EndgamerBlack Myth: Wukong
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Valley Entrance

Cloudy Mist, Misty Cloud云里雾、雾里云

Mandatory
Defeated
What it inflicts
No status effect
Phases
2 phasesboth taking turns, then the survivor alone
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 Take down Cloudy Mist first, and fast: the sequence A Pluck of Many, Immobilize, combo, Wandering Wight, Weaver's Needle, Cloud Step, then transformation does the job, and the Stranded Loong's Whisker extends your next Immobilize after a sip. As an alternative, the Earth Rakshasa spirit, absorbed at the crossroads just before the arena, moderately raises your Damage Reduction for a short time after each hit you take. The Golden mask and shirt considerably raise your attack right after your spirit or vessel, and the Non-Pure gauntlets and greaves considerably reduce the damage you take as you exit your spirit or transformation: 6 Fine Gold Thread in all, otherwise keep your Loongscale pieces.

Weapon attack
80
Armor defense
188
Resistance: Poison
+8

Base values, before upgrades, from the registry.

The fight

A single fight, with no pause, against 2 foes who take turns. Cloudy Mist, the creature with the large staff, attacks from range with beams and orbs; Misty Cloud, a blind mountain deity, strikes up close with a flaming incense bundle and hides in smoke. Cloudy Mist opens the fight, and Misty Cloud then pops up, almost see-through, often at the end of its partner's set of moves. After losing a quarter of its health, Cloudy Mist plants its staff and sets off a flash that also blinds Misty Cloud. They sometimes combine their attacks; once one of the 2 is down, the fight becomes one on one.

One set: a single fight, with no pause, where the 2 take turns until one of them falls, then the survivor fights on alone.

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

  • No status reported: Misty Cloud strikes with a flaming incense bundle, fire damage, and its blows send out waves of flame; Cloudy Mist fires beams and white orbs, made of ice according to some records, though none of them names Chill, and its flash blinds for a moment.

Attacks to watch

  • Cloudy Mist's beams: it opens the fight by sweeping a beam across, twice in a row; dodge by rolling through it. Its other beams, fired from the small face on its chest, come one at a time or in a criss-cross pattern: dodge or jump over them while closing in on it.
  • A volley of 3 beams in a straight line: dodge it, then expect Misty Cloud to attack right after.
  • White orbs: with a swing of its staff, Cloudy Mist creates several, inert at first, which then fly at you. When there are many, outrun them; when there are few, dodge them.
  • Misty Cloud's incense bundle: 4 heavily delayed blows, all but the first sending out a wave of fire; don't dodge too early, wait until the end and step to the side. It also drags it along the ground to send out a ripple of flames, or slams it down like a hammer.
  • Team combos, announced by their voices: Misty Cloud asks where the monkey is and swings its torch twice, Cloudy Mist answers that it has its eyes on him and fires 3 beams, then Misty Cloud comes back to slam its torch down. On the second round, Misty Cloud counts its 2 torch swings, Cloudy Mist counts the next 3 while firing its beams, and the final slam makes patches of ground explode. When they chain attacks together, stay on the defensive.

What works

  • Immobilize breaks up their teamwork and slows the fight down; on Misty Cloud blinded by the flash, it also keeps the stun going. Immobilize
  • Take down Cloudy Mist first: Misty Cloud, being blind, relies on it to see, and its moves then become slower and more predictable. To take down the first one fast: A Pluck of Many, Immobilize, a light-attack combo, the Wandering Wight's attack, the Weaver's Needle, Cloud Step, then your transformation. A Pluck of Many, Immobilize, Wandering Wight, Weaver's Needle, Cloud Step
  • Flash: as soon as Cloudy Mist plants its staff and raises its arms, turn the camera away or move away from the staff, then rush Misty Cloud, blinded for a short moment.
  • Build up Focus for heavy attacks: both can be staggered. Cloudy Mist goes down very easily; Misty Cloud holds up much better: hit it between its blows and once it finishes its moves.

Strategy

  • Stay close to Cloudy Mist to take away the advantage of its long-range attacks.
  • To keep track of Misty Cloud, watch where its cloud moves and get out of the way when it gets close: it often pops up as soon as Cloudy Mist finishes a set of moves.
  • After 2 heavy staff swings from Cloudy Mist, don't counterattack right away: Misty Cloud jumps down on you, but, being blind, it aims poorly. Dodge, then go back to hitting Cloudy Mist.
  • Before the fight, at the crossroads, the left path leads to an Earth Rakshasa carrying a spirit that guards a chest, with a Celestial Ribbon and a Mind Core. Watch out for its fire breath.

Access

Furnace Valley, between the Valley Entrance shrine and the Rakshasa Palace archway: follow the main path uphill. At the crossroads at the top of the slope, go right and pass through the archway that marks the start of Rakshasa Palace: a cutscene starts the fight. Mandatory: a story boss. The Rakshasa Palace shrine is right after, behind the big door at the top of the stairs.

What it gives

Will: 4,456

Their spirit, Misty Cloud, Cloudy Mist, first lashes out with the incense bundle, then unleashes 3 beams of light; equipped, it moderately reduces the Mana cost of Cloud Step, leaving you more Mana for your other spells.

Updates

Update 1.0.13: fixed a bug that let them keep attacking while invisible under certain conditions, and improved the combat experience against them, with no published details.

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 17, 2026.