Contents show How to beat Yellow Wind Sage in Black Myth Wukong Phase one Phase 2 Phase 3
The Yellow Wind Sage is a boss at the end of Chapter 2 of Black Myth Wuklong. As the boss is the end of the Caper 2, you can expect a proper crazy time with beating it. Like all bosses, learning the combos when you can strike back and for how long is important. This guide will give you the best tips and tricks for taking the Yellow Wing Sage down in black Myth Wukong along with other important tips.
How to beat Yellow Wind Sage in Black Myth Wukong
If you’re looking to beat the boss on easy mode, we recommend completing the optional content at the end of Chapter 2. There’s a valley you can explore after beating the Stone Vanguard boss, There’s a small village area on the left side and a large chasm area on the right side. You can find some NPCS around these locations. One of them will award you with a special spirit, which can be used to stun the boss while it casts its animation. This makes beating back the sand spells that the boss throws at you significantly easier in Phase 3.
Regardless if you opt to get it or not, you can still beat the boss.
We recommend creating some physical defence improvement flasks, and crafting yourself some damage improvement mediations at the wayshrines or medication NPC vendor. You can use your blue quality mushrooms to graft the damage improvement one. The basic defence one is easily made using very common materials you find out in the world.
Also, we find the spirit, of Ground Wolf is very effective against the boss. Its stagger keeps the boss down for a few seconds, which gives you free light attack combo to hit the boss with. Typically, the finisher does a minor stagger, which you can then follow up with a heavy attack for an even bigger stagger and burst hit. You cna get the wolf spirit from the mini-boss inside the village.
As for the fight itself, there are three phases, each with a spread of difficulty.
Avoid basic combos and heavy hitting stomps, which ten offer your your own windows to combo.
Phase one
During Phase 1, the boss will use a few key movements
- Range slashes: The boss will send two horizontal slashes at the player at range back-to-back. It is then followed with a vertical slash slightly later.
- Standard combo: The boss does a four-move combo where it swings its stick horizontally to strike the player. It can also swing vertically towards you. The final move is typically a slam down with the staff, which sends forth a yellow magi forward from the position. Perfect dodge the skills normally, then dodge sideways or towards the boss and be under it to avoid the fourth attack
- Foot stomp and slash: The boss can slam its foot forward very slowly. Sometimes it can slash at you too so be mindful of the attack
- AOE: The boss repeatedly generates wind around its location, with it doing several wide slashes. Roll out of range of the boss while it does the combo to avoid the wind AOE effect and melee damage. It can occasionally throw ranged spells at you too, so be careful of that.
- Charged attacks: After the boss does its combo attack, you can engage it with a near-full combo. By the time you get to the finisher, the boss will likely strike at you with a charged attack. So, be mindful to dodge the move.
The best time to attack the boss and trade blows is around the foot stomp and basic combos. You can often get a near-full light attack combo off after these moves. Bear in mind you cannot execute your finisher without needing to dodge. We recommend having the perk unlocked that maintains your combo progression while dodging, This allows you to land your finisher against the boss while dodging the attack they do as you’re about to land the finisher. The finisher is an important part of the fight as it often briefly staggers the boss, setting up more room to hit a heavy attack, heal, cast a spell, or use your spirit.
During Phase 2, the boss can use illusions to attack, you, and hid from outside the arena to make fighting back difficult.
Phase 2
Phase 2 typically begins when the boss is around 60% HP. You’ll mark the transition with the boss using illusion spells. The illusion spells typically do the basic combo, along with the ground steam,p and the double jump attack.
- Double Jump Attack: The boss jumps at you with a big charge. It then jumps backwards a you with another heavy attack.
- Roll: The boss can fling it body at you and roll across the floor.
- Tornado Arena: The boss can occasionally jump outside of the arena, as you’re trapped inside the center of the tornado.
- Kick: The boss has a special kick combo. If you hit you will be repeatedly combod and lose around 50% of your Max HP. It’s a must-dodge move.
- Rock Channel Throw: The boss will start channelling a spell. After a very minor delay, the boss will summon a giant rock from the sky that crashes down on you. It can be dodged, and can be cancelled with an Immobile spell
- Kick up: The boss can use its illusion to do a long pole attack, which causes magic to shoot up from the floor in a straight line. Dodge sideways as he extends his weapon to avoid it.
This phase is mainly about dodging. Try to position yourself in the centre of the area. This reduces visual distortion so you can check for oncoming hits easily. The other benefit is that when the boss does its double jump or body throw, it likely won’t land outside of the tornado. These moves typically offer good chances to combo the boss yourself. So, it being on the outside makes the fight last longer.
Also, when the boss does its rock throw spell, be mindful that it can be interrupted. You’ll see him start flailing his arms around, which can be kicked with Immobilize. You cna also get a few free hits in before dodging if you time it nicely.
In phase 3, be careful of the newly formed tornado, as it can CC you into other combos from the boss, making this phase very dangerous.
Phase 3
Around 30% HP, the boss will transition. The boss’s magical power grows, giving it more AOE spells on the floor. It also starts channelling a spell to indicate the phase transition. During this time, it will conjure another mini tornado that follows you around. This is where you can try to interrupt the spell. Alternatively, you can get at least a combo and a bit off on the boss. This is where you want to use your attack damage potion, alongside offensive spells like the Wukong clones to max your DPS out.
When the boss goes back to normal, it will do all of its previous moves on you. The tornado that follows you around does very minor damage and can fling to the ground. While on the floor, the boss can use its combos and spells like normal. So, you need to avoid this tornado at all costs.
Continue to trade when the boss does its jump moves, rool or kick, as it is open to a few attacks. Slowly whittle the boss’ health way to beat it from here on out, dodging all the same moves as before.