Black Myth: Wukong

Black Myth: Wukong

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what spirits do you use?
basically i'm almost at end of chapter 3 and i'm still using wandering wight, even though i've got about 25 unlocked. it just seems to be the most OP to me and the rest don't sound that good
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wolf that give bonus focus points if u are a "counter specialist"
non able- + 10 attack at max level, then a little crit chance and dmg, maybe 3 and 6? Great for my crit build.

the type of attack he does changes depending on the light attack combo, and he can unleash really big flinch/ impact w tracking if you call him during the 4th combo. You can still plant the finisher right after and flinch a boss twice in a row.

He is also really cheap and refills after like 2 light attack combos. Great w the armor that gives an attack buff after you call a spirit.
I'm midway through chapter 2 (Well i think???) and i'Ve still been using Wandering wight myself. Though im starting to wonder if i shouldn't try one that increase crit chance instead.

Guess sooner or later imma try more. They do cost a lot of will to upgrade though lol.
The overpowered toad, man that thing melts the final boss.
Earth Wolf most of the game because the focus gain bonus on attacks is way too good as a passive, plus it reliably staggers bosses which is great for briefly interrupting them (and stopping some attacks) as well as protecting your OP clones (Pluck Hair ability gotten in chapter 2, same chapter as Earth Wolf acquired).

Wandering Wright is the first spirit possible, and realistically beatable upon first encounter (bar a few deaths like 1-3 to learn it potentially, but some struggle with him and spend hours so depending on player might be worth coming back to later. This spirit has high nuke dmg when it crits, but when it doesn't crit several others do more dmg (but the dmg still is not bad by any means). The + flat Defense passive is good early on, but quickly replaced by superior ones such as Earth Wolf's focus gain and due to being Flat Defense quickly gets devalued even by chapter 2 as armor and stats improve (aka it simply scales very poorly, with max upgrade being a meager +30 defense). The attack is easy to hit (but can also potentially miss easily as well, so needs a bit of practice) and provides a far stronger interrupt than Earth Wolf (can fully knock over bosses) but that stagger is inconsistent. The stagger may interrupt skills the weaker staggers from other Spirits like Earth Wolf can't interrupt, but I've not confirmed this with side by side testing on such skills as I usually beat most bosses in 1-2 tries. One huge benefit is that it has far higher resilience to being interrupted and cancelled straight to cooldown compared to other spirits (in fact, I've never seen it interrupted, but not going to say for sure it can't be by some powerful attacks).

Non-Able is amazing for uptime of extra dmg, minor stun/stagger build-up, but mostly for its passive bonus stats (particularly crit). However, it requires max upgrade to actually be worth it and decent crit stats so, frankly, this thing is pretty bad compared to the two above options I'd argue until quite late game/NG+ at which point it depends on what you want (I still wouldn't say this is the definite best, but top tier).

Due to the number of spirits and resources required to test them all, plus time consumption and thorough testing... I cannot say there are not better options but from what I've seen so far this is my stance of among the best. I know there was a reddit test somewhere I'm not going to search for that found some of the spirits, by RNG and luck could sometimes do extreme damage but don't remember the details.
Wandering Wight was my go to one then there's some gross looking guy on chapter two with a ball on his back that stabs a staff in the ground that buffs a circle around you then well anything that does Frost is crazy useful.
+3 crit one with spellbinder
Wolf that gives +5 crit chance, but on tough battle I use the horse-purcupine since it can stagger, if you can get the wandering wight it can do big damage when fully upgraded
i use to use wandering wight, but now i use the one that give critical chances, assassin bat i think it's called since i'm mainly use spellbinder.
Elder Amourworm for a poison build
Bottom on Top, Top on Bottom, it may not be the best spirit, but it is the most fun. its just super sucky that you get it so late in the game.
i mostly use Guangmou, as i enjoy a DoT build setup mixing it with fire from my transformations. but if i run into a boss that's immune to statuses, i'll switch back to Wight
I mainly used spell binder since the end of the chapter 3. I started with Wandering Wight then tried some other like Earth Wolf. I started using Non-Able because of the very low qi cost so you can used him almost every other combo and damage and stagger he does. He pairs extremely well with the gold armor you can make at the beginning of chapter 4.
I used Wandering Wright for almost my entire first playthrough.
I just could not live without the defense bonus he provides.

On my NG+ I use the Freezing bat spirit because it messes up the bosses.
Wandering Wight, nothing beats defence+stagger+high dmg against bosses.
Against mob Vrayja flamer(especially good against spider cuccoons), Beatle Boss.
Apramana Bats freezing is also good.
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Date Posted: Sep 22, 2024 @ 9:12am
Posts: 15