Standard AoE attacks (dodge, do not pray). Sol has four AoE patterns — Spear 1, Spear 2, Shield 1 and Shield 2 — each leaving a dust hazard, avoidable only by stepping out. He always opens with Spear 1. Spear stabs are a 7-tick attack and the shield slam a 6-tick attack; both speed up by a tick below 75% HP. Crucially, you should keep Protect from Melee OFF for these — it does not reduce the typeless AoE damage at all, and having it on at the start of his Triple Attack stops you blocking the first hit. The Wiki teaches two dodging styles: the hover method (there is always one safe tile based on his previous attack — the most control) and the L method (move in an L from his corner; always safe after a phase transition because he is guaranteed to spear).
Phase transitions. Sol changes phase at 90%, 75%, 50%, 25% and 10% HP. Each transition spawns light beams and molten sand around you and adds a hazard.
Molten sand. From 90% HP, every phase change drops puddles (one always on your tile) in a 9x9 area; standing in sand deals ~6–8 damage per tick and it stays for the rest of the fight, so manage your footing.
Light beams. A crystal circles the arena, stops, and fires a ball of light for 70+ damage — by far the most dangerous hazard. If you are targeted you have only 3 ticks to move (2 ticks in enrage). Dodging beams is always your top priority.
Triple Attack / Triple Parry (from 90% HP). Sol charges and strikes three times; each hit must be blocked by flicking Protect from Melee tick-perfectly as the hit lands. The first lands 3 ticks into the animation, the next 3 ticks later, the last 3 ticks after that (delayed to 4 ticks from 50% HP). Praying too early turns the prayer off and you eat the hit. Unblocked hits deal 15/25/35 (15/30/45 from phase 4). After a missed prayer, do not panic — each hit escalates, so steadying yourself prevents a chain death.
Grapple (below 75% HP). Sol drops his shield and calls out a body part; you have 4 ticks to click the item in that gear slot to parry. Defend on the last possible tick for a perfect parry, which makes your next attack within 5 ticks a guaranteed max hit.
Enrage phase (10% HP). Molten sand spawns every 3 game ticks on random tiles, and beams fire much faster. Burn him down fast — this is where you dump claws.