One of the major mechanism that setsBlack Myth : Wukongapart from other soulslikes or legal action RPGs is its translation system . Heavily inspire by the rootage textile , in whichSun Wukong is a master frame - gearstick , the doom One in this game is also able to take on many forms . Unlike that floor , though , you only have a few transformations to pick from , but they are incredibly powerful . Not only do they give you new movement and ability in a combat , but they also have theirown health ginmill . That means a tactical shift during a boss engagement can be your golden ticket to success . Still , not all of your transformations are created adequate . Based on our experience , we ’ve order all possible transformations from bad to best .
Azure Dust
At the bottom of our list is the translation that turns you into a big stone - lead beast and is foretell Azure Dust . The only underlying buff this transformation gives you is immunity to all position ailments , but those are such a rarefied threat that there ’s little reason to ask to dedicate an intact translation to fend off them .
When you actually practice it in armed combat , you ’re going to be dun with its irksome movement and attack fastness . Its elemental attack is a three - hit combo with your big head teacher that can do comme il faut damage if you land the entire string , but almost no enemy stands still long enough to pull it off . Your complaint attack does n’t have a lot of utility against bosses , but the Rockfall spell is n’t big . It allows you to jump into the tune and slam down to deal area of effect damage . If timed correctly , it can be a in force way to avoid a bang and hit back with your own .
Red Tides
The first shift you get is OK , but rather basic compared to most that come later . You could probably pretend based on this mannikin ’s burning at the stake leaf blade , but this shift ’s quirk is that it can inflict cut on foe . While that sounds powerful when you notice how burn mark can rive through your own health measure , it is n’t that impressive on the other ft .
Red Tides has a modest move leaning of just a close - range jazz group and scare away approach . You will require to dash in and get your combos move to get that burning status on as fast as possible with this form , but even if you’re able to manage it , there are ordinarily better choices .
Violet Hail
We think there are some people who could make Violet Hail oeuvre wonders , but it ’s probably too risky for most people to find useful . This form is all about poison , but also chance with your own HP in interchange for damage .
Your normal attacks will build up poison , but your heavy will hurt you as you put larvae on your brand that you could remove onto an enemy . If you do , you may then detonate them for damage and leave a little cloud you may touch to go back your HP . It ’s a heavily peril / reinforcement form that is toughened to make workplace . On the other hand , if you have the time to master it , it might end up being the best for you .
Umbral Abyss
Umbral Abyss is basically the Robert Frost reading of Red Tides , but with a safe move set . All your attack will build up Robert Lee Frost , which has more public utility company than burn , plus more range and mobility .
You have a standard attempt that construct up your focus with right range on your sword slashes , plus a heavy that is very dull , but with a big damage takings if you could get it to land . Your first of two spells buffet all your onset and improve your dodge by turning you into a swarm . The other is interchangeable to a stinger move where you lunge at your opposer from range to exit the gap with an flack .
Hoarfrost
This is an odd - looking transformation , which is allege something , but gets so high on our list for its tramp options that none of the others have . This is another frost - type , and that ’s just icing on the patty .
You have two introductory attacks that slash enemies with your tentacles at a estimable mountain chain and build up your focus just like most other transformations . Your go create a big frozen area that serves two purposes . First , any foe in it takes frost damage , which is always skillful , but the 2nd is that it also changes how your basic approach function .
Ebon Flow
If you love the staring armed combat of this game , Ebon Flow lets you really palpate like a warlike arts headmaster . Equipped with a monumental brand , this transformation does n’t bother with any elementary traits or resistances and is all about aggression .
Your main attack is ho-hum than most , but you may usually tank through a hitting or two without getting knock out of the liveliness and terminate up administer direction more damage than you take . The punishing needs to be used carefully because of its long charge - up , so wait for a stagger or moment when you recognise the enemy will be still to practice this . Unlike any other conformation , you also get a block push button here that builds focal point and that you’re able to then apply to go into the Windwalker form . This kick upstairs your dodge , plus extends how far you may home in with your even attacks .
Azure Dome
There ’s no competition in our heart ; Azure Dome is the most powerful shift in the game . You are immune to two of the four curse , shock and toxicant , plus you soak up frost and singe to get even stronger .
You trade your normal staff move for punches and leaping attacks , but this is the only form that countenance you keep your spell . If the base movement and immunities were n’t already good enough , access to magic spell alone makes this transformation borderline overpower .