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How to Beat Widow in Silksong — Bellhart Act 2 Boss Guide

By Z. LiPublished Updated Last verified
How to beat Widow in Silksong — Hornet against a web-spinner boss in the Bellhart underchamber arena

Why Widow is the first add-management fight

Widow is the boss in Bellhart's underchamber, encountered partway through Act 2 once you have cleared Trobbio and unlocked Mooncrest's silk-spool vendor. She is Silksong's first fight that combines a real arena hazard (the web-pull mechanic) with an add-summon mechanic — kill the boss, but also manage the spiderling adds she calls in three times during the fight.

Players who try to fight Widow like a single-target boss starve under the add pressure. The adds chip your silk pool, block your dodge lanes, and force you out of position into the web-pull arc. Once you accept that Widow is a priority-target puzzle — kill adds first, boss second — the fight pace drops by half.

She is also the first boss where Witch Crest is genuinely the best pick. Witch's projectile damage scaling makes the spiderling clears almost free, and Pinstool's silk-cost lets you maintain ranged pressure on Widow herself without entering web-pull range. Hunter still works, but Witch turns the fight from medium to easy.

Widow at a glance

FieldValue
LocationLocationBellhart underchamber — web-strung circular arena, accessed after Trobbio
HPHPapproximately 1,180 (single phase, three add-summon checkpoints)
PhasesPhases1 (with add-summon at 75%, 50%, 25% HP)
DropsDropsWidow's Thread crafting material, 540 rosaries, Bellhart fast-travel ring
WeaknessWeaknessRanged tool damage; Sting Shard during web-pull windup
Required to progressRequired to progressYes — Bellhart fast-travel ring is required for endgame map traversal

Widow's attack patterns

  • Web-pull line — Widow anchors a web strand from the arena center and yanks. Tell: she rears upright and a glowing line appears between her abdomen and a wall anchor. Dodge perpendicular to the line (not away from her), because the pull arc follows the line's direction. Eating the pull drags you into melee where her bite chunks 2 masks.
  • Fan projectile spray — five small web shots in a 90-degree arc. Tell: her front legs cross and her abdomen tilts. The arc has gaps at the 30° and 60° angles; sidestep one needle-length and the spray passes through harmlessly.
  • Drop-fang melee — quick bite at melee range. Tell: she lifts her front body. Easy to dodge by walking away two needle-lengths; not worth contesting at melee. Always fight Widow from mid-range.
  • Add summon (at 75%, 50%, 25%) — she pauses, glows, and three spiderling adds drop from the ceiling. Tell: a clearly audible chittering sound effect plays during the pause. The pause itself is a free damage window before the adds land.

Add-summon phases — priority targets

  • 75% HP summon — three spiderlings drop in a triangle around Hornet. They are weak (one Sting Shard or two needle hits kills each) but block your dodge lanes. Clear all three before resuming attacks on Widow.
  • 50% HP summon — three spiderlings plus a small webling spawner near a wall. The spawner adds a slow trickle of spiderlings every 10 seconds. Priority: spawner first (it has 80 HP — two Sting Shards), then spiderlings.
  • 25% HP summon — five spiderlings plus a heavy spider (mini-bruiser with 200 HP). Priority: spiderlings first (they crowd you), then the heavy spider while keeping pressure on Widow with Pinstool.
  • Adds reset every time Widow hits the next HP threshold, so killing them slowly is not punished — but lingering at one threshold while adds accumulate is.
SlotRecommended pickWhy / notes
CrestWitch CrestProjectile damage scaling clears adds in fewer hits and keeps you out of web-pull range
Red Tool 1Sting ShardTwo-shot kills on spiderlings; chunks the spawner in two hits
Red Tool 2PinstoolWitch-Crest exclusive projectile; sustained damage on Widow from safe range
Blue ToolDrifter's Cloaki-frames cover misread web-pull dodges
Yellow ToolBound MossberryPre-fight buff: silk regen +20% for 90s — funds the projectile spam

Crest comparison for Widow

CrestAdd clearWidow damageWeb-pull safetyOverall
WitchWitchExcellent — projectile scalingGood — Pinstool sustainedBest — ranged kit avoids the arcBest pick
HunterHunterDecent — needle clearsDecent — must close to meleeMediocre — forced into web-pull rangeBackup pick
ReaperReaperPoor — overkill swings miss addsStrong if you can stay closeWorst — melee-only invites web-pullAvoid
WandererWandererDecent — silk pool helps tool spamMediocre — low needle damageGood — sprint speed helps dodgesNiche fallback

Verdict: Witch Crest is the consensus pick by a wide margin. Hunter is fine if you have not unlocked Witch yet, but the moment Witch is available, swap.

The fight tempo and where to Bind

Widow's fight is paced in 'breathing room' cycles. Between attacks she has roughly 2 seconds of standing still — that is your Pinstool damage window. The web-pull and the fan spray are her two active attacks; everything else is downtime. Use the downtime for projectile pressure, not for closing into melee.

Bind only during the add-summon pause. When she calls in adds, there is a 1.5-second window where she is locked in the summon animation and the adds have not landed yet. That is your guaranteed safe Bind window. Trying to Bind between fan sprays is technically possible but the timing is tight and a missed read gets you pulled.

Silk economy in this fight runs hot because Pinstool spend is constant. Witch Crest's passive silk regen helps. If you are dipping below 18 silk, slow down the Pinstool spam and use needle pokes during her downtime instead.

Common death causes

  • Trying to dodge web-pull by sprinting away from Widow. The line direction determines safe dodge, not Widow's position.
  • Ignoring adds to focus damage on Widow. Adds chunk silk regen and force-block dodge lanes — they must be cleared first.
  • Standing on the arena edge during web-pull — the pull line can yank you across the entire arena and into Widow's bite range.
  • Using Reaper Crest for damage. Reaper's slow swing arc misses spiderlings and forces melee distance where the web-pull is lethal.
  • Binding during fan spray downtime. The spray has a 0.5-second post-arc projectile lingering effect that catches mid-Bind players.

After the kill

  1. Pick up Widow's Thread — Pebb (now in Mooncrest as well as Greymoor) crafts it into the Bellhart fast-travel ring, an Act 3 prerequisite.
  2. Walk back through the underchamber to find the Bellhart map cartographer who now unlocks the lower districts in detail.
  3. Visit the Widow's Wish board (a new Wish opens after her death) for a free Tool slot expansion — one of the few permanent Tool slot upgrades in the game.
  4. Return to Mooncrest and spend the 540 rosaries on either a Sting Shard tier-2 upgrade or the Pinstool capacity expansion.
  5. Carmelita is the next major Act 2 fight — Widow's Tool upgrades carry forward directly.

Frequently asked questions

Is Widow mandatory?

Yes. Widow's Thread is the only material that crafts the Bellhart fast-travel ring, which is required for Act 3 map traversal. There is no alternate source.

Why is Witch Crest so much better here?

Witch's projectile damage scaling makes spiderling adds die in one Sting Shard instead of two, and Pinstool's range lets you damage Widow without entering web-pull range. The combination saves roughly 30 seconds per fight cycle compared to a melee-focused Crest.

Can I parry any of Widow's attacks?

Only the fan projectile spray. Each of the five web shots has a white parry flash; a successful parry on the central shot ricochets all five back at Widow for chip damage. It is high-execution and not required, but it is one of the more visually satisfying parries in mid-game.

What if I cannot kill the adds fast enough?

Swap to Witch Crest, prioritize the spawner over individual spiderlings during the 50% summon, and use Drifter's Cloak proactively to reposition between adds. If you are still struggling, return when you have the Sting Shard tier-2 upgrade — it makes spiderlings one-shottable.

How long does the fight take?

Witch Crest clean clears average 110-130 seconds. Hunter Crest clears average 160-180 seconds because of the slower add clears. First-time clears average 4-5 minutes due to dying to web-pull during early adds.

Does the web-pull do damage on its own?

No, the pull itself does no damage — it drags you into Widow's bite range, which does the damage. If you can sprint out of the pull arc before contact, you escape unhurt. The lethality is positional, not direct.

What about Shaman or Beast Crests?

Shaman Crest's spell-focused kit is decent but does not match Witch's projectile scaling for add clears. Beast Crest is melee-heavy and the worst pick for this fight, similar to Reaper. Stay with Witch.

Sources & verification

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