Balance changed on August 9. Update 1.0.7 lists "various balance adjustments to bosses across all difficulty levels". The official notes don't itemise which bosses changed, so treat the level figures below as launch-week (pre-1.0.7) — weaknesses and rewards are unaffected. See the patch notes tracker.
Quick answer: Erymanth is a late-game Nushi you meet in Chapter 12, at boss level 47 — the second-highest level of any named Nushi before the final boss. It is weak to Explosive, and it is the source of the Kiku skill line.
WeaknessExplosive
ChapterChapter 12
Boss level47
TrophyErymanth's End (Bronze)

Where you fight it, and at what level

By Chapter 12 you are near the end of the roster. Erymanth and the Kunai & Kirin rematch both sit in this chapter, which makes it the densest boss chapter in the game.

EncounterBoss levelSkill reward
Chapter 12Level 47Kiku: Bloom Strike II, Finisher: Kiku

A single encounter, and clearing it awards the trophy immediately.

Fextralife and OSLink both place the fight in The Capital (Capital Zone). The level is unusually well established: it is not just guide-sourced, a full playthrough recording shows the on-screen health bar reading "Lv. 47 Erymanth", which is the game's own text.

What it is: a boar. The internal achievement identifier is ACH_NUSHI_WILD_BOAR, and the name comes from the Erymanthian Boar of the fourth labour of Heracles. That matters practically — nearly everything it does is a tusk attack, telegraphed by where the tusks go.

Next: Explosive is the weakness, and there is no Explosive sword in the game — your damage has to come from ammunition and from Koo. Check what you're actually carrying before the attempt.

See every weapon and its element

Erymanth's moveset

Seven attacks. The defining trait is that every one of them has a visible delay before it commits — which sounds forgiving until you learn the trap that comes with it (see below).

AttackWhat happensParry?
Double SpinSpins twice, attacking with its tusksYes — the delay while it spins is generous
Two-Tusk SwipeTwo tusk swipesYes, but noticeably faster than the spins
5-Hit Tusk ComboStarts glowing red, then three consecutive tusk swipes into the double spinLong string — commit to the whole sequence rather than trying to punish partway
Tusk SlamRaises its tusks slowly, then slams down, sprouting spikes where Emma is standingReposition during the wind-up. Where you are when it lands is what matters
Floral SlamSame shape as the Tusk Slam but from closer, with flowers sprouting insteadTell them apart by the roots appearing in the ground during the wind-up
Seed BulletsShakes, then fires seeds from the flower on its backSidestep
ChargeTusks flash red and it scrapes a hoof, pauses, then charges very fastNo. Must be dodged. This is the one move that will kill you for holding the parry button
Red glow is not a universal rule in this game. On Nue and Shidou a red glow reliably means "cannot be parried". On Erymanth it does not: the 5-Hit Tusk Combo also glows red and is a normal parryable string, while the Charge is flagged by red on the tusks plus the hoof scrape. Learn Erymanth's two tells separately rather than importing the rule from another fight.

How to beat it

  1. Do not parry early. This is the counter-intuitive part. Erymanth's attacks are slow, and Game8 warns explicitly that parrying too early on a slow attack means you take the damage instead. Wait longer than feels right.
  2. Use the wind-ups as damage windows. While it is charging up an attack, that is when Koo's skills and Emma's ranged weapons go in.
  3. Bank Entanglement for staggers. Once it is staggered, trigger Entanglement to extend your damage window — but don't spend the gauge unless you are confident it will not get up and interrupt the combo.
  4. Ration your Explosive ammo. Explosive Arrows cap at three carried, Explosive Bolts at eight. Save what you can for phase two.

Phase two: the dust clouds

Erymanth has two phases. In the second, every attack it makes throws up dust that partially obscures your view — which attacks the one thing this fight otherwise gives you for free, the readable wind-up. Game8's advice is to expect it and reposition rather than trying to fight through the cloud.

One further note on the arena, from a launch-week gameplay clip: the space is narrow enough that dodging the Charge is unreliable, and some players end up parrying it out of necessity even though Game8 says it cannot be parried. Treat that as one player's workaround in a bad spot, not as a contradiction of the move's parry verdict.

What to bring

Build for Explosive. There is a real gap here that other guides skip over: none of the swords on our weapons page are Explosive — the element list runs Fire, Lightning, Poison, Acid, Water and None. So the weakness has to be exploited through ammunition and Koo, not through your blade.

  • Explosive Arrows (damage 97, blast radius 2.0, 3 carried) — high value, very limited stock.
  • Explosive Bolts (damage 10, blast radius 2.0, 8 carried) — weak per shot but sustainable; pair with the Spring Thunder Crossbow for pressure.
  • Koo: Lay Landmine, plus Bombs. Fextralife names these specifically, and they are your main Explosive throughput.
  • For your sword, stop chasing the element. Since no blade matches, take a passive that helps instead: Purity (Vampiric Blade, 8.5% lifesteal) for survivability, or Cirrus Sword (Emma + Koo damage ×1.07) for output.
  • If you prefer to run a buildup element anyway, Sunrise Sword (Fire, Burn buildup +6) is the defensible pick — Fextralife mentions Burn as effective on top of Explosive in two separate places on its page, whereas its second suggestion is inconsistent (see below).

At boss level 47 this is a late fight. If you are arriving under-levelled, Amber farming and a respec are the fastest corrections; Koo's command list covers the skill side.

What we haven't verified

Correction, August 13: this page previously said we had no move-by-move breakdown. Game8 has published one, which we read directly in-browser rather than through a search summary. The table above is theirs.

  • No resistance percentages exist for any boss in this game. Explosive is a qualitative weakness.
  • No recommended player level is published. 47 is the boss level. We are not turning that into advice about when to come back.
  • Fextralife contradicts itself on the secondary buildup: its summary says "Burn or Poison", its body text says "Burn or Corrosion". Burn is the only one that appears in both, which is why we recommend Burn and leave the other two out.
  • What triggers phase two is not documented — no source gives a health threshold.
  • Beware search-engine summaries on this boss. Several AI summaries attribute poison clouds, lasers, crescent projectiles and unparryable lightning to Erymanth. Those belong to the Chapter 13 final boss, not to this fight. We hit that mix-up twice while researching this page.
  • Update 1.0.7 made unlisted boss balance changes. Weaknesses, tells and rewards are unaffected; difficulty impressions are launch-week.

Sources

  • Game8 — "How to Beat Erymanth" (the seven-move attack table, the "don't parry too early" warning, the Entanglement advice and the phase-two dust clouds; read directly in-browser on August 13, 2026)
  • Fextralife — Erymanth (The Capital location, Lay Landmine and Bombs, the Burn/Poison vs Burn/Corrosion inconsistency noted above; checked August 13, 2026)
  • OSLink — boss location guide (Capital Zone placement; checked August 13, 2026)
  • Game8 — "List of All Bosses" (weakness, chapter, boss level and skill rewards for every Nushi; read August 10, 2026)
  • PowerPyx trophy guide (the Erymanth's End trophy and its tier, confirming this is a required story fight; checked August 10, 2026)

We do not own the game and do not run first-hand benchmarks or playtests. Every figure on this page is attributed to a named third-party source, and anything we could not verify is marked as unverified rather than filled in.