulls and damage pools, but unlike some of the game’s other bosses, she’s described as still very killable even after going berserk.
Melee Solo Build (Mercenary / Withered Knight)
One guide recommends Mercenary or Withered Knight as the two best solo picks, both built around closing distance fast and staying aggressive. The core loadout is two dash skills (sword-and-shield side) plus Rock Throw and Skull Crusher (hammer side) — engage every opening with a charged Skull Crusher, and link into Rock Throw when you can. Potions are treated as mandatory rather than optional; one attempt ran with roughly 30 stocked. The overall approach is to dash in aggressively every time she creates distance, rather than waiting at range and letting her dictate the pace.
Ranged Solo Build (Sorcerer)
A separate guide runs a full solo Sorcerer kill using the Elemental skill tree rather than Stardust, citing Stardust’s channel-based skills getting interrupted too often against her. The core rotation is Thunder Pierce as the main damage skill (paired with a talent that refunds the cast on a landed hit), Fireball for its shorter cast time and burn damage when at closer range, Vitality Chant (dodge without canceling your cast), Flexible Casting, and Crystal Ice Spears specifically to stun and kill her summoned clones quickly. Phantom Step and Mist Walk round out the utility picks — Mist Walk in particular is called out as the safest answer to her ground-hand ultimate attack, since it grants full invulnerability while the hands are erupting. Recommended affixes for this build are Eloquence (to level 5, for cast speed and interrupt resistance), Valor/Fervor and Ranged (to level 5 each, for damage), Elusive, and Vitality (to at least 4, to sustain the energy cost of repeated casts).
Escape Option
If a solo attempt is going badly, one guide notes that a Shadow Veil tactical item can be used to end the fight and disengage immediately, letting you heal up and extract safely rather than risking a death mid-fight.
TL;DR
Sálmar has two real phases — a grounded phase 1 and a winged, faster phase 2 that adds dive and flame attacks (stay close during her spin-flame attack rather than backing off). Whatever build you run, killing her summoned clones immediately is non-negotiable. Melee (Mercenary/Withered Knight) wants aggressive dash-ins with Skull Crusher and a deep potion stock; ranged Sorcerer wants an Elemental build centered on Thunder Pierce, with Mist Walk saved specifically for her hand-grab ultimate.