Double Jump Hollow Knight Guide

Monarch Wings icon, the double jump ability in Hollow Knight
Ability / Hollow Knight (Patch v1.4.3)

Double jump is the Monarch Wings ability that drops after defeating Broken Vessel in Ancient Basin. The mid-air re-jump refreshes on landing, nail-bounce, and wall cling.

Ability: Monarch WingsLocation: Ancient BasinGate: Broken Vessel boss

Yes, Hollow Knight has a double jump. According to the wiki, the ability is called Monarch Wings and it sits in Ancient Basin directly past the Broken Vessel arena. The pickup is a single chamber west of the boss room, and the Knight gets a permanent mid-air re-jump the moment the wings manifest.

Per the wiki, the double jump refreshes in three ways: landing on solid ground, nail-bouncing off an enemy or breakable object with a Down Slash, or clinging to and re-jumping from a wall using the Mantis Claw. That refresh chain is what turns the simple 2-jump cap into the chained aerial sequences Path of Pain demands.

The wiki notes a 1-frame quirk most players hit at least once: the first frame of the wings animation does not actually lift the Knight. If the second jump fires the instant the Knight clips a spike or hazard on the way down, the damage still lands because the wings have not produced upward movement yet. The fix is to start the second jump 1-2 frames earlier than instinct suggests.

This guide covers the Monarch Wings pickup route, the Broken Vessel boss preparation, the three refresh sources, the 1-frame hazard quirk, and the canonical Path of Pain and Pantheon platforming sequences that depend on the double jump.

  • What it is Monarch Wings icon Monarch Wings ability that allows one mid-air re-jump after the initial ground jump.
  • How to get Broken Vessel icon Beat Broken Vessel in Ancient Basin, then walk west to the wings chamber.
  • Refreshes on Mantis Claw icon Ground landing, nail-bounce, or wall cling via Mantis Claw.
  • Watch out Spike icon 1-frame manifest delay means spikes can still tag the Knight on a late second jump.

How Double Jump Works

Pressing the JUMP button while airborne fires a second jump of the same height as the standard ground jump. Per the wiki, the input window opens the instant the Knight leaves the ground and stays open until the Knight lands, bounces, or wall-clings.

According to the wiki, the second jump produces a visible feathered-wings animation behind the Knight that lasts roughly 0.3 seconds. The animation is purely cosmetic after the first frame; the upward force is applied as a single instantaneous burst, not a sustained lift.

The wiki specifies the double jump is NOT separable from the wings cosmetic. Equipping Carefree Melody, Joni's Blessing, or any other charm does not change the jump's height, duration, or feel. The wings are permanent; once unlocked they cannot be turned off and they apply across every save action including Dream Realm boss fights.

Build Tip

Per the wiki, the double jump works inside Dream Realm fights (Failed Champion, Lost Kin, Soul Tyrant, White Defender, Grey Prince Zote) once unlocked in the main save. The Pantheon and Hall of Gods bouts inherit the Knight's unlock state at the moment of entry, so wings stay available across the entire godmaster run.

How to Get Monarch Wings

The wings sit in a small chamber west of the Broken Vessel arena in Ancient Basin. Per the wiki, the chamber is unlocked the moment Broken Vessel falls; no secondary key, charm, or progression flag gates the pickup.

  1. Reach Ancient Basin via the City of Tears elevator. Per the wiki, the Knight first drops into Ancient Basin through the elevator at the bottom of City of Tears. The Tram Pass route via Deepnest is the alternate entry.
  2. Navigate to the Broken Vessel arena. The arena sits in the east wing of Ancient Basin, past a Lifeseed-heavy corridor and a Hallownest knight corpse platforming sequence. According to the wiki, the Knight needs only Mantis Claw to reach it; no other ability is required.
  3. Defeat Broken Vessel. Per the wiki, the boss has 525 HP across 3 phases of jump-slam attacks plus Infected Balloons. A Sharpened Nail and Quick Slash clear the fight in roughly 90 seconds; the alternate Lost Kin dream version comes later.
  4. Walk west to the wings altar. The wiki specifies the wings sit on a glowing altar in a small chamber one screen west of the arena. The pickup animation grants Monarch Wings instantly and fires a brief cutscene of the Knight spreading the wings.
Build Tip

Per the wiki, the Broken Vessel arena is also the source for one Pale Ore piece on a corpse near the arena entrance, plus the Defender's Crest farm route via the Dung Defender alcove. Bundling all three pickups into a single Ancient Basin trip is the speedrun-friendly path.

Broken Vessel Prep

Broken Vessel is the only required boss between the Knight and the double jump. Per the wiki, the 525-HP fight has 3 phases that cycle as HP drops: Phase 1 ground slams, Phase 2 Infected Balloon spawns, Phase 3 aerial pogo charges.

According to the wiki, the canonical prep loadout is Sharpened Nail (or Channelled if the first Pale Ore is already in hand), Quick Slash for nail speed, Fragile Strength for damage, and Mark of Pride for range. The fight runs cleanly without Lifeblood charms; the arena is small enough that Hiveblood-style mid-air heals do not pay off.

The wiki notes the Infected Balloons are the actual difficulty spike. They pinball off the arena walls and chip Masks while the Knight focuses on the boss. Down Slashing through them is the fastest clear; each balloon pops in one hit.

The 3 Refresh Sources

Monarch Wings refreshes in exactly three ways. Per the wiki, the second jump becomes available again the moment any of these three triggers fires.

Refresh triggerHow it worksUse case
Ground landingAny solid surface contact, including spike platforms and crumble platforms before they breakStandard platforming traversal
Nail-bounceDown Slash on an enemy, breakable object, or Shardmite spike spawnPath of Pain chained-bounce sequences, Mantis Lords ceiling juggle
Wall cling + jumpMantis Claw grab on any wall, then a wall-jump back offPantheon Markoth orbiting-shield routing, White Palace vertical shafts

According to the wiki, the nail-bounce refresh is the highest-skill use of the three. Chained nail-bounces over spike rooms appear throughout Path of Pain and the late Trial of the Fool platforming wave; mastering the rhythm unlocks parts of the game that feel impossible on first sight.

Build Tip

The wiki notes the wall-cling refresh requires Mantis Claw, which is a separate ability picked up in Mantis Village. Saves without Mantis Claw still have 2 jumps total (ground + wings) but lose the wall-jump refresh chain. Mantis Claw + Monarch Wings together is the platforming unlock.

Stats and Quirks

PropertyValue
Jumps per air period1 second jump after ground jump (2 total)
Second jump heightSame as ground jump
Animation duration~0.3 seconds
Manifest delay1 frame (hazards still hit during this window)
Refresh on landingYes
Refresh on nail-bounceYes (Down Slash on enemy/object)
Refresh on wall clingYes (requires Mantis Claw)
Refresh on Crystal Heart dashNo (Super Dash counts as continuous movement)
Works in Dream RealmYes (after main-save unlock)
Removed by charmsNo (Monarch Wings is permanent)
LocationAncient Basin, west of Broken Vessel arena

Per the wiki, the second jump uses the same physics constants as the ground jump: same maximum height, same air control, same fall acceleration. Players who buffer the second jump too late will fall through it; the buffer window is roughly 0.15 seconds.

Path of Pain and Pantheon Use

Double jump unlocks roughly 40% of Hallownest. Per the wiki, the most demanding double-jump sequences live in White Palace (the saw-blade vertical shafts), Path of Pain (the chained nail-bounce corridors), and Pantheon of Hallownest Markoth (the orbiting shield gap).

According to the wiki, the canonical double-jump build for Path of Pain is Dashmaster for the downward dash, Sharp Shadow for shadow-dash damage, and Quick Focus for between-attempt heals at the sparse bench. In actual play, the Dashmaster + double jump + nail-bounce chain is the only way to clear the final spike-floor corridor without taking a mask hit.

The wiki specifies Markoth at Pantheon 4 is the cleanest demonstration of the double-jump + wall-cling refresh chain. The boss's orbiting shield opens a single-frame gap that requires a wall-jump + immediate Monarch Wings + nail strike sequence; saves without Monarch Wings cannot legally clear the fight.

Common Mistakes

  1. Buffering the second jump too late. Per the wiki, the buffer window for Monarch Wings is ~0.15 seconds from the start of the fall. Players who hold the jump button waiting for the apex of the first jump miss the second-jump input entirely on the way down.
  2. Expecting wings to save you from a falling spike-hit. The wiki notes the 1-frame manifest delay means spikes can still hit even with a perfectly-timed second jump. Treat the wings as an extra jump, not a panic button; start the recovery 1-2 frames earlier.
  3. Trying to triple-jump via Crystal Heart. Per the wiki, the Crystal Heart Super Dash counts as continuous movement and does NOT refresh Monarch Wings. Players who chain ground jump + wings + Super Dash get no third aerial input.
  4. Skipping Broken Vessel for the optional-fight assumption. The wiki specifies Broken Vessel is required for the double jump pickup; the boss is NOT optional like Nosk or Hive Knight. Saves that route around Ancient Basin entirely lock themselves out of wings and most of the late game.
  5. Forgetting wings work in Dream Realm fights. Per the wiki, Failed Champion, Lost Kin, Soul Tyrant, White Defender, and Grey Prince Zote all inherit the Knight's unlock state. Players who treat dream fights as wings-locked pre-Ancient-Basin assumptions skip aerial positioning that wins the fights.

Double Jump FAQ

How do you double jump in Hollow Knight?

Press JUMP a second time while airborne after unlocking Monarch Wings. Per the wiki, the second jump fires at the same height as the ground jump and refreshes on landing, nail-bounce, or wall cling. There is no charm requirement.

Where do I get the double jump in Hollow Knight?

Ancient Basin, west of the Broken Vessel arena. Per the wiki, the wings sit on a glowing altar one screen past the boss room. No key or secondary unlock; defeating Broken Vessel grants access to the chamber.

What boss do I have to beat for the double jump?

Broken Vessel. Per the wiki, the 525-HP boss in Ancient Basin gates the Monarch Wings pickup. The fight has 3 phases of jump-slams plus Infected Balloons; a Sharpened Nail + Quick Slash loadout clears in ~90 seconds.

Does the double jump refresh on enemies?

Yes, via Down Slash nail-bounce. Per the wiki, hitting an enemy or breakable object with a downward nail strike refreshes Monarch Wings instantly. The nail-bounce chain is the core mechanic in Path of Pain and Trial of the Fool.

Can I triple jump in Hollow Knight?

No. Per the wiki, Monarch Wings provides exactly one mid-air re-jump; there is no triple-jump charm or upgrade. Crystal Heart Super Dash does NOT refresh the wings either, so the maximum unbroken aerial chain is jump + wings.

Does Monarch Wings work in Dream Realm fights?

Yes. Per the wiki, the double jump applies in every Dream Realm boss fight (Failed Champion, Lost Kin, Soul Tyrant, White Defender, Grey Prince Zote) once unlocked in the main save. Pantheon and Hall of Gods inherit the unlock state automatically.

Why does the double jump sometimes fail on spikes?

The 1-frame manifest delay. Per the wiki, the first animation frame of Monarch Wings produces no upward force, so spike contact during that frame still deals damage. Start the second jump 1-2 frames earlier than instinct suggests when recovering from a fall.

Is there a double jump charm in Hollow Knight?

No. Per the wiki, the double jump is Monarch Wings, an ability not a charm. It does not occupy a notch slot, cannot be removed once unlocked, and stays active permanently. Carefree Melody and other charms do not change its behavior.

More Hollow Knight Guides

The double jump ties to Broken Vessel, the Ancient Basin region, Crystal Heart's no-refresh interaction, and the Path of Pain platforming chain. These spokes pick up the threads.

Sources

Game data and screenshots adapted from hollowknight.fandom.com, used under CC BY-SA 3.0. Original content remains the property of the wiki contributors and Team Cherry.