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DARK Souls 3 Soul of Cinder: How to Beat the Final Boss

Beat DARK SOULS 3 Soul of Cinder with phase-by-phase tactics, lightning damage tips, summon requirements, and ways to dodge the boss's deadliest moves.

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DARK SOULS™ III — DARK SOULS 3 Soul of Cinder: How to Beat the Final Boss

How to Beat Soul of Cinder

The DARK SOULS 3 Soul of Cinder fight punishes you for attacking before a combo is finished. Defeating the base game's final boss means surviving four changing combat styles, then handling a second health bar with an entirely different rhythm. Bring lightning damage, take short attack windows, and retreat immediately when the second phase's long flaming combo begins.

Prepare your equipment before entering the Kiln:

  • Keep equip load below 70%. Preserve your normal roll instead of carrying armor that leaves you struggling to dodge.
  • Upgrade your main weapon. Reinforce it before taking on the final boss.
  • Bring Gold Pine Resin if your weapon accepts buffs. It adds lightning damage without requiring a new build.
  • Use fire protection alongside physical protection. Flaming sword attacks remain a threat throughout the encounter, with magic and lightning adding other hazards.
  • Keep stamina available after attacking. Start with a single hit per opening, then add another only when you recognize a longer recovery.

A shield can help cover a missed dodge, but blocking every attack puts pressure on your stamina. Lower your guard between exchanges, and use deliberate rolls against attacks that threaten to break it.

Official page: DARK SOULS™ III (bandainamcoent.com)

Where to Find the Final Boss

Soul of Cinder waits at the Kiln of the First Flame. Reaching it requires defeating the four Lords of Cinder boss encounters:

DARK SOULS™ III — Where to Find the Final BossImage: Steam / FromSoftware, Inc.

  1. Abyss Watchers.
  2. Aldrich, Devourer of Gods.
  3. Yhorm the Giant.
  4. Lorian, Elder Prince and Lothric, Younger Prince.

Return to Firelink Shrine and place their Cinders of a Lord on the corresponding thrones. Speak with the Fire Keeper and complete the bonfire ritual. After the transition, head outside and use the bonfire that takes you to the Kiln, then follow the uphill path to the arena.

If you want to transpose boss souls, give Ludleth the Transposing Kiln before completing this ritual.

The final boss is mandatory for reaching an ending, but optional bosses and DLC encounters are separate from this requirement.

Weaknesses, Resistances, and Health

Lightning is especially effective here. Dark damage also offers an alternative to fire, which the boss resists.

DARK SOULS™ III — Weaknesses, Resistances, and HealthImage: Steam / FromSoftware, Inc.

Damage or statusBoss interaction
LightningWeak
DarkWeak
FireResistant
BleedHighly resistant, but susceptible
FrostbiteCan be inflicted despite resistance
Poison and ToxicImmune

For a pyromancy build, equip Black Fire Orb to deal dark damage instead of relying entirely on fire spells. Sorcerers can still use their offensive spells; choose casting windows carefully rather than trading projectiles.

Vow of Silence can shut down the boss's sorcery casting during its first-phase staff stance. Its usefulness is tied to that spellcasting form, so keep watching for a weapon change.

The two health bars have different amounts of HP:

First playthrough, soloHealth
Phase one6,557
Phase two4,209

Emptying the first bar triggers the transformation rather than ending the encounter. Back away as the boss recovers and releases its fiery explosion.

You cannot parry Soul of Cinder, including during its Gwyn-style second phase. You can stagger it, but that does not create an opening for a critical attack. Use the interruption to recover stamina, heal, or land a normal hit.

Phase One: Recognize the Four Weapon Forms

The first phase changes between straight sword, staff, lance, and curved sword styles. Identify the weapon before deciding whether to close in or create space. Each form asks for different positioning.

DARK SOULS™ III — Phase One: Recognize the Four Weapon FormsImage: Steam / FromSoftware, Inc.

Straight Sword: Wait Through the Delays

This form mixes quick cuts, thrusts, and slower charged swings. The delays make early rolls dangerous: dodge when the attack actually comes forward, rather than when the boss first raises its weapon.

Stay close enough to punish a completed attack, but avoid treating every pause as the end of a combo. Let quick swing sequences finish before committing.

After a heavy attack, roll diagonally toward a shoulder and take a short opening. With a slower weapon, begin with one swing and disengage. If you need Estus, spend that same recovery window healing instead.

Running away without an opening can invite another rush. Create distance after dodging an attack rather than turning your back while the boss is ready to move.

Staff and Sorcery: Close In Without Ignoring the Orbs

The staff form uses Farron Hail, Homing Crystal Soulmass, Crystal Soul Spear, Soul Stream, and Soul Greatsword.

For melee characters, the long casting animations create valuable openings. Move toward the boss while avoiding incoming projectiles, then circle behind it when it commits to Soul Stream.

Watch for two hazards:

  • Soul Greatsword covers nearby space. Staying close does not make every cast harmless.
  • Floating soulmasses can persist after a weapon change. Continue tracking them when the boss returns to melee.

Avoid emptying your stamina bar during a long punish. Leave enough to dodge the next spell or react when the boss jumps away.

For ranged builds, cast after avoiding its attack. Starting a slow spell while Crystal Soul Spear is coming toward you risks losing the exchange.

Lance and Miracles: Circle the Thrusts

The lance form combines long thrusts, charges, sweeping attacks, Wrath of the Gods, and healing.

Stay close and circle to your right. Roll toward its side or back when a committed thrust or charge comes through. Quick pokes can lead into more attacks, so reserve your counterattacks for longer recoveries.

When Wrath of the Gods begins, move out of the blast area instead of continuing your melee combo.

Healing creates another opening, but rushing in from far away can waste it. Attack during the casting animation when you are already positioned to do so. A Duel Charm can remove the regeneration buff.

Curved Sword and Pyromancy: Reduce Your Commitments

This form adds fast slashes, evasive flips, and pyromancies such as Power Within, Great Combustion, and Poison Mist. It can also parry and riposte you.

Stop repeatedly attacking its front. Keep your attacks brief, and avoid swinging as it rises from a stagger.

One punish window comes after its pair of heavy flaming slashes. The second swing has a delay, so wait for it before stepping in.

Power Within increases the boss's damage without draining its health. Create space while the buff is active if you are struggling with this form. You do not need to force melee damage through its fastest sequences.

Ranged characters can use its pyromancy animations as casting opportunities. Watch the incoming fireball before committing to your own spell.

Phase Two: Avoid the Combo and Punish the Leap

The second phase abandons the weapon rotation for a greatsword moveset resembling Gwyn's, with lightning miracles added. Its lower health makes it shorter, but mistakes can cost far more HP.

Maintain medium distance to encourage attacks you can recognize. Watch the boss throughout its approach; distance alone will not protect you from its leaping slash.

Escape the Five-Hit Combo Early

The signature combo begins with a conspicuous raised-sword windup and intensified flames. It can launch you into the air, continue hitting you, and finish with a sword plunge and a large explosion.

Move away as soon as you recognize the startup. Do not spend the windup trying to squeeze in another hit.

Stay outside the sequence until the final explosion has finished. The boss continues the combo even when it misses, giving you time to reposition. Approach afterward only if you can reach it before its recovery ends.

Avoid trying to block the entire chain. Its pressure can break your guard and leave you exposed to the remaining hits.

Bait the Leaping Slash

The leaping slash gives melee builds a repeatable opportunity:

  1. Hold medium distance while watching the boss.
  2. Dodge diagonally forward as the slash lands.
  3. Aim to finish beside or behind it.
  4. Take a short punish, then regain space.

Start with one attack. Extend the punish only after learning how your weapon's recovery fits the opening.

Use the opening to heal when necessary. Choosing damage while critically injured can leave you without another safe opportunity.

Watch the Lightning and Grab

The lightning attacks require different reactions:

AttackWhat to watch forResponse
Forward Sunlight SpearA spear aimed toward youDodge the release before attacking or healing
Lightning thrown upwardA delayed shower followsKeep moving and prepare to dodge the descending spears
Lightning driven downwardA close-range ground blastMove away from the impact area

Do not stop watching after the upward throw. The delayed lightning can arrive while you are approaching for a punish.

The command grab is another reason to avoid staying directly in front of the boss. Dodge the reaching hand; holding up a shield will not block the grab.

NPC Summons and Their Requirements

Yuria of Londor and Londor Pale Shade can be summoned for this fight.

Attack during clear openings while the boss targets your ally, then prepare to dodge when it turns toward you.

If you want Yuria's Black Set and Darkdrift afterward, summon her and keep her alive through the victory. Return to her usual location in Firelink Shrine to collect them.

Rewards and Ending Choices

A solo victory on the first playthrough awards 100,000 souls. With soul transposition unlocked, the Soul of the Lords can become Sunlight Spear.

Defeating the boss leaves the ending interaction available in the arena. Your quest progress determines the choices:

  • To Link the First Flame: Interact with the First Flame on the standard ending route.
  • The End of Fire: Give the Eyes of a Fire Keeper to the Fire Keeper, agree to end the fire, and use her summon sign after the fight.
  • The Usurpation of Fire: Complete the Londor route, including Anri's ceremony, and retain all eight Dark Sigils before interacting with the flame.

After the credits, you can decline the option to begin the next journey immediately and continue exploring. Finish remaining bosses, DLC, purchases, or transpositions before starting New Game Plus.

Why Soul of Cinder Fights Like Gwyn

Soul of Cinder embodies those who linked the First Flame throughout history. Its changing weapons and spells express that shared legacy: swordsmanship, sorcery, pyromancy, and miracles all belong to the flame's accumulated defenders.

The second phase draws on Gwyn, the first Lord of Cinder. His familiar sword movements return alongside a musical theme recalling his original battle.

That connection explains the shift in tone, but keep your old parry habits out of this encounter. Recognize the familiar swings, dodge them, and wait for the recovery before answering.

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