Which Difficulty Should You Choose?
· 5 min readPathbreaker is the most useful starting point for players who want Phantom Blade Zero's standard challenge, while Wayfarer suits a story-focused run and Hellwalker suits players who want more demanding enemy behavior. This is a recommendation based on the collected mode descriptions, not a claim that one setting is objectively best. Choose for the kind of learning and repetition you enjoy rather than for a perceived requirement to prove yourself.
Wayfarer: learn at a gentler pace
Wayfarer is the official story-oriented option. The collected descriptions emphasize less aggressive behavior and more forgiving opportunities to engage with the game's cinematic combat, rather than eliminating the combat altogether. You still benefit from learning the difference between guarding, parrying and dodging, because those actions explain how the rest of the game fits together.
A gentler setting can make room to experiment with weapons instead of repeatedly returning to the same safe action. That is useful if the spectacle, exploration and side stories are what brought you to the game. Choosing it does not turn a missed quest into a completed one, so keep progression decisions separate from combat difficulty.
Pathbreaker: the default recommendation
Pathbreaker occupies the middle of the initial difficulty selection and is described as the normal setting in the reviewed coverage. It gives you a reason to manage Sha-Chi and read attacks without immediately taking on the extra demands associated with Hellwalker. Start here if you want the combat systems to matter but do not yet know whether the hardest version of every encounter will be enjoyable.
Judge the setting after you have tried weapon switching and basic upgrades, not only after your first difficult boss. A weak loadout or a misunderstood defensive cue can make the game feel harder than its difficulty label suggests. If the challenge is still obstructing the experience you want, use the game's difficulty options rather than treating a guide's recommendation as an obligation.
Hellwalker and the separate 66 Days mode
Hellwalker changes the demands of enemy behavior and attack patterns, not simply the amount of health you must remove. A strategy demonstrated on another setting may therefore show fewer actions or more generous recovery windows than your own encounter. That distinction is particularly important when using a short boss video as a timing reference.
66 Days adds a finite-life rule on top of the high difficulty and is unlocked separately. It should not be confused with an ordinary first run on Hellwalker, nor with a real-time timer that begins when you install the game. The official FAQ describes each death consuming a day and the playthrough ending when the allotted days are exhausted.
Choose around the part of combat you enjoy
A player who mainly wants to explore Soul's story has a different reason for choosing Wayfarer than someone who wants to practice demanding defenses on Hellwalker. Neither choice changes the need to understand the equipment descriptions and the difference between red and blue attacks. Use the mode description to set expectations, then judge the actual encounters rather than treating the difficulty name as a ranking of players.
Keep technical problems separate from that decision. A missed defense during an obvious hitch is not a useful measure of whether the selected difficulty suits you. Resolve repeatable input or performance issues before using those attempts to decide that the combat itself is beyond your preferred challenge.
Read the attack before choosing your response
Blue and red attack cues call for different defensive actions. A blue flash is your cue to prepare a well-timed parry, while a red attack needs a dodge rather than an ordinary block. The useful timing is tied to the attack connecting, so watching the whole animation matters more than reflexively pressing a button at the first colored light.
Holding guard and performing a timed parry are not interchangeable. Guarding can keep ordinary hits from damaging your health, but it consumes Sha-Chi and can leave you exposed if you let the meter run out. A successful timed defense gives you a better opportunity to reduce the enemy's guard and create the opening that your heavy attacks need.
Practice one recognizable sequence at a time and judge whether your response happened too early or too late. The same color does not mean every enemy uses the same delay, and a multi-hit sequence can continue after your first successful defense. Keep watching until the combination actually ends before committing to a long attack or a medicine animation.
Use weapon switching to protect your Sha-Chi
Weapon switching has a defensive purpose as well as an offensive one: it restores Soul's Sha-Chi. Blocking and heavy attacks spend that resource, so an otherwise comfortable fight can turn dangerous when you keep using the same weapon with an almost empty meter. Switch before the enemy breaks your guard, then decide whether the next opening is safe enough to attack.
The switch has a cooldown, which prevents it from being an unlimited answer to every incoming hit. Watch the enemy's guard meter alongside your own instead of emptying your resources whenever a combo becomes available. When the enemy is about to recover from a break, ending your attack early can leave you better prepared for the next exchange.
A practical pairing gives each weapon a recognizable job. One can build damage or a status effect while the other helps you recover, control a crowd or create a break. That division is more useful than choosing two names from a ranking and treating their individual damage ratings as proof that they work well together.
Match healing to the opening you have
Your medicine selection should answer the kind of damage you are taking. A direct heal is useful when you need health immediately, while a restorative that works over time asks you to survive long enough for its benefit to arrive. Some options also restore Sha-Chi, reduce damage or help with ailments, so the largest healing number is not automatically the best choice.
Bells restore health and refill medicine uses in the standard game. Ordinary defeated enemies do not respawn just because you rest, which makes a cleared route back to a Bell valuable when you are low on supplies. This is a different situation from choosing to drink during an active boss combination, where the opening itself determines whether the heal will help.
You can equip two medicine types, allowing a more immediate recovery option to sit beside a longer-lasting buff. Check the remaining charges of the selected medicine before entering another encounter and use the item description to distinguish gradual recovery from an instant effect. If healing feels weak rather than completely unresponsive, inspect your upgrades and equipped accessory effects before treating the input as broken.
Sources & further reading
Sources reviewed November 5, 2026. Recommendations summarize published guidance, not first-hand testing by this wiki.
- Phantom Blade Zero Difficulty Modes Explained: Which to Pick, 66 Days Mode and How Long to Beat
- Phantom Blade Zero - which difficulty is right for you?
- Phantom Blade Zero - PS5 Games | PlayStation (US)
- How to Master Combat in Phantom Blade Zero
- Phantom Blade Zero Combat Guide and Tips
- Things Phantom Blade Zero Doesn’t Tell You - Phantom Blade Zero Guide - IGN
- The Best Weapons in Phantom Blade Zero
- Complete Guide To Healing In Phantom Blade Zero
- The Best Medicines in Phantom Blade Zero - Maxroll.gg
- How To Upgrade Weapons, Medicines, and Trinkets - Phantom Blade Zero Guide - IGN
- Phantom Blade Zero Director Insisted It Isn't a "Soulslike", but Day One PC Mods Add FromSoftware's Enemy Respawns and Boss Resets