Deer Sight Forest
Cloudtreading Deer步云鹿
- What it inflicts
- Chill Poison
- Phases
- 2 phases2 back-to-back health bars: wind and Chill, then blood and Poison, with Zhu Bajie as backup
- Equipment
- One setno shrine or checkpoint between the phases
Recommended gear
With what you can get before this boss, in your first cycle.
Editor's pick No shrine between its 2 bars: against the first one's Chill, the Ginseng Cape, the Frostsprout Twig, the Crow Diviner spirit and Sweet Ice, for a short time after each sip, raise your resistance; against the second one's Poison, the Centipede Spiked Armguard and the Centipede Greaves of Transcendence, worn together, massively reduce the continuous damage of being poisoned, and the Cuo Jin-Yin Belt Hook raises your resistance. The Wind Tamer dispels its tornadoes and Red Tides exploits its weakness to fire. If you have crafted it, the Loongwreathe Staff boosts Pillar Stance, which keeps you out of reach of its ground attacks (otherwise, keep the Chitin Staff), and See No Evil makes Perfect Dodges easier in a fight where you dodge a lot.
- Weapon attack
- 70
- Armor defense
- 160
- Resistance: Chill
- +8
- Resistance: Poison
- +9
Base values, before upgrades, from the registry.
- Weapon
Loongwreathe Staff Crafting: Thunder Tail × 1, Thunderbone × 1, Refined Iron Sand × 4, 21,000 WillOtherwise: Chitin Staff
- Headgear
- Chest
Otherwise: Gold Suozi Armor
- Arms
Centipede Spiked Armguard Crafting: Cold Iron Leaves × 1, Fine Gold Thread × 1, 4,000 WillOtherwise: Golden Armguard
- Legs
Centipede Greaves of Transcendence Crafting: Cold Iron Leaves × 2, Fine Gold Thread × 1, 6,000 WillOtherwise: Golden Greaves
- Vessel
Otherwise: Plantain Fan
- Spirit
Otherwise: Commander Beetle
- Transformation
Otherwise: Azure Dust
- Spells
- Curios
- Gourd
Otherwise: Fiery Gourd
- Soaks
As an alternative, the Golden Armguard and Greaves resist Chill rather than Poison and, worn together, considerably raise your Attack right after your spirit or your vessel. If you beat the Gold Armored Rhino first, its Gold Suozi Armor adds 30 max Health, without the Ginseng Cape's Chill Resistance. The Commander Beetle spirit, instead of the Crow Diviner, raises your Poison Resistance instead.
Keep the Crow Diviner for its equipped effect: its skill scatters a frigid dust that stacks Frost Bane on you as well as on the Deer, best avoided, especially in the first phase.
Azure Dust, instead of Red Tides, makes you immune to the Four Banes while transformed, Chill and Poison included. The Fiery Gourd, instead of the Supreme Gourd, makes you immune to Chill for a short time after each sip.
The Wind Tamer comes from Fuban, in the Kingdom of Sahali, in Chapter 2; without it, the Plantain Fan, used at medium range, also sweeps away the tornadoes. The Loongwreathe Staff is obtained by upgrading the Twin Serpents Staff with the Red and Black Loongs' Thunder Tail and Thunderbone, 4 Refined Iron Sand and 21,000 Will.
The fight
A deer that tries to keep its distance, with 2 full health bars. First phase: antler and hoof attacks, gusts, leaps into the air that come down as a frost shockwave, snowballs and, once it has lost between 25 and 50% of its health, tornadoes that chase you. When its first bar hits zero, the fight carries on at once: its health goes back to full, it gets covered in blood, poisonous pools spread and it adds a blood wave and blood orbs; more aggressive, it is also more vulnerable. Zhu Bajie then arrives to help you and heals you when your health gets critical.
One set: no shrine or break between its 2 bars, and your set must hold against the first one's Chill as well as the second one's Poison.
Spells, transformation and soaks are set at a Keeper's Shrine (soaks also with the Shen Monkey), never during a fight: what you bring into a fight stays until the end. One spell per category: Cloud Step and Rock Solid exclude each other, pick one before the fight.
What it inflicts
- Chill: in the first phase, its ice attacks (tornadoes, the frost shockwave of its leaps, its icy roar) fill your Chill gauge; when full, it freezes you in ice, and you have to quickly press the button that appears to break free.
- Poison: in the second phase, its blood is poisonous: standing in the pools it spreads keeps poisoning you.
Attacks to watch
- Tornadoes, the most dangerous part of the first phase: a blast pushes you back, then several icy tornadoes form and chase you. Get away from them and let the Deer come to you; the Wind Tamer dispels them at once.
- Leaps into the air: it jumps several times, then comes down on your position, sending out a frost shockwave. Dodge or jump as it lands, then strike: it is vulnerable at that moment. When it rears up, it also holds for a moment before slamming its hooves down in ripples of frost.
- Antler strike: it plants its antlers in the ground, then pulls them out and strikes hard in a straight line; dodge sideways. Behind it, its hind-leg kick comes out very fast: don't linger there.
- Second phase: don't stay in the pools of blood, and lure it onto the ice to strike safely. Its blood bubbles burst into projectiles that home in on you: dodge them or block them by spinning your staff; its blood wave travels far in a straight line, jump aside.
What works
- Wind Tamer: activated near the Deer when the tornadoes appear, it dispels them and knocks it down. No need to save it for the second phase, which has no tornadoes, even though an activation still knocks it down for a moment. Failing that, the Plantain Fan, used at medium range, also sweeps away the tornadoes and breaks its posture. Wind Tamer, Plantain Fan
- Spells: Immobilize pins it down despite its retreats, Cloud Step lets you catch up with it or escape the tornadoes, and A Pluck of Many adds damage while the Plantain Fan holds it. Immobilize, Cloud Step, A Pluck of Many
- It is weak to fire: Red Tides, which inflicts Scorch Bane with every hit, takes it down fast, especially in the second phase. At 3 or 4 Focus Points, a charged Heavy Attack also knocks it over, and in the second phase your charged heavy attacks stagger it easily. Red Tides
- Bring Body-Warming Powder for the first phase and Antimiasma Powder for the second: each removes its state and briefly raises your resistance. Body-Warming Powder, Antimiasma Powder
Strategy
- It doesn't have much health: what matters is dodging. Save your spells for the second phase, sticking to regular attacks and dodges in the first; in the second phase, cast them all to quickly take off about half of its health.
- In the second phase, Zhu Bajie fights alongside you: you can let him keep the Deer busy and strike once its health is low, at the cost of a longer fight; stay ready to block its blood balls by spinning your staff. Zhu Bajie
- Pillar Stance: perched on your staff, you avoid its ground attacks, and the Loongwreathe Staff boosts all its moves; Smash Stance is a poor fit, since you mostly strike from range. Pillar Stance, Loongwreathe Staff
- Before the fight, redistribute your Mind Cores at Xu Dog toward Chill Resistance. Mind Core, Xu Dog
Access
Foothills, Deer Sight Forest: a snowy clearing at the foot of a big red tree, under a storm. From the Supreme Celestial Inspector's arena, summon the Somersault Cloud and fly straight ahead over the big lake, then right, toward the red trees and the lightning. Before the large clearing, land at the edge of the cliff, where the red trees begin: the Deer Sight Forest shrine is on your left. Then head straight for the red tree in the middle: the Deer attacks as soon as it spots you. Mandatory: one of the 3 bosses to beat, in any order, before the Emerald-Armed Mantis.
What it gives
- to obtainLotus Silk Cloudtreaders
- to obtainMind Core
The Lotus Silk Cloudtreaders, the Mythical legs of the Monkey King's Armor Set: no unique effect, but 30 extra max Stamina.
Loot discrepancy: one list adds 2 Cold Iron Leaves and 1 Fine Gold Thread, and 2 others repeat it; the rest only mention the piece and 1 Mind Core. It gives about 2,700 Will: 2 of these 3 lists give a figure, 2,692 and 2,696.
Updates
No published update changes this boss.
In NG+
In NG+, you keep your gear, spells, transformations and spirits, and bosses are tougher. Key items don't carry over: the chapter's quest items must be taken again.
Page checked on October 19, 2026.