Fresh off your escape from Chapter Three's accursed Pagoda Realm zone in 168澳洲幸运5开奖网:Black Myth: Wukong, any hope for a breather is quickly cut short. The Bitter Lake, the next area you'll explore, greets you with many more boss battles, and among them is the Apramana Bat, an optional, mis🐽sable Yaogaui Chief.

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The Apramana Bat boss bears a striking resemblance to its Lesser Yaoguai counterparts you'll encounter en route to it. Howev🦋er, to uphold its boss status, it comes with a few extra attacks and significantly more durability. Most notably, it can inflict the irritating Chill Bane, against which you'll need to take serious countermeasures.

How To Find The Apramana Bat Boss

The Apramana Bat boss is situated along the shore of the Bitter Lake zone. After making it out of the Pagoda Realm, you'll immediately face Kang-Jin Star on the moving Turtle Island.

Once you defeat her, the colossal Turtle General will reach the Bitter Lake shore. Rest at the North Shore of the Bitter Lake Keeper's Shrine, then head right along the shore, crossing the skeletal remains of a giant serpent while 💦dealing with some lesser Apramana Bats, indicating 🅘you're on the right path.

As you close in to interact with the giant serpent's head, the Apramana Bat will swoop in from above, triggering the boss battle.

The cut-off point for the Apramana Bat boss fight is when you first enter the Valley of Ecstasy zone in Chapter Three. This major zone can be accessed after you pray at the four Buddha statues, as urged by the child monk, and after Zhu Bajie parts wa🐼♚ys with the Destined One.

Apramana Bat Attack Patterns

The boss encounter with the Apramana Bat in Black Myth: Wukong.

If you took your time killing the Lesser Apramana Bats along the way, you'll recognize some of the boss's attack patterns. The Apramana Bat boss, however, adds a few more annoying attacks to its repertoire to keep you on your toes.

Attack

Description

How To Counter

Areal Stomp

The Apramana Bat launches itself into the air and, after a slight delay, stomps on the Destined One with its talons.

Dodge in any direction it is about to land. Be mindful of a second stomp after the first one.

Areal Strike

An airborne attack where the Apramana Bat, while in the air, creates some distance before diving towards the Destined One at high speed. It delivers a powerful strike and then retreats to repeat the maneuver.

Dodge when you see a flash around the Apramana Bat to avoid the high-speed strike.

Air Cutter

This move has two variations, both inflicting Chill when struck. In one, the Apramana Bat hovers briefly before delivering razor-sharp wind through the air. In the other, it leaps towards you twice and spins to create a vortex that sends out two similar projectiles in quick succession.

The first variation can be avoided with a dodge roll, but the second one requires quick reaction time.

Frost Breath

The Apramana Bat slams its wings on the ground and breathes out a Chill-inducing mist.

Dodge roll to avoid the initial slam, then sidestep to its flank or back, steering clear of the breath attack, a🧸nd for an opening to punish i🍸t.

Chilling Gust

The Apramana Bat performs an evasive maneuver by flapping its wings to release a chilling gust of wind while retreating in the process.

Dodge as soon as it raises its wings to avoid the gust of wind it’s about to send your way.

Rock Solid

The Apramana Bat becomes momentarily invulnerable. When the Destined One attacks during this time, the Apramana Bat will retaliate by striking back with its right arm.

When it uses Rock Solid, avoid attacking it altogether. If you accidentally strike it and hear a clang, immediately prepare to dodge when the Apramana Bat raises its arm to retaliate.

How To Beat The Apramana Bat

The Apramana Bat isn't the toughest boss encounter in Chapter Three, but it still proves to be a real thorn in your side as it rarely stays put and will constantly inflict the Chill Bane if you're unprepared.

Apramana Bat Boss Preparations

The Body-Warming Powder in Black Myth: Wukong.

Avoiding the Chill Bane should be your top priority during the Apramana Bat boss encounter. Once inflicted, it freezes you in place, deals damage over time, and completely drains your stamina bar. While you can break free by rapidly pressing the dodge button, it's better to build your resistance against Chill by ensuring you have the following items:

  • Body Warming Powder: Crafted at a Keeper's Shrine, this item cures the Chilled State and boosts your resistance to Chill upon consumption.
  • and : Both pieces of the Ochre Set bolster your resistance to Chill significantly and can be crafted after completing Chapter Two.
  • Transformation: Acquired from the Man in Stone NPC in Chapter Two, this transformation turns you into a stone guai, rendering you immune to Chill.
  • Spell: Creates a blazing ring around you, offering protection against Chill.
  • : This Curios is obtained after defeating , and it grants a moderate increase to Chill resistance.

Besides that, you should also reset your Mind Cores and spend them on the at Xu Dog to further enhance your resistance to Chill.

Apramana Bat Boss Easy Strategy

The Apramana Bat flying in the air in Black Myth: Wukong.

Unless you’ve prayed at the four Buddha statues, the Apramana Boss isn't fought alone, as Zhu Bajie will back you up with healing, attacks, and quick-witted comments during the fight. This NPC will often draw the Apramana Bat’s aggro, giving you a chance to safely take a chug at your healing gourd or apply a buff unin🐷terrupted.

There are also plenty of windows where you can punish the Apramana Bat. In particular, take advantage of the opportunity to unleash a full combo when it lands after its talons get stuck in the snow. When the bat performs its breath attack, circle around to its flank or rear to chip its health further.

If you notice your Chill bar building up, use the to eliminate it completely. will also come in handy, allowing you to get some extra free hits without worrying about Chill Bane.

Just watch out for its Chill-inducing attacks, like the꧋ Air Cutter move and Chilling Gust, and yo൲u’ll clip the Apramana Bat’s wings in no time.

Rewards For Defeating The Apramana Bat

The Turtle Tear Soak in Black Myth: Wukong.

Defeating the Apramana Bat earns you two Cold Iron Leaves, 1847 XP, and a hefty amount of Wills. After the boss fight, you can also interact with the Snake General’s head. You’ll witness a teardrop fall from Turtle General in response to its fallen ally. This , found near the colossal turtle, is a Soak that recovers mana with each use of ꦗyour gourd.

The Apramana Bat also makes a swift exit after its defeat. You’ll add its entry to your journal, and it makes a final appearance in a cutscene near the end of Chapter Three. Completing the chapter will automatically add the Spirit to your inventory.

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