EndgamerBlack Myth: Wukong
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Pool of Shattered Jade

Venom Daoist黑手道人

QuestMissable
Defeated
What it inflicts
No status effect
Phases
2 phases2 encounters: Pool of Shattered Jade, then Court of Illumination with 2 health bars
Equipment
Per-phase varianta shrine separates the phases

Recommended gear

With what you can have when you first come across it.

Editor's pick Here, his back is what matters: Immobilize, Cloud Step and the Wind Tamer help you reach it to break 4 arms, and the Stranded Loong's Whisker extends your next Immobilize after a sip; Umbral Abyss and the Apramana Bat spirit can also freeze him. Use a weak staff, like the Rat Sage Staff or the Wind Bear Staff, never stronger than the Kang-Jin Staff: the harder you hit, the more likely he dies before 4 arms give way. For the same reason, skip the Golden set, whose Attack bonus after a spirit or a vessel works against you: the Galeguard set, which takes no Fine Gold Thread, rewards Perfect Dodges instead, with extra Focus from 2 pieces for your charged heavy attacks and Mana with the greaves.

Weapon attack
66
Armor defense
95
Resistance: Shock
+4

Base values, before upgrades, from the registry.

The fight

2 fights separated by most of the chapter. 1: you first hit the cocoon until the Daoist bursts out, wielding 2 swords, with 6 arms on his back, 4 of which can break. Once beaten, he flees. 2: he only has 2 extra arms left and 2 health bars back to back, with no shrine or refill in between; after a cutscene, the 2nd starts at full health, without extra arms, with longer, more aggressive combos.

One set per encounter: many shrines separate the 2 fights. In the 1st, the point is reaching his back to break his arms; in the 2nd, saving mana for the 2nd bar, which no shrine separates from the 1st.

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 known status: his attacks are sword and claw strikes, leaps, dashes and sword throws.

Attacks to watch

  • Crouched, swords to the side: a leaping double slash, a roll into a ground stab, then a jump and slam. Dodge to the side and behind him, avoid the jump, then strike: he takes a while to get back up.
  • One sword held high behind his back: a very fast dash, then a 2nd one. Dodge twice with good timing, or deflect the dash with Rock Solid if you took it instead of Cloud Step.
  • At low health: a feet-first slide, a vanish, then a leap. Don't bother avoiding the slide, deflect the leap when he reappears.
  • Encounter 2, 2nd bar: he floats, throws his 2 swords, leaps to grab them back and ends with a spinning slash; from a low guard, he walks forward in 6 very fast spinning slashes. Keep your distance or deflect.
  • Encounter 2, 2nd bar: left sword in a reverse grip, a 3-hit dash, a flipping jump and slam, then a sweep as he lands: his hardest-hitting attack.

What works

  • Cast Immobilize, then get behind him: that's where his arms break, and a well-placed charged heavy attack breaks at least 1. Area spirit attacks also reach his back. Immobilize
  • Wind Tamer: together with Immobilize, it helps you subdue him, and so break his arms. Wind Tamer
  • Rock Solid, in place of Cloud Step: deflecting his dash staggers him. Rock Solid
  • Encounter 2: a fully upgraded A Pluck of Many, cast in an open space, then Immobilize; on the 2nd bar, rely mostly on your spirit and your transformation. A Pluck of Many

Strategy

  • For the Armguard: only hit his back and use a weaker staff, so you don't kill him before the 4th arm. Charge 3 Focus Points, let him finish his combo, cast Immobilize, then hit his back with a charged heavy attack.
  • After his leap into a ground stab, his weapon stays stuck for a moment: that's your window to strike.
  • Encounter 2: save mana and gourd during the 1st bar, the 2nd follows with no refill. His aerial attacks leave a long opening.
  • After the 2nd win, a chest in the nearby field holds a Soul Remigration Pill.

Access

2 encounters, optional. 1: Webbed Hollow, Pool of Shattered Jade shrine, off the main path (reached from the Upper Hollow shrine): take the path right of the shrine, through the hanging cocoons, to the big cocoon with a voice inside, and hit it. 2: Temple of Yellow Flowers, Court of Illumination shrine: turn back, pass the 2 Staff Daoists and climb the trail; at the fork at the top, slide down the left slope into the cave. He only appears there if you beat him at the Pool of Shattered Jade.

What it gives

Will: 1,930

Unlocks

Encounter 1: 1,930 Will, and nothing else except the Venomous Armguard, given only if you broke 4 of his back arms. It inflicts Poison Bane on the enemy when you land a critical hit.

Encounter 2: 1 Gold Tree Core, and the mural leading to Purple Cloud Mountain.

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 16, 2026.