All 39 Bosses in Phantom Blade Zero, in Order
The story-order list, the 24 optional fights, and why the count is 39, 50+ or 74.
A two-phase chain-sickle fight at the pool under Great Waterfall. The chain reaches 15 metres, the hook grab takes a quarter of your health, and the second phase gives him four arms.
The Hunt is a distance problem disguised as a damage problem. His chain crosses the arena in a straight line, his dash-in combo closes the gap you just created, and his hook grab punishes the instinct to dodge early. Once you stop retreating in a straight line, the fight becomes readable.
Boss order: this is entry 6 in our full list of all 39 bosses, immediately after Peng Meng in Weeping Creek Valley. Zuo Shang, the prologue tutorial, is covered separately.
The fight is in Weeping Creek Valley, in the shallow pool directly beneath Great Waterfall. You do not need a special item. Clear the prologue carriage fight, reach the valley, and the route is a short walk from the bell.
Touch the bell before the run. It is the respawn point, and it refills your health and consumables if the fight goes wrong.
From the bell, walk the south bank and wade west into the shallow pool beneath the waterfall. A cutscene starts the fight as you enter the arena.
The chain lash reaches about 15 metres in a straight line. Sidestep out of the line instead of backing away, because retreating keeps you inside the sweep.
The dash-in string covers roughly 11 metres and about seven hits. Block or parry on the spot; walking into it means eating every hit.
Wait until the chain is almost on you before dodging the hook grab. When a blue trail appears overhead, parry it; a red spin or red flash gets a dodge instead.
In phase two, keep moving sideways, watch for scythes thrown from above, parry the blue trails and dodge the red spin. Punish after the long attacks, not between them.
The water is shallow enough to move through normally, and it does not slow the boss down. Do not treat the pool as cover. The arena is ringed by rock and gravel, so the usable space is wider than it first looks, but the chain still covers most of it.
Two of the source lists label this fight differently, and neither label is wrong enough to discard. Beebom places it under the chapter name "Steel and Steam." AllThingsHow places it in Weeping Creek Valley, after Peng Meng, and labels it Lv.4. The chapter numbering in the two lists does not line up cleanly, which is common in games with named chapters and separate region maps.
The reliable anchor is the place, not the chapter: the pool beneath Great Waterfall in Weeping Creek Valley. If a video or a friend calls it "Steel and Steam," they are using the other label for the same encounter. This page uses the location so the route works regardless of which chapter title your build displays.
This is a two-bar fight. The first bar is the same name you saw in the prologue carriage, but the numbers are not the same. The second bar is the Sixfold Scythe, and it changes both his silhouette and his attack angles.
| Phase | Health bar | HP | Key numbers |
|---|---|---|---|
| Phase 1 | The Hunt, Hunter of the Order | 18,720 | Chain range about 15 m; about 43 per hit on Pathbreaker, about 30 on Wayfarer; Soul has about 850 HP |
| Phase 2 | The Hunt, Sixfold Scythe | 20,645 | Four arms, four scythes; per-attack damage not recorded |
Phase 1 HP is the same on Pathbreaker and Wayfarer. The difficulty setting changes the damage you take, not the size of the bar.
The prologue carriage fight is a separate, shorter encounter: 8,000 HP, one bar, a cutscene ending and no reward. Do not use that fight to judge this one. The Great Waterfall version has more than twice the phase-one health and a second bar behind it.
The first phase is built around four distances: long, mid, overhead and close. Each one has a different correct answer, and using the wrong answer at the wrong distance is how the fight gets away from you.
| Attack | Range / shape | Damage (Pathbreaker) | Answer |
|---|---|---|---|
| Long chain lash | About 15 m, straight sweep | Varies | Sidestep out of the line; do not back straight up |
| Dash-in combo | Starts around 11 m, about seven hits | About 43 per hit | Block or parry in place; walking forward eats the whole string |
| Chain vault and overhead drop | Vaults over you, drops from above | Varies | Parry if you see the blue trail; dodge if there is none |
| Hook grab | Long-range grab and finisher | About 200–230 (Wayfarer finisher about 145) | Dodge late, when the chain is almost on you |
| Close sickle strings | Short-range dual-sickle string, four heavy hits | About 170 | Parry each hit; the blue flash confirms the timing, then back off |
The long lash is the move that teaches the arena. If you hold backward, you stay inside the line and eat it. A single sidestep clears the sweep and leaves him in recovery long enough for one punish. The dash-in combo is the opposite lesson: if you try to create distance as it starts, you walk into the first hit and the rest of the string follows. Plant your feet, block or parry, then take your turn when the last hit lands.
The hook grab is the one attack worth waiting on. Dodging as the animation starts is too early; the chain tracks you and the grab connects anyway. Wait until the chain is nearly at your body, then dodge. On Pathbreaker it removes roughly a quarter of a 850 HP Soul, which is the largest single hit in the phase and the reason healing has to be planned rather than reactive.
When the first bar empties, a cutscene plays and the second bar appears under a new title. The archive description for this form says two steel arms unfold from his back and he picks up a second pair of chain scythes, which is why the fight suddenly has four weapons in it. He can alternate the arms or throw all four scythes at once.
The aerial scythes are the biggest change. In phase one, most attacks come from his body or the chain; in phase two, weapons arrive from above and from the sides at the same time. Lateral movement matters more than backward movement, and standing still to trade is how the second bar stalls. Blue trails are still parryable. Red spins and red flashes are still dodge-only. The colour rule does not change, only the number of things you have to track.
Do not carry phase-one spacing into phase two without testing it. The safest distance and the order in which to handle each thrown scythe are not covered by the sources we checked, so this page does not pretend to have a formula for them yet.
Phase 2's per-attack damage values, the exact safe distance, and the hook grab's precise timing frames still need in-game recording. They are left unlisted rather than estimated from phase one.
The chain can reach you at healing distance, so a heal at mid range is a free hit for him. Wait for a long attack to finish, then heal while he is recovering. After a hook grab, heal immediately if you survived it: the grab takes about a quarter of your health, and the follow-up pressure is when most attempts end.
The bell is more than a respawn point. Touching it restores your Phantom Edge uses, so a run that starts at the bell begins with the full toolkit. If Sha-Chi runs dry during the fight, switch weapons with 1; the game prompts you to do this in combat, and the switch refills Sha-Chi completely. That is a reset button, not a last resort.
Clearing both phases grants the Hunter's Chain Sickle and 20,000 Remnant Dust. The weapon is a Martial Phantom Edge with 247 damage and 213 guard break at Lv.1, and it can grapple anchor points. For a fight built around a 15-metre chain, the reward is thematically consistent: it gives you the range the boss used against you.
| Reward | Details |
|---|---|
| Hunter's Chain Sickle | 247 damage, 213 guard break at Lv.1; Martial Phantom Edge; can grapple anchor points |
| Remnant Dust | 20,000 |
Most failed attempts come down to six habits. Each one is covered above, which is why the fix is short.
1 refills Sha-Chi completely. Treat it as a reset, not a last resort.At the Great Waterfall in Weeping Creek Valley. From the Great Waterfall bell, follow the south bank and wade west into the shallow pool below the falls.
It is the same character with a different encounter. The prologue carriage fight uses the first health bar, The Hunt, Hunter of the Order, at 8,000 HP, and ends in a cutscene with no reward. The Great Waterfall fight is the full two-phase version: 18,720 HP, then 20,645 HP as the Sixfold Scythe.
Phase 1 has 18,720 HP on both Pathbreaker and Wayfarer. Phase 2, the Sixfold Scythe, has 20,645 HP.
About 15 metres. Sidestep out of the line instead of backing straight away.
About 200–230 on Pathbreaker, with the Wayfarer finisher around 145. Dodge late, when the chain is almost on you.
Hunter's Chain Sickle and 20,000 Remnant Dust. The weapon has 247 damage and 213 guard break at Lv.1, is a Martial Phantom Edge, and can grapple anchor points.
The sources disagree. Beebom labels the fight Steel and Steam, while AllThingsHow places it in Weeping Creek Valley after Peng Meng. Use the location instead: the pool beneath Great Waterfall.
Only after his long attacks. The chain can interrupt a heal at mid range, and a hook grab takes about a quarter of your health, so save the heal for after the grab.
Where the sources disagree on a chapter name, both labels are shown. Where a number is missing, the gap is marked instead of filled.
Data is based on the current version of Phantom Blade Zero. Last updated . Spotted something out of date? Tell us with a screenshot and we will re-test it.
Keep going
The story-order list, the 24 optional fights, and why the count is 39, 50+ or 74.
Both prologue fights, the red-flash tells and the guard-break loop.
Arena route, adds, heavy combos and the punish windows.