The 5 best spirits in Black Myth Wukong

Aug 23 2024

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Contents show Best Spirits in Black Myth Wukong Wandering Wight Guangmou Earth Wolf Gore Eye Daoist Red-Haired YakshaSpirits are a big part of your build and playstyle, with spirits having strong acti

Contents show Best Spirits in Black Myth Wukong Wandering Wight Guangmou Earth Wolf Gore Eye Daoist Red-Haired Yaksha

Spirits are a big part of your build and playstyle, with spirits having strong actives and interesting passive bonuses. For the most part, you want spirits that complement your build or offer ways to counter enemies. We’ll give you a list of the best spirits in Black Myth Wukong for a variety of builds and playstyles.

Best Spirits in Black Myth Wukong

For the most part, the spirits we recommend are mainly for strong passive upgrades, or for their very strong active skill. You can find our favourite suggestions below. Typically you’ll find that we like stagger in various forms and CC as these are often very good tools to catch very difficult bosses, elites or pack fights as you explore the world.

If you like poison damage builds in Souls-Like games, then consider this the best spirit for it, which gets very strong once you level it up.

Guangmou

  • Location: From the Snake Trail shrine, travel down the hill, cross into the snake graveyard swamp area, and then in the well-lit cove path. The boss spawns inside.
  • Active: Cal forth snakes that inflict poison damage to targets in the area. The snakes disappear once their venom depletes.
  • Passive: Moderately increases Poison damage and Posion resistance.

    Guangmou is another early option for a spirit, as you get it from an unskippable boss in Chapter 1. Using this without upgrades is very weak, but, investing in the spell to upgrade it is very good. When you get more levels on it, you will find the poison damage does a lot of damage. You’ll largely be using this to cheese bosses with a lot of ramping DoT (damage over time) damage.

    The only downside is that the spirit is not great against a lot of enemies in a small space. The posion damage can also be countered by bosses that have invulnerability phases. Examples like the Chapter 1 secret boss’ intermission phase you fight after ringing the bells. The Tiger Vanguard also has an immunity phase where you can target it, and so on.

    Typically, these invulnerability or immunity phases are around 50% HP or less. So, You’ll still be able to safely use it against the bosses at the start of fights.

    The Earth Wolf when defeated gives you a strong charge, trample and easily staggers all enemies.

    Earth Wolf

    • Location: Head inside the village entranceway shrine in Chapter 2. Go to the centre of the village near all of the archers. Turn left and cross the gate to a large open space. The Wolf lurks around the grounds.
    • Active: Turns you into an Earth Wolf that charges in a straight line towards the target and tramples them dealing damage. It drags the opponent along and staggers them too.
    • Passive: Grants a small amount of Focus on hit.

    The Earth Wolf is a mini-boss that players find early on in Chapter 2. Go through the Village Entrance Keeper Shrine and enter the village proper. Go across into the larger courtyard area where the shield rats patrol and the archers camp.  You can take a left and left again, and it will back you into a larger open space.  The boss is around there. 

    After you defeat the boss, you’ll get a charge skill. This charges an opponent, typically dragging them for some minor damage. The closer the nemy is at the start of the charge, the more damage they take. It will always scoop bosses and any other enemy’s hitbox.

    At the end of the charge, the enemies are often heavily staggered. You can easily get around a full-light combo against the target hit by this spirit. Pair it up with an Immobilize spell, and that’s two full free combos to hit the boss with. It’s very good for Focus-building playstyles, or those wanting to cheese annoying boss mechanics or bosses themselves.

    Gore Eye is one of the only spirits that give players mana has a passive, helping spell builds a lot.

    Gore Eye Daoist

    • Location: Unlock the metal door from the Rat King boss arena in the Village. Follow the hill down, cross the bridge, and the boss is further along that path after the bridge. You will need to unlock the door with the Sternes of Stone and Keenness of Tiger.
    • Active: Places a staff on the ground that buffs your staff’s damage in an area around it. The buff lasts for how long the staff remains active.
    • Passive: Moderately increases mana.

    If you’re playing mage builds, consider the Gore Eye Doist. You can find it at the end of Chapter 2 by opening the large metal door near the Rat King boss room. Follow the path down, go over the bridge, and you’ll find the elite boss along the path.

    The notable thing about this boss is that its passive grants mana increase. There’s a limited amount of mana you can get in the game, so this is an extra source for mana lovers. The other benefit is that the skill gives you some added damage on your stave attacks. So, it’s great for using Immobilize spell, getting more damage out and doing solid battle mage-type antics.

    If you want a safe and long rage ability that staggers foes, look no further than the Red-haired Yaksha.

    Red-Haired Yaksha

    • Location: Go to the Precept Corridor shrine and run up the stairs. You’ll find him in the temple corridor with Buddha statues.
    • Active: Performs a ranged attack that heavily staggers the target.
    • Passive: Increases heavy attack damage.

    In Chapter 3, there are a lot of bosses. One that stands out the most is the Red Haired Yaksha, which you can find him around the the corridor around the Buddha statue hallway in the temple area of Chapter 3. Go to the Bitter Lake and go to the Precept Corridor Keeper Shrine to find it.

    Using this gives players a ranged attack. The ranged attack deals okay damage but it is a very strong ranged stagger. The key to this spirit is that the ranged attack guarantees you stagger enemies during any telegraphed attacks. There’s bosses coming up that have noticeable actions that telegraph strong moves. Using this to stagger charges, large attack wind-ups can be very easy to counter hard bosses.

    In some sense, it’s less risky than the Earth Wolf, but you don’t get as much value as you would with Earth Wolf. There are pros and cons, but overall, a very safe ranged stagger move.

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