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Xingli
May 8, 2026 at 09:13 AM
Removed 1 duplicate section(s) from same parent
Xingli is the Chapter 7 finale boss in Honor of Kings: World. The fight occurs during Jixia Chapter 7: Battle of Return to Void after the Dragon Banner Valley statue trials and the forged-spirit boss sequence.
Story route: Jixia Chapter 7: Battle of Return to Void
Lead-in region: Dragon Banner Valley
Fight type: two-phase story boss

The first phase is a fast human-form duel. Xingli uses a greatsword, moves quickly, and has several ways to punish careless aggression.
He can enter a guard stance and parry frontal pressure.
His red-light attack sends out three phantom greatswords while his body stays in place.
He can surround the player with three phantom blades that later stab inward and punish failed movement with a stun.
He also has a glowing charge-up thrust and a binding grab sequence that can force heavy damage if not avoided.

At roughly half health, Xingli enters the Godpattern phase and begins fighting alongside a giant. This completely changes the arena read. The player now has to monitor both Xingli and large telegraphed giant attacks.
Xingli and the giant can bring their swords down together, with golden ground lines marking the danger zone.
Once Xingli's lower white bar is broken, he jumps to the giant and the giant begins wide arena sweeps.
The key mechanic is the combined charge skill: when Xingli and the giant start channeling, the player must break Xingli's white bar before the cast completes.
If the interrupt fails, the giant drives its sword into the ground and releases two full-arena attacks.
Xingli is the payoff fight for the early Jixia arc. He closes the Return to Void route, tests everything the player has learned about red-light counters and posture breaks, and turns Chapter 7 into the first story finale with a true dual-pressure boss format.
Attack | Behavior | Counter |
|---|---|---|
Sword Combo | Multi-hit greatsword combo with quick step-in attacks | Lateral Perfect Dodge; punish recovery between strings |
Guard Stance | Defensive stance that parries frontal pressure | Stop attacking; wait for the stance to drop or bait it with a feint |
Phantom Greatswords | Red-light attack that sends out three phantom blades while his body remains in place | Red-Light Counter the cast for a large counter window |
Phantom Blade Cage | Three phantom blades surround the player, then stab inward and stun on contact | Move out of the cage radius before the inward stab; staying still is the failure mode |
Charge-Up Thrust | Glowing wind-up into a long forward thrust | Sidestep at the apex of the wind-up |
Binding Grab | Telegraphed grab sequence that forces heavy damage if not avoided | Dodge backward or laterally before the grab connects |
At roughly half health, Xingli enters the Godpattern phase and begins fighting alongside a giant. This completely changes the arena read. The player now has to monitor both Xingli and large telegraphed giant attacks.
Attack | Behavior | Counter |
|---|---|---|
Combined Sword Drop | Xingli and the giant bring their swords down together; golden ground lines mark the danger zone | Stay outside the marked zone; the gold lines are the most important visual cue in this phase |
Bar Break Ride | Once Xingli's lower white bar is broken, he jumps to the giant and the giant begins wide arena sweeps | Be ready for the arena to expand; the giant's sweeps cover most of the floor |
Combined Charge Skill | Xingli and the giant start channeling together; if uninterrupted, the giant drives its sword into the ground and releases two full-arena attacks | Break Xingli's white bar before the cast completes. White-bar interrupts during this skill matter more than greed damage. |
Phase One Carryover | Even with the giant active, Xingli still keeps most of his phase-one sword patterns | Watch for the same red-light tells used in phase one; counter response remains the same |
Golden line telegraphs are the single most important cue in phase two. If a line is forming, get out before the strike lands.
The white-bar interrupt during the shared charge sequence is the highest-priority window in the fight. Skipping it costs more than missing a few extra hits ever earns.
Even with the giant active, Xingli keeps most of his phase-one sword patterns; the counter rhythm does not change between phases.
Resonance | Why It Works |
|---|---|
Hot-swap weapon flexibility for both the agile phase one and the big-bar interrupt window in phase two. | |
Group control still helps in phase two when the giant's adds appear; her orb tools generate quick interrupt pressure. | |
Ranged poke covers the gold-line danger zones better than melee Resonances when the player needs to retreat from the combined drop. |