Valheim guides
A warrior with a torch walking through a snowstorm toward the glowing gateway of the Aesir Passage, a towering shape waiting inside

How to beat Kall Fimbulbringer in Valheim

Kall Fimbulbringer is the boss of the Deep North and the last fight in Valheim's boss order. It has three phases. You fight Kall directly in the first and third. In the second you fight aspects of the Forsaken you have already beaten. Damage never staggers Kall in any phase.

Where is Kall Fimbulbringer?

Kall waits in the Aesir Passage, a Deep North location placed at least 80 metres above sea level. A world holds up to three, at least 1,024 metres apart. A Vegvisir in the Deep North marks it on your map. The seed map guide shows how to look it up from your world's seed.

The Deep North's weather brings Freezing. Freezing stops health regeneration and cuts stamina and eitr regeneration by 60 %. Frost-resistant clothing, such as the Moose Hide Cape, or Frost Resistance Mead keeps it off you.

How do you summon Kall Fimbulbringer?

Put three Malicious Blood in the Strange Bowl beside the sealed gate of the Aesir Passage. Once the third is in, the gate opens onto the prison where Kall is chained, and the fight starts when you go in.

Malicious Blood comes from Jotun Invasions:

  1. Find Mörkhalla in the Deep North. Its inner gate opens with an Intricate Key, cast at the Frost Foundry. Destroy the Malicious Ice inside to start an invasion.
  2. The invasion appears elsewhere in the world: in the Meadows, Black Forest, Swamp, Mountain or Plains, between 1,000 and 12,000 metres from the world centre. It brings Krigen, Hexen and Elaking. Up to three invasions can run at once.
  3. At the centre of the invasion stands another Malicious Ice with 1,000 health. It is weak to fire and to axes and pickaxes, resistant to frost and lightning, and immune to poison. While you are within 120 metres, it summons a new Krigen or Hexen every 50 seconds, up to six nearby.
  4. Destroying it ends the invasion and drops one Malicious Blood.

An invasion has no timer. It lasts until you break the ice at its centre.

What should you bring?

Which damage types work on Kall?

DamagePhases one and three
Blunt, slash, poisonfull damage
Pierce, fire, frost, lightningResistant: half damage
SpiritImmune

Phase one: Kall in chains

Kall has 10,000 health in this phase. He swings his chains in wide arcs:

AttackDamageReach
Chain slam160 blunt12 m
Double sweep150 blunt12 m
Chain rush125 blunt and 125 pierce12 m
Chain whirl150 blunt and 20 frost around him8 m

As his health falls, the slams start coming in pairs. Every attack reaches 12 metres except the whirl, so either commit to melee with your shield up or stay well outside that range. When the whirl starts, back out of its 8-metre radius.

Phase two: the aspects

When phase one ends, Kall seals himself in a block of ice with 7,000 health. Nothing you swing or shoot can hurt him now. Instead, he calls aspects of the earlier Forsaken, and after the first one, two are on the field at a time. Each aspect bursts when it dies and takes 1,000 health from Kall, then the next aspects appear:

  1. Aspect of the Lightning Stag, 3,000 health. When it dies, the next two arrive together.
  2. Aspect of the Living Forest and Aspect of the Writhing Dead.
  3. Aspect of the Dragon Mother follows the Living Forest. Aspect of the Twisted Soul follows the Writhing Dead.
  4. Aspect of the Crawling Matriarch follows the Dragon Mother. Aspect of the Emerald Flame follows the Twisted Soul.

Seven aspects, 1,000 each, empty Kall's 7,000 health. The later aspects have between 1,500 and 1,700 health and carry their original boss's weaknesses. The Writhing Dead takes extra blunt and frost damage, and the Living Forest takes heavy fire damage. Bring a second weapon for these.

Phase three: Kall unchained

Kall returns with 30,000 health and the same resistances as in phase one.

AttackDamageReach
Double chain slam120 blunt, 50 fire, 50 frost12 m
Chain flurry, below half health250 blunt12 m
Double sweep150 blunt12 m
Ground punch150 blunt around him8 m
Chain whirl, above 75 % health120 blunt, 50 fire, 50 frost around him8 m

Below 35 % health he adds a rain of ice spikes. Each of the 22 spikes deals 100 blunt and 100 frost, and they cannot be blocked or dodged, so keep moving once he reaches that point. He can also raise tendrils from the ground. They work like the Elder's roots but hit harder, and they throw lightning at you if you keep your distance, so cut them down when they appear. His chain flurry hits hardest of his chain attacks. Block it or get out of reach rather than trading hits.

What does Kall Fimbulbringer drop?

Kall leaves no trophy and gives no Forsaken power. For the earlier fights, see the boss order guide and how to beat Fader.