EndgamerBlack Myth: Wukong
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The Emerald Hall

Yin-Yang Fish阴阳鱼

Mandatory
Defeated
What it inflicts
No status effect
Phases
2 phasesa single health bar; darting away and aerial barrages around half
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 It is the Keeper of the Flaming Mountains' gear, unchanged: no shrine between the 2 health bars, and dying sends you back to the start of the fight against the Keeper. It is built for the Fish: Immobilize to stop it from darting off, Cloud Step, cheaper in Mana thanks to the duo's spirit, to catch up to it, and the Weaver's Needle, which also triggers the Golden pieces' attack bonus.

Weapon attack
80
Armor defense
188
Resistance: Poison
+8

Base values, before upgrades, from the registry.

The fight

A single, full health bar, with lots of health: more dangerous and more mobile than the Keeper, it takes a long time to bring down. Its body shifts from black to white and back, and it sometimes dives into the water to come up under you. Around half its health, it starts darting erratically across long distances and floating in the air to bombard the ground.

One set: the Keeper's, with no shrine between the 2 health bars.

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: water jet, yin-yang bullets, white and black orbs, tail and body blows, bites.

Attacks to watch

  • Aerial barrage, its most dangerous attack: it flies up and fires a volley of projectiles. If a single one hits you, you stay pinned in place and all the others follow, for devastating combined damage. Run and roll without stopping until it ends; if you can't escape it, heal fully beforehand and take the hit.
  • Tail slap: if you hit its tail, it tilts its head toward you, then strikes very fast. Up close, it also sweeps with its tail more often.
  • Water jet: it rears up out of the water and spits a stream in a straight line that follows its head. Get closer to it to avoid it.
  • Yin-yang bullets: it dips its tail in the water, then fires several long-range bullets. Step back, or dodge at the right moment.
  • Scream and orbs: it raises its head and makes white orbs appear that stay on the ground for a long time, don't step on them; it then fires black orbs at you, to dodge or outrun.

What works

  • Immobilize after a few hits, while you are close to it: you get many more openings. Below half its health, Cloud Step lets you catch up to it, and Immobilize stops it from darting off. Immobilize, Cloud Step
  • Unleash everything you saved against the Keeper here: spells, transformation, Weaver's Needle and spirit attack, in between light attacks. Weaver's Needle
  • It sometimes howls for about 7 seconds: use this opening to attack freely.

Strategy

  • Stay close to it against the water jet, but watch its tail: up close, it swings it more often.
  • Outside its aerial barrage, it doesn't deal much damage, but it has a lot of health: be patient, and keep enough to heal fully before the barrage.

Access

No separate fight: it is the second health bar of the Keeper of the Flaming Mountains encounter, at The Emerald Hall. When Ma Tianba's body falls, the Keeper drops the Fish into the water covering the arena. Mandatory.

What it gives

Its death ends the encounter and drops the loot for the whole fight: the Yin-Yang Daoist Robe, a Celestial Ribbon and 2 Fine Gold Thread.

Back in The Emerald Hall, 2 items can only be obtained after this fight: the Loong Balm, on the altar near the throne, and the Slumbering Beetle Husk, in a golden turtle-shaped container. The Balm restores 30% of your max health per sip and considerably increases the damage of your next attack; the Husk moderately reduces your spell cooldowns after a sip, but impairs your movement for a short time.

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 17, 2026.