All Phantom Blade Zero Bosses: Complete List & Guide
Every Phantom Blade Zero boss revealed so far — Coppermaul, Red Wraith, the Chief Disciple, Flame — plus the phase-checkpoint system and the launch-day full roster.
How Phantom Blade Zero Boss Fights Work
Phantom Blade Zero treats boss fights as the centerpiece of its wuxia action RPG design, and S-GAME has now shown enough footage to describe the system with confidence. Three rules define nearly every encounter revealed so far.
Multi-phase designs with mid-fight revivals. Every major boss demonstrated has at least two phases, and several get back up after an apparent kill. Phase transitions change movesets, not just health bars — the Chief Disciple literally lifts into the air and becomes a different fight.
Phase checkpoints instead of full resets. This is the detail that separates Phantom Blade Zero from Soulslikes. Die during a boss’s second phase and you restart at the second phase, not the beginning. Punishment stays real, but you never waste minutes re-clearing a phase you have already solved.
Boss weapons as rewards. Defeating a boss automatically unlocks their signature weapon as a Phantom Edge — no in-game currency involved. Boss weapons serve as special attacks against regular enemies and, in some cases, as exploration tools. The clearest example is the Bashpole claimed from Wan Jun “Coppermaul”: a sledgehammer-style Phantom Edge that smashes weakened floors and walls to reveal hidden areas.
Previews also describe a dedicated rematch mode, reported as the Li Wulin mode, which lets you refight any previously defeated boss at will and hides exclusive bosses that never appear on the story path. Treat that name as reported rather than final until launch.
Difficulty deserves a paragraph of its own because it changes what a “boss” is. On Hellwalker, S-GAME has shown reshuffled movesets, faster and smarter enemies, and new behaviors rather than simple stat inflation — coverage has described it as feeling like a different game. That means this list will eventually need per-difficulty notes: a boss you mastered on Pathbreaker may open with different patterns under Hellwalker rules, and the 66 Days permadeath mode stacks those same rules on top with only 66 total deaths to spend. Boss guides written from a single difficulty are incomplete guides, and ours will not make that mistake after launch.
Every Boss Officially Shown So Far
Across the TGS 2024 demo, the Year of the Snake gameplay trailer, Sony State of Play segments, and the Hellwalker difficulty showcase, S-GAME has presented roughly 11 boss encounters. Six of them carry official or press-circulated names; the rest were shown but unnamed. Everything in the table below is pre-launch information and subject to revision on October 29, 2026.
| Boss | How it was shown | Fight summary | Status |
|---|---|---|---|
| Wan Jun “Coppermaul” | TGS 2024 demo | Towering sledgehammer bruiser; heavy punishes; drops the Bashpole | Confirmed (side content) |
| Red Wraith | TGS 2024 demo | Fast, leaping, horror-flavored duelist; returns later in a team-up fight | Confirmed (side content) |
| Chief Disciple of the Seven Stars | Year of the Snake trailer | Puppet-warrior waves, then an aerial marionette phase two | Confirmed |
| Chief Disciple’s Fallen Hope | Demo coverage | Climactic multi-enemy battle tied to the Red Wraith team-up | Reported, details TBA |
| Commander Cleave | Trailer breakdowns | Named but never shown in extended combat | Named, fight unrevealed |
| Flame, the Mask-Bound Lion Dance Grandmaster | State of Play | Lion-dance choreography built into multi-phase combat | Confirmed |
| Secret duo boss | Hellwalker demo walkthrough | A two-on-one battle teased as a hidden encounter | Shown, unnamed |
| Remaining showcase encounters | Assorted trailers | Several additional fights previewed without names | Shown, unnamed |
A note on context: director Soulframe Liang has said everything demonstrated publicly so far — including the Coppermaul and Chief Disciple fights — comes from side content attached to a single optional questline. If optional-fight-tier content looks this elaborate, the mandatory story bosses should scale up from there.
A few of the named fights deserve individual context. Wan Jun “Coppermaul” is the towering bruiser most players met first: a massive sledgehammer, heavy punishing swings, and a death scene that name-drops Master Huangxing and the Seven Stars — the clearest story hook shown so far. Red Wraith is his opposite: fast, leaping, horror-flavored, and deliberately unpredictable, and she is confirmed to return later in a combined team-up battle, which tells you S-GAME is willing to reuse bosses as escalating remixes rather than one-off encounters. The Chief Disciple of the Seven Stars remains the most complex fight demonstrated: coordinated puppet-warrior waves to manage in phase one, then an aerial marionette phase two that only briefly touches the ground, giving you tight windows to land heavy punishes. Flame, the Mask-Bound Lion Dance Grandmaster, folds traditional lion-dance choreography directly into his attacks — a showcase of how the game stages combat as performance. Commander Cleave has been named in trailer breakdowns but never shown in extended combat, so his moveset is a genuine unknown.
The Full Boss List — Launch-Day Skeleton
The complete roster will be filled into this table on release day, October 29, 2026, with locations, phase counts, and drop tables verified against the shipping game. The structure is deliberately extensible — each boss will later receive its own entry with strategy, phase breakpoints, and recommended builds.
| # | Boss | Region | Phases | Notes |
|---|---|---|---|---|
| 1 | Wan Jun “Coppermaul” | TBA | 2+ | Optional questline; drops Bashpole |
| 2 | Red Wraith | TBA | 2+ | Returns in a combined fight later |
| 3 | Chief Disciple of the Seven Stars | TBA | 2+ | Puppet phase into aerial phase |
| 4 | Fallen Hope encounter | TBA | TBA | Multi-enemy climax; Red Wraith team-up |
| 5 | Flame, the Lion Dance Grandmaster | TBA | 2+ | State of Play showcase fight |
| 6 | Commander Cleave | TBA | TBA | Named only |
| 7+ | Story bosses (unrevealed) | TBA | TBA | The 8 regions’ mandatory fights |
| ?? | Hidden rematch-mode bosses | TBA | TBA | Exclusive to the rematch system |
Region assignments, ordering, and the true total are all unknown pre-launch. Nothing in the table above should be read as a final count.
How Many Bosses Will the Full Game Have?
S-GAME has kept the number under wraps. What the community is working from: a 20–30 hour main story, roughly 20 more hours of side content, eight handcrafted interconnected regions, and a boss-rematch mode with exclusive hidden fights. Fan estimates — unofficial and unconfirmed — generally land at 40 to 50+ bosses including mini-bosses. Our position until launch: treat any specific number as speculation, because the only hard data points are the ~11 encounters shown and the six names above.
Two things could move the real total either direction. The rematch mode’s hidden bosses add encounters that never appear on the story path, pushing the count up for completionists. On the other hand, if much of the showcased content sits on optional questlines — as the director has implied — the mandatory boss count could be smaller than the community hopes while the optional roster runs deep. We will reconcile all of this against the shipping game, region by region, on October 29.
Difficulty also reshapes encounters rather than just scaling them. On Hellwalker, previews describe reshuffled enemy movesets, smarter AI, and new behaviors — meaning some “same” bosses will play noticeably differently on higher tiers, which this list will note per-boss after release.
Updated at Launch — October 29
This is the pre-launch edition of the boss hub. On October 29, 2026, this page will be rebuilt with launch-day data: the verified complete boss roster in story order, per-region boss locations, confirmed phase counts and revive mechanics, drop tables for every boss weapon, and individual strategy sections linked from each row. The URL stays the same — if you are planning a launch-day run, bookmark this page now.
Frequently Asked Questions
▸ How many bosses are in Phantom Blade Zero?
S-GAME has not announced a total. The community estimates 40 to 50 or more including mini-bosses, based on a 20-30 hour main story plus roughly 20 hours of side content. Officially, about 11 boss encounters have been shown in demos and trailers so far, and only six of those bosses have public names.
▸ Do Phantom Blade Zero bosses have multiple phases?
Yes. Every major boss shown so far has at least two phases, and some revive mid-fight. The game uses phase checkpoints: if you die during a boss's second phase, you restart at the start of that phase rather than the beginning of the fight.
▸ Can you rematch bosses in Phantom Blade Zero?
Yes, according to pre-launch coverage. A boss rematch mode (reported as the Li Wulin mode) lets you refight any defeated boss, and it also hides exclusive bosses that never appear in the normal story path.
▸ Do bosses drop weapons in Phantom Blade Zero?
Yes. Defeating a boss unlocks their signature weapon as a usable Phantom Edge special attack at no currency cost. Some boss weapons also interact with the world — the Bashpole from Wan Jun Coppermaul smashes weakened walls and floors to open hidden paths.
▸ Who is the hardest boss shown so far?
Pre-launch, the Chief Disciple of the Seven Stars is the most elaborate fight shown: coordinated puppet waves in phase one, then an airborne marionette phase two with tight punish windows. Difficulty will be re-evaluated with hands-on data at launch.
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