Boss Codex · By the PBZ Guide Team

Flame, Lion Dance Grandmaster Boss Guide

How to beat Flame in Phantom Blade Zero: the Lion Dance Hall, the guard-breaking fire stream, the pole phase, the Ho-Ho execution, Flameward, and the Dormant Flaming Mane reward.

Updated November 9, 2026 9 min read Advanced
On this page Location and unlock
Boss Codex Advanced
Last checked · November 9, 2026
A swordsman leaps toward a hulking pale, scarred ogre on a misty rocky riverbank, mountains fading into grey mist. © S-GAME

Flame is the Lion Dance Hall’s two-phase set piece and one of Pangzhen’s best fights. The first phase is a fire-and-chain duel; the second turns the arena into a burning pole stage with summoned Ho-Ho dancers. The fight is tuned around one defensive rule — the fire stream breaks guard, so dash sideways instead of blocking — and one execution prompt that players miss because it looks like a phase transition.

Location and unlock

Flame is a main-path boss in Pangzhen, Chapter 4, fought at the Lion Dance Hall. He is the region’s fifth mandatory boss, after Blaze, Cavalrybane, Wu Xuan, and Gu Wanyue, and before the Mandate detour and the later Green Serpent House block.

The Pangzhen route places him at step 5: open the Lion Dance Hall and defeat Flame for the Dormant Flaming Mane, then return to Lei Dang at Jingyang Hall to receive the Flaming Mane. The fight is mandatory; the follow-up hand-in is the part that turns the drop into a usable tool.

Reward and missable warning

The drop is the Dormant Flaming Mane. Taken to Lei Dang at Jingyang Hall, it becomes the Flaming Mane, an Artifice Phantom Edge that projects a flame stream, ignites, and burns brambles; its temper converts it to Chaotic Flame. The Flaming Mane is a route key, not just a weapon: it burns the brambles near the Pond of Fading Song for Leiting’s Thunder Mask, and it is used for the Red and Black Serpent House relics.

That makes the post-fight hand-in time-sensitive in practice. If you skip Lei Dang, you lose access to a mask and a Serpent key chain. The Pangzhen walkthrough and the Acolyte Masks guide track the dependencies. Boss drops are one-per-run.

Fight plan: phase one fire, phase two poles

Phase one: 88,830 HP. Flame fights with a censer-and-chain kit and a fire repertoire. The critical rule is the fire stream: it breaks guard, so do not block it. Dash sideways out of the lane, then re-enter after the stream ends. The rest of the phase includes a fireball/column, a leaping slam, and a charge. Punish after the slam and after the charge — those are the documented recovery windows.

Phase two: 98,700 HP, Final Dance. The arena changes. Flame adds a head thrust, a wide sweep, and another leap; he also perches on burning poles and summons Ho-Ho dancers. Do not attack the poles. The dancers are the objective, and the last one is the exit.

The Ho-Ho execution. The last Ho-Ho stops at roughly 25% health and must be executed with the interact prompt (E) to end the pole phase. This is the fight’s biggest tripwire: players keep attacking a dancer that is already defeated, or wait for a health bar to empty, and the pole phase drags on while the arena burns. When the last dancer stops, take the prompt.

Attack tells

Tell Response Punish
Fire stream Dash sideways — it breaks guard Re-enter after it ends
Fireball / fire column Sidestep the lane Punish the recovery
Leaping slam Dodge the impact Punish after the slam
Charge Sidestep, do not backpedal Punish after the charge
Head thrust (phase 2) Dodge Short counter
Wide sweep (phase 2) Guard or parry the blue portion Punish after the sweep
Burning poles / Ho-Ho dancers Do not attack poles Execute the last Ho-Ho at ~25%

The fire stream is the one tell that ignores the normal guard plan. Everything else follows blue-parry / red-dodge, with the slam and charge as the reliable punish windows.

Bring Flameward. The accessory cuts fire damage and Burn by 50%, and it is the single strongest documented pick for this fight. If you do not have it, build for fire resistance and survivability rather than raw damage.

A fast main with a short punish fits the slam and charge windows. A guard-break option helps in phase two, but the pole phase is about target priority and the execution prompt, not shield pressure. No elemental weakness is documented for Flame; do not assume water or frost is a shortcut. The best builds guide covers the fire-resistant setup, and the combat system explained covers the guard-break interaction.

Common mistakes

  • Blocking the fire stream. It breaks guard; dash sideways.
  • Attacking the burning poles. They are scenery; the Ho-Ho dancers are the objective.
  • Waiting for the last Ho-Ho’s bar to empty. Execute it at roughly 25% with the prompt.
  • Healing at range in phase one. The chain and fire cover the retreat lane.
  • Backpedalling the charge. Sidestep it.
  • Skipping the Lei Dang hand-in. The Dormant Flaming Mane is not the Flaming Mane.
  • Forgetting the mask and Serpent key dependencies. The Flaming Mane is a route tool.

Sources & confidence

The 88,830 and 98,700 HP values, the fire-stream guard break, the dash-sideways response, the fireball/column, leaping slam, charge, phase-two head thrust, wide sweep, leap, burning poles, Ho-Ho dancers, and the ~25% execution prompt all come from the AllThingsHow Lion Dance Grandmaster breakdown, cross-checked against KeenGamer and the Pangzhen route. Flameward’s 50% fire/Burn reduction comes from the accessory guide. The Dormant Flaming Mane’s repair into the Flaming Mane and its bramble/mask role come from the Phantom Edges table and the Acolyte Masks route. No elemental weakness is documented, so none is claimed.

Sources & further reading

We link to the primary source for every hard number. If a source conflicts, we say so in the text.

By the PBZ Guide Team · Reviewed by the editorial desk Written in English from primary sources and cross-checked play routes. Spot an error? Tell us and we will update the guide. We link to the primary source for every hard number. If a source conflicts, we say so in the text.

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Field notes

© S-GAME / editorial use
A swordsman leaps toward a hulking pale, scarred ogre on a misty rocky riverbank, mountains fading into grey mist.
Two fighters face each other in a flooded village street littered with floating paper talismans, one crouched low in a wide hat, the other kneeling with a huge white blade amid drifting mist.
An ornate black metal mask with glowing red eyes and gold trim fills the frame, with a blade crossing the foreground and fire burning behind.

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