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God of War Ragnarok Garm Boss Fight Guide (2025): How to Defeat the Helheim Guardian

May 9, 20268 min readBy AI EditorGod of War Ragnarok
god of war ragnarokgarm boss fight strategy - helheim guardian tipsboss guideguideaction-adventure
God of War Ragnarok Garm Boss Fight Guide (2025): How to Defeat the Helheim Guardian

TL;DR Quick Hitters

  • Recommended Loadout S-Tier: Leviathan Axe (fully upgraded to Level 6), Blades of Chaos (Level 6), Amulet of Kvasir, Dragon Scale Cuirass, Vidofnir's Waist Guard, Berserker Gauntlets for max counter damage
  • Phase Breakpoints: Phase 1 = 100% → 60% HP (12,500 total HP, 5,000 damage to push to Phase 2), Phase 2 = 60% → 25% HP, Phase 3 = 25% → 0% with the grapple finisher
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  • Guaranteed No Damage Trick: Roll toward Garm for all his leap and slam attacks, not away — his hitbox actually overshoots targets that dodge backward
  • Punish Window 101: All of Garm's bite attacks leave him open for 1.2-1.8 seconds after whiffing — enough for a full Axe R2 combo into a Blades light weave for ~750 damage per punish

Garm Boss Overview: The Helheim Guardian You Can't Skip

Garm is the mandatory, brutally aggressive boss fight you face in Helheim during God of War Ragnarok's mid-game, and if you're under-leveled or don't know his attack patterns, this son of a bitch will burn through your full relic bar and all your healing stones in 90 seconds flat. He's a 150-foot frost giant wolf with 12,500 total base HP on Give Me No Mercy difficulty (scales down to 8,200 on Give Me Balance, 5,100 on Give Me Story), hits like a truck, and has zero hitstun outside of staggered windows, so spamming light attacks will get you killed faster than any other mid-game boss in the game.

Most guides online just tell you to "dodge and attack" — that's useless for hardcore players going for no damage runs or speedruns. This guide breaks down every frame, every punish, and every optimization to beat Garm first try, every time. Let's get into it.

Recommended Loadout & Setup: Tier Rankings For Garm

You fight Garm right after unlocking the Draupnir Spear, but the Spear is actually mid-tier here — Garm's massive hitbox favors heavy, high-damage per hit weapons that can proc stun fast. Below is my tier ranking for all gear and weapons, tested on Give Me No Mercy difficulty:

Weapon Tier List

Tier Weapon Damage Per Second Stun Build Up Verdict
S Leviathan Axe (Fully Upgraded L6) 425 DPS 120 per heavy hit Best overall — frost procs slow Garm's insane mobility, heavy R2s chunk his HP in staggered windows
A Blades of Chaos (Fully Upgraded L6) 380 DPS 90 per light combo Perfect for whittling down HP when Garm is out of melee range, good for weave combos after dodges
B Draupnir Spear (L4 Minimum) 310 DPS 150 total for full detonation Only good for chunking HP during stage transitions — detonate all spears for ~1200 damage if you pre-place them before Phase 2
C Any Weapon Under Level 5 <220 DPS <60 per hit You're wasting your time — go grind a few Berserker gravestones to get your weapon level up before fighting Garm on hard difficulty

Armor & Accessory Tier List

Slot S-Tier Pick Stat Bonus For Garm Effect
Chest Dragon Scale Cuirass +48 Strength, +12 Defense Block (or parry) builds up damage buff — Garm attacks are frequent enough to keep 100% uptime on the +50% damage buff
Waist Vidofnir's Waist Guard +36 Strength, +10 Runic Perfect dodge gives a 15-second strength buff — you'll be perfect dodging constantly, so 100% uptime here too
Wrist Berserker Gauntlets +30 Strength, +18 Cooldown +20% damage on all heavy runic attacks — you'll be popping these every cooldown for big chunk damage
Amulet Amulet of Kvasir +24 Cooldown, +18 Defense Slow time on perfect dodge — gives you an extra 0.5 seconds to land your punish, which is enough for a full extra heavy attack
Relic Mystical Heirloom N/A Staggers Garm instantly when he's at 25% stun — saves you 2-3 attacks and gets you a 3-second full punish window
Pro Tip: If you're going for no damage, swap the Amulet of Kvasir for the Amulet of Helheim — it gives you 20% damage reduction from frost attacks, which cuts Garm's average bite damage from 210 (one-shotting you if you're under 220 HP) down to 168, giving you a cushion if you mis-time a dodge.

Full Phase-by-Phase Breakdown (With Exact HP Thresholds)

Garm has 3 distinct phases, each with new attack patterns and different punish windows. All numbers below are for Give Me No Mercy difficulty, adjust damage expectations by 35% for Give Me Balance, 60% for Give Me Story.

Phase 1: 100% → 60% HP (12,500 → 7,500 HP)

Phase 1 opens with Garm leaping straight at you out of the fog — that's your first free punish if you know what you're doing. He only has 5 core attacks in this phase, no unblockables that wipe you, just fast, aggressive melee strikes.

Your goal in Phase 1 is to save your runic attacks and relic for Phase 2 — don't burn them early unless you get a 3-second full punish window. Chip damage with light Axe combos after dodges, and only use heavy R2s on confirmed punishes.

HP threshold for Phase 1: Once you drop him below 7,500 HP, he'll roar and jump back to the edge of the arena to trigger the ice fall transition. This is your free damage window: throw 5 Draupnir Spears into his torso before he jumps, then detonate them as he leaves for ~1200 free damage. That's a 16% HP chunk right before Phase 2, no effort required.

Phase 2: 60% → 25% HP (7,500 → 3,125 HP)

Phase 2 adds 2 new deadly attacks: the ice AoE stomp and the tunnel bite chase. This is where most players wipe, because Garm's mobility goes through the roof and he can combo three leaps in a row that catch you rolling away.

Your goal here is to burn all your runic attacks and relic as soon as you get a confirmed stagger. Garm takes 20% extra damage while staggered in Phase 2, so popping a full Runic combo here will chunk ~2500 HP in 3 seconds flat.

When you drop Garm below 3,125 HP, he'll roar again and trigger the third arena transition, where the ground breaks open and you get access to the center pit. Don't panic during this transition — just stay back from the falling ice, it only deals damage if you stand directly under it, which is easy to avoid.

Phase 3: 25% → 0% HP (3,125 → 0 HP)

Phase 3 Garm gets a 15% attack speed buff, but he also takes 15% extra stun damage, which works in your favor. His new attack here is the pin bite, which is an unblockable that one-shots you on Give Me No Mercy if you don't interrupt it — we'll cover the punishes for that below.

Your goal here is to build stun to 100% to trigger the grapple finisher. Garm can't be killed with regular damage — you have trigger the finisher, so don't waste time chunking HP once you hit the 25% threshold, focus on stun.

Full Attack Pattern Analysis & Punish Windows

Every single one of Garm's attacks has a guaranteed punish window if you dodge correctly. I've framed every attack to give you exact timing windows and damage you can expect to land:

Attack Name Damage (Give Me No Mercy) Blockable/Parryable? Punish Window Timing Maximum Punish Damage
Forward Leap Bite 195 Blockable, can't parry 1.5 seconds after whiff 720 (full Axe R2 combo)
Side Slam Bite 160 Parryable 1.8 seconds after whiff/parry 780 (parry into Blades light weave into Axe heavy)
Tail Swipe 125 Blockable 0.8 seconds after attack 340 (two light Axe hits)
Ice AoE Stomp (Phase 2+) 210 (full AoE) / 90 (edge) Unblockable 2.1 seconds after stomp lands 910 (heavy Runic Axe attack + 1 heavy hit)
Tunnel Bite Chase (Phase 2+) 225 (one-shot on most builds) Unblockable 1.2 seconds after he surfaces 520 (three Blades light hits + one heavy)
Unblockable Pin Bite (Phase 3 Only) 310 (instant kill) Unblockable 2.5 seconds after interrupt 1100 (full Runic combo + detonate all spears)

Breakdown Of The Deadliest Attacks: How To Dodge & Punish

1. Forward Leap Bite (Most Common Attack): Garm leans back 2 frames before leaping — you can see the tell by his ears flattening. The biggest mistake most players make is rolling backward to get away. Garm's leap is 18 meters long, and his hitbox extends 3 meters past his landing point. If you roll backward, you get bitten. If you roll toward him, between his front legs, you land directly behind his head, and he completely whiffs the attack. That's your 1.5 second punish window — land a full R2 Axe combo for 720 damage, easy.

Pro Tip: If you have the Amulet of Kvasir, a perfect forward roll triggers slow time, which lets you get an extra heavy hit in for an extra 150 damage, no extra risk.

2. Ice AoE Stomp (Phase 2+): Garm rears up on his hind legs and roars for 0.5 seconds before slamming both front paws into the ground. The ice explosion expands out from his position, so the safe spot is directly under his chest. Roll in toward him, not away, wait for the ice to fade, then drop your heavy Runic attack right into his open mouth. 2.1 seconds is enough to get a full Level 6 Runic attack off, which is ~750 damage right there.

3. Tunnel Bite Chase (Phase 2+): Garm dives into the ice and disappears — you'll see his shadow moving under the ice toward you. Most players roll constantly to avoid, but the tell for where he's going to surface is the shadow pausing for 0.3 seconds before he pops out. Roll 90 degrees away from the shadow right when it pauses, and he'll whiff the bite. When he surfaces, his head is stuck in the ice for 1.2 seconds — that's enough for a full Blades light combo into a heavy hit for 520 damage.

4. Unblockable Pin Bite (Phase 3 Only): This is the one-shot attack everyone dies to. Garm charges you, opens his mouth wide, and the unblockable blue ring appears. You can't block it, you can't roll out of it if you're more than 2 meters away — but you can interrupt it with a fully charged Leviathan Axe R2. If you charge the R2 as soon as you see the blue ring, you'll hit him right in the mouth before he can bite, stagger him, and get a 2.5 second full punish window. That's enough to drop your Runic, relic, and detonate all spears for over 1000 damage, which is almost a third of his remaining HP in Phase 3.

Optimal Damage Rotation For Max DPS (No Wasted Cooldowns)

If you follow this rotation, you'll beat Garm in under 3 minutes on Give Me No Mercy, with zero wasted cooldowns:

  1. Phase 1 Open: Roll toward opening leap bite → punish with 2x Axe R2 (450 damage) → proceed to dodge-punish all attacks, only use light attacks between punishes. Don't touch runic cooldowns yet.
  2. Phase 1 Transition: Pre-place 5x Draupnir Spears on Garm before he jumps back → detonate for 1200 damage as he leaves.
  3. Phase 2 Open: Wait for first Ice AoE Stomp → roll in, punish with Leviathan Axe heavy Runic (I recommend Frost Giant's Frenzy for 75

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