EndgamerBlack Myth: Wukong
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Mahavira Hall > Floating Sculpture Lower Level

Yellowbrow黄眉

Chapter end
Defeated
What it inflicts
Shock
Phases
2 phasesgiant Yellowbrow, then the final fight after the Macaque Chief
Equipment
Per-phase varianta checkpoint separates the phases

Recommended gear

With what you can get before this boss, in your first cycle.

Editor's pick The Chu-Bai Spear, the Loongscale set, See No Evil, Thunderstone and Maitreya's Orb are the recommended picks against his lightning. Against the giant, Immobilize, A Pluck of Many and the Wandering Wight make the opening burst; nothing changes before the Macaque Chief, and Guangmou and Red Tides also work against him.

Weapon attack
75
Armor defense
131
Resistance: Shock
+8

Base values, before upgrades, from the registry.

The fight

2 fights against Yellowbrow, with the Macaque Chief in between. 1: giant Yellowbrow, extending mace and lightning; around half health, his attacks gain reach and he prepares a huge explosion. 2: the final fight, Yellowbrow at your size, a single bar in 3 phases of one third each; at each phase change, an unavoidable cutscene deals heavy damage, the 2nd one with the Apramana Bat. He also regularly coats himself in gold: your light attacks bounce off until you break that layer with heavy attacks, and if he keeps it too long, it ends in a huge lightning blast.

2 sets: the final fight's checkpoint and the Incense Trail Talisman let you change spells before it. The strategy flips: Immobilize and A Pluck of Many, useful against the giant, backfire in the final fight.

Spells, transformation and soaks are set at a Keeper's Shrine, never mid-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

  • Shock: nearly all his attacks are electric (mace, waves, bolts, orbs, marks on the ground). While shocked, you take double damage; in the final fight, the air around him also fills your gauge while he prepares his explosion.

Attacks to watch

  • Big explosion: he teleports to the back or center of the arena, builds up energy for a long time, then the blast can kill you in one hit. It can't be dodged: run to the farthest corner, or interrupt it with the Wind Tamer.
  • Sweeping combo: 5 to 8 swings of an extending mace, the hardest attack to avoid. Get as far away as you can, chain Perfect Dodges or let your Cloud Step decoy take it.
  • Electric stomp, a raised crackling foot: if it hits, he launches you then impales you on his mace, for massive damage. Stay back, deflect it with Rock Solid, or rise above it in Pillar Stance.
  • Final fight: he raises his mace, charges it with light, then slams it down vertically as a thunder sword. Over half your health, and an electric scar stays on the ground. Stand behind him or dodge sideways at the last moment, and lure him into a corner.
  • Final fight: a lightning cage around you, then volleys of projectiles. Dodge them or use Staff Spin until it ends; the Wind Tamer dispels the cage, and a well-timed Cloud Step avoids it.

What works

  • Golden body, in the final fight: break it with a charged heavy attack at 3 Focus Points, 2 or 3 heavy hits, or the Wandering Wight attack. He then stays stunned for a long time: follow up with your spirit, for example Non-Pure's long combo. Wandering Wight, Non-Pure
  • Against Shock: Shock-Quelling Powder, which removes it and briefly raises your resistance, Thunderstone, the Loongscale set and, as a soak, Thunderbolt Horn. Shock-Quelling Powder, Thunderstone, Thunderbolt Horn
  • Wind Tamer: it stuns him whatever he is doing, interrupts his big explosion and dispels his lightning cage. Wind Tamer
  • Final fight: neither Immobilize, which he answers with his golden body, nor A Pluck of Many, whose clones he turns against you. Take Cloud Step and Ring of Fire, or a Spell Binder build: it greatly raises your attack but blocks spells, vessel, transformation and spirit while it is active. Cloud Step, Ring of Fire, Spell Binder

Strategy

  • Stay close to him, on his flanks or behind him: his attacks are slow and track poorly to the sides.
  • Final fight: each phase change goes through a cutscene that takes a big chunk of your health without being able to kill you. Heal right after, and don't hold a big attack for the end of a phase.
  • Save medicine and your transformation for the final fight: medicine you drink doesn't come back. Transform once his last golden body is up: a gold wave would cancel the transformation, and its extra health gives you a margin.
  • Against the giant, when he reappears to taunt you, hit him with a 3-Focus heavy attack in Pillar Stance: he often drops to his knees.

Access

New Thunderclap Temple, Mahavira Hall shrine: climb the stairs and go through the doors of the main building. Mandatory: the Chapter 3 end boss. The Mahavira Hall shrine, above the courtyard of the 2 Dark-faced Overlords, is the last one before him.

What it gives

Unlocks

End of Chapter 3: the Hubris Nose relic is granted automatically, and the win unlocks crafting of the Spikeshaft Staff; the Golden set can be crafted from the first Chapter 4 shrine.

If you beat the Apramana Bat before Zhu Bajie left, its spirit is added to your inventory at the end of the chapter.

Updates

No update changes the story fight. Update 1.0.9 added 30 Maximum Mana to the Spikeshaft Staff he unlocks, and 1.0.14 fixed a Yellowbrow who could stay invisible in the "Relic Holders" gauntlet of the Challenge mode.

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.