| Chapter / level | Chapter 4 · boss levels 26 & 29 · Chapter 8 rematch at level 44 |
|---|---|
| Location | Pilgrim's Zone, Mountainous Region · rematch in the Crater Zone, Wasteland Region |
| Weakness | Acid (both sources) — Burn buildup rated highly effective (Fextralife) |
| Parry window | Horn swipe combo (1–3 hits) and the tail projectile volley |
| Cannot be parried | Spikes from below, homing ground spikes, horn charge |
| Phases | Second encounter adds a berserk second phase after the bar empties |
| Rewards | The Botan skill line across all three fights — details below |
Before the fight: what to bring
Taurus covers a huge radius and rarely holds still, so the loadout that works is one that keeps hurting it while you're out of melee range:
- Acid on everything. Equip Koo with a Bottle of Acid for damage plus corrosion buildup, and stock Acid Arrows and Acid Bolts for the bow and crossbow. Fextralife also singles out Koo's Amber Corrosive Fang as effective here.
- Bring a Bind. A bloom art or mod that binds is the single most useful tool in this fight — binding briefly incapacitates Taurus and is the cleanest answer to its habit of charging away. Higanbana: Roots works from the opening second.
- Raise Emma's defenses. Fextralife recommends going in with overall defense boosted; several of Taurus's chains end in an unblockable, and the second encounter hits noticeably harder.
- Save Entanglement Overdrive for a staggered or bound moment rather than firing it off on cooldown.
- Keep arrows in reserve for the second encounter's phase two, where ranged damage does most of the work.
If you're still assembling a loadout at this point in the game, the builds guide covers how captured Nushi skills slot together, and the combat guide covers parry timing — which in this game wants earlier inputs than Souls muscle memory expects.
Opening the fight
Taurus starts by rearing up on its hindlimbs. That animation is the free hit the fight gives you: bring up Koo's skill wheel immediately and bind it before the first swing lands, then unload melee or ranged damage until it recovers. From that point on the fight settles into its real rhythm — long chains of attacks separated by short recovery windows, with Taurus galloping across the arena between them.
Every attack and how to answer it
Game8 catalogued the moveset attack by attack; Fextralife's write-up describes the same set from the player's side. The important split is which moves are parryable — get that wrong and the unblockables will punish you badly.
| Attack | Tell | Counter |
|---|---|---|
| Horn swipe (1–3 hits) | Pulls its head to one side; usually two swipes, sometimes one or three | Parry each hit. This is your main source of Entanglement meter and Koo's Bloom Arts gauge |
| Projectile tail spikes | Tail grows, then fires three projectiles | Parry or dodge — often used while running away, so don't chase blindly |
| Spikes from below | Paws the ground, then stomps; a vertical line forms under you | Unparryable. Dash out of the area or perfect-dodge. In phase two it skips the paw tell entirely |
| Homing ground spikes | Stomp, then spikes travel toward you along a red ground marker | Unparryable. Dodge just before they reach you |
| Horn charge | Forms a unicorn-style horn, then charges straight at you | Unparryable — dodge. Long recovery afterwards makes this the best damage window in the fight |
| Horn swing → ground stomp | Swing followed immediately by a slam | Parry the swing, dodge the follow-up, then counter |
The chain pattern matters more than any single move. Game8's description matches what most players run into: Taurus opens at range, lunges in, chains horn swipes or an AoE slam, retreats, then throws one last projectile on the way out. The mistake that kills runs here is punishing too early — wait out the retreat projectile before committing.
The second encounter and phase two
The level 29 fight in Pilgrim's Zone is where Taurus gains a second phase: when the health bar empties, it enters a berserk-like state instead of dying. Attacks come faster, the paw-the-ground tell disappears, and Taurus spends even more time out of melee range.
- Switch to ranged as the default. Fextralife explicitly recommends leaning on ranged weapons here — Acid Arrows and Acid Bolts into the weakness.
- Read the red pings. With the wind-up tells shortened, the red ground markers become your primary warning for where the next spike attack lands.
- Keep Burn ticking. Building Burn through Koo's skills is reported as strong sustained damage in this phase, on top of the Acid weakness.
- Bind is still the panic button. Every time it charges away, a bind buys Koo a free window and buys you repositioning time.
The Chapter 8 rematch (level 44)
Taurus returns in the Wasteland Region's Crater Zone at boss level 44. The moveset carries over, so the counters above still apply — the difference is raw numbers and the fact that by Chapter 8 you should have a much deeper Acid kit and a stronger bind. Treat it as a damage check rather than a new fight to learn.
Rewards: what you capture
Taurus is the source of the Botan skill line. Our two sources agree on the shape of the progression and differ on one entry:
| Encounter | Rewards |
|---|---|
| Chapter 4, level 26 (first fight) | Nushi Skill: Charging Botan · Taurean Memories (Fextralife credits Memories to the initial encounter) |
| Chapter 4, level 29 (second fight) | Bloom Art: Botan: Chaser (Koo) · Blade Art: Botan (Emma) |
| Chapter 8, level 44 (rematch) | Botan: Chaser II · Finisher: Botan — Game8 additionally lists Blade Art: Dokuzeri here |
Source note: Game8 lists Blade Art: Dokuzeri among the level 44 rewards; Fextralife's reward list for the Wasteland encounter does not include it. We keep both accounts rather than pick one. Single-source reward listings stay provisional until a second source or an in-game clear confirms them.
FAQ
What is Taurus's weakness in Beast of Reincarnation?
Acid. Both launch guides reviewed here agree on the Acid weakness, and Fextralife additionally rates Burn buildup as highly effective. Restrain and Bind effects do not damage it but lock it in place for free damage windows.
Where do you fight Taurus?
Taurus is a Chapter 4 boss fought in the Pilgrim's Zone of the Mountainous Region at boss levels 26 and 29, then again as a Chapter 8 rematch at boss level 44 in the Crater Zone of the Wasteland Region.
Which Taurus attacks can be parried?
The horn swipe combo is the reliable parry window and can be parried on each of its one to three hits. The tail projectile volley can also be parried. The spikes-from-below, homing ground spikes and horn charge cannot be parried and must be dodged.
Does Taurus have a second phase?
In the second encounter, Taurus enters a berserk-like second phase when its health bar empties. Attacks come faster and it stops telegraphing the spikes-from-below with a ground paw, so lean on ranged Acid damage and read the red ground markers instead.
What do you get for beating Taurus?
The level 26 fight grants Nushi Skill: Charging Botan and Taurean Memories. The level 29 fight adds Botan: Chaser and Blade Art: Botan. The Chapter 8 rematch at level 44 grants Botan: Chaser II and Finisher: Botan, with Game8 additionally listing Blade Art: Dokuzeri.
Sources
- Game8 — How to Beat Taurus (chapter/level table, per-attack moveset with parryable flags, reward table, fight tips; checked Aug 10, 2026)
- Fextralife — Taurus boss guide (Acid weakness and Burn effectiveness, Pilgrim's Zone / Crater Zone locations, bind-opener strategy, phase-two berserk state, per-encounter rewards; last edited Aug 4, 2026)
- Game Freak / Fictions — Beast of Reincarnation PC Patch Notes v1.0.7 (official confirmation of boss balance adjustments across all difficulty levels; published Aug 9, 2026)