Boss Codex · By the PBZ Guide Team

Yuding Boss Guide: The Training Grounds Puppet

How to beat Yuding in Phantom Blade Zero: the Training Grounds route, the sweep guard, the last-quarter grab warning, the Crescent Blade reward, and the Four Great Puppets requirement.

Updated November 9, 2026 7 min read Advanced
On this page Location and unlock
Boss Codex Advanced
Last checked · November 9, 2026
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. © S-GAME

Yuding is the second mandatory boss in Mirage Estate and the twelfth of the Four Great Puppets. He is a sweep-heavy puppet with a simple defensive answer — guard the sweeps — and one brutal exception: in the last quarter of his bar, the grab can kill. The fight is about staying disciplined when the health bar is almost empty.

Location and unlock

Yuding is a main-path boss in Mirage Estate, Chapter 10, fought at the Training Grounds. He is the second of the estate’s three mandatory bosses, after Qiu Feng at the Mourning Hall and before Lei Dang at the Perfect Vessel Pond.

The Mirage route places him at step 4: use the Opera Ticket, defeat Qiu Feng, then continue to the Training Grounds and defeat Yuding for the Crescent Blade. There is no unlock condition beyond the estate route.

Reward and missable warning

The drop is the Crescent Blade, a two-handed weapon built around Crescent Storm, which enters Qinglong Form for 30 seconds. Its Qinglong Cleave executes weaker enemies. That makes it a strong crowd and execution tool, and it is one of the four Great Puppets’ rewards.

Yuding is mandatory, so the drop is not missable on a completed run. He also counts toward the Four Great Puppets achievement, alongside Yuzan, Yubi, and Yucong. The estate’s missable content is the fifth Long Pillar and Quick Hand’s Last Treasures, not Yuding himself. Boss drops are one-per-run.

Fight plan: guard the sweeps, respect the last quarter

The boss table’s line is “guard sweeps; last-quarter grab kills.” The fight has two rules.

Guard the sweeps. Yuding’s wide horizontal attacks are a guard check, not a dodge check. Hold guard through the sweep and look for the recovery. Dodging the first sweep often puts you back into the second, and the guard is the safer read.

Respect the last quarter. Once Yuding is below roughly 25% health, the grab becomes lethal. Do not greed for a kill combo in the last quarter; take short punishes, keep your distance when the grab wind-up starts, and dodge the grab rather than trying to guard or parry it. The fight is won by finishing cleanly, not by racing the bar.

Punish after the sweep. The end of the sweep is the damage window. One short combo, then reset. In the last quarter, shorten the combo further and prioritize the dodge.

No HP value, phase count, or named moveset is published beyond the last-quarter warning. Treat the fight as a single-phase sweep-and-grab check.

Attack tells

No full colour map or named moveset is published. The documented tells are the sweep and the last-quarter grab; the rest is universal grammar.

Tell Response Punish
Wide sweep Guard through it Short combo after the recovery
Grab, last quarter Dodge — it can kill Do not guard or parry
Blue-flash hit Parry Sha-Chi pressure
Red-flash hit Dodge Do not block or parry
Low health Shorten combos Finish cleanly

The last-quarter grab is the fight’s real boss. If you are at low health when Yuding enters the last quarter, heal before you commit to the finish rather than after a failed greed.

Bring a guard-friendly main with a short punish. The sweep phase rewards a stable guard and a clean counter; the last quarter rewards discipline over damage. A heavy weapon is fine for the punish but makes the grab dodge harder if you are mid-animation.

The Crescent Blade is the reward, and its Qinglong Form is strong for the estate’s remaining content, but it is not required for Yuding. No elemental weakness is documented. Puppets are Bleed-immune, so do not bring a Bleed plan as your primary. The best builds guide covers the guard and execution options.

Common mistakes

  • Dodging the sweeps instead of guarding. The guard is the documented answer.
  • Greeding in the last quarter. The grab kills; shorten your combos.
  • Trying to parry the grab. Dodge it.
  • Healing after a failed greed instead of before the finish. Reset the fight’s rhythm.
  • Bringing Bleed as the main plan. Puppets are immune.
  • Skipping the Training Grounds. Yuding is mandatory and part of the Four Great Puppets.
  • Rushing past the estate’s optional content. The fifth Long Pillar and Quick Hand’s treasures close before Lei Dang.

Sources & confidence

The Training Grounds location, mandatory status, Crescent Blade reward, sweep-guard instruction, and last-quarter grab warning come from the boss table and the Mirage Estate route, which draw on PowerPyx’s played walkthrough and KeenGamer’s boss list. The Crescent Blade’s Crescent Storm, Qinglong Form, and Qinglong Cleave come from the all-weapons table. The Four Great Puppets grouping comes from the compendium’s achievement section. No HP value or named moveset is published, so the guide stays with the documented sweep and grab rules.

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
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.
An ornate gold-masked warrior in purple robes and layered armor stands beside a hulking pale, veined giant bound with chains in a dark hall.

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