Apparently you can pogo the spot Gurr emerges from before he jumps out, and if you're near that spot he moves to the middle of the arena. I don't think this can be seen without this mods, since it spawns you in Gurr's trophy room. I know Gurr went through some redesigns before release, I wonder if these little quirks are remnants of that? Anyways the fight was fun, pretty damn hard but still fun, like most of the fights I've done. The first handful of attempts were abysmal, but once I learned how to play around the traps and incorporate them into my strategy, things got much easier. They have weird hitboxes, like almost everything else in this game, but that just means I couldn't always trust what I saw. Sometimes I would seemingly phase through a trap, other times my pogo would seemingly phase through a trap. These hectic and crowded fights are always interesting for this kind of challenge, and doing it like this caused me to enjoy the fight a little bit more than I normally do, which is always nice.
Next up is my second favorite boss, the Second Sentinel. This fight was an absolute joy of an experience. It jumped to first place as soon as I first defeated the boss, though the Forebrothers did the same thing once I beat them.
Loadout: Shaman Crest/Reaper Crest with Sawtooth Circlet, Snitch Pick, Longclaw, and Weighted Belt (Barbed Bracelet is boring and Magnetite Dice don't count for hitless imo)
Notable Mods: Pantheon of Pharloom, ShowDamageHealthBar, DebugMod (used to examine Gurr's phantom hitbox, as well as the trap hitboxes to ensure I was actually getting hit/not getting hit when something looked weird)