Gaming Guide

Stone Hand Iron Fever Boss Fight in Phantom Blade Zero: Moveset, Attacks and Tips

Stone Hand Iron Fever's main attacks, what each one costs Soul on Pathbreaker, and the dodge or parry that answers it.

Stone Hand Iron Fever’s main attacks, what each one costs Soul on Pathbreaker, and the dodge or parry that answers it.

Soul facing Stone Hand Iron Fever on the path through the clearing, Phantom Blade Zero

Quick answer: Counter Iron Fever’s punch sequences, evade the red-flash grab and airborne slam, let his lengthy combos finish before retaliating, and heal only from a distance of at least 4 m.

Stone Hand Iron Fever is a bare-knuckle brawler in iron gauntlets, a horned red demon mask, and chains across his bare chest. He hits fast and often. He also has a huge health bar, which makes this a very long fight.


Stone Hand Iron Fever at a glance

DetailValue
Name bar“STONE HAND IRON FEVER”
Health33,062 HP (Pathbreaker and Wayfarer)
LocationCrimson Forest, below the Mirrorwood Entrance bell
WeaponsFists in iron gauntlets
Respawn pointMirrorwood Entrance bell, full HP and heals
RewardIron Gauntlets (Martial Phantom Edge)
Fight lengthLong: he has a large health pool

Lowering the difficulty does not reduce his health. He has a large health pool, so expect a long fight. Death restores his entire health bar. You respawn at the bell with full HP and all heals restored.


Where the fight happens

The fight takes place in a muddy clearing among ruined wooden scaffolds and large, pale tree roots. From the Mirrorwood Entrance bell, descend two ladders to get there. The opening cutscene appears on your first visit only; Iron Fever attacks as soon as it ends. On subsequent attempts, entering the clearing triggers his charge. For his position in the overall sequence, see the full list of bosses.

Stone Hand Iron Fever charging at Soul across the muddy clearing in Crimson Forest, Phantom Blade Zero

Have your guard or dodge ready the moment you get control back, because his first rush comes immediately.


Stone Hand Iron Fever’s attacks

Damage figures are rounded and show what each hit costs Soul on Pathbreaker, where Soul has 892 max HP. His punches start sooner than the wind-up suggests. The first hit of a string often connects about half a second after he begins it.

AttackTellDamage to SoulAnswer
GrabRed flash, lunge from about 4 m~235 + ~118 follow-upDodge, then dodge again
Leaping slam / jump attackRed flash, leap from a few metres~280Dodge as he lands, then punish
Leaping dust slamJumps up, dust cloud on landingVariesLeave the landing spot
Long four-hit comboWide swinging strikes~520 for the full stringParry or guard throughout
Bounding leap and flurryBounds in from 8-9 m~350Let him land, parry the flurry
Back-off rushHops back, pauses, rushes in~235 (~330 on Wayfarer)Hold position, defend the rush
Quick punch stringsTwo or three fast punches~118-141 per punchParry

The leaping dust slam is easy to spot: he jumps high and crashes down where Soul is standing, throwing up a cloud of dust and debris. Move out of the landing spot instead of blocking in place.

Stone Hand Iron Fever leaping down onto Soul in a burst of dust, Phantom Blade Zero

Red-flash attacks: the grab and the leaping slam

A red flare forms around Iron Fever and his name bar turns red before he uses the grab or leaping slam. The combat tutorial instructs you to dodge shortly before a red-flash attack connects; parrying is not the answer.

Red flash on Stone Hand Iron Fever's name bar as he closes in, Phantom Blade Zero

The grab does the most total damage in the fight. Four grabs in one run on Pathbreaker cost about 700 HP. Most of them landed because Soul walked back in to punish after the first dodge. Iron Fever can lunge a second time, so plan on a second dodge for the follow-up lunge before you close the distance.

Stone Hand Iron Fever grabbing Soul at close range, Phantom Blade Zero

The leaping slam starts a few metres away: he jumps at Soul and comes down with a heavy blow that cost about 280 HP on Pathbreaker when it landed. Dodge as he comes down, then punish while he recovers.

Red flash and sparks as Stone Hand Iron Fever's leaping blow lands, Phantom Blade Zero

The long four-hit combo

This string goes on longer than it looks. After the third swing, more blows keep coming for about another half second, and hitting back at that point gets you a 141 HP punch. Stay on guard or keep parrying until he stops, about 2 seconds after the combo starts. Punish only after that.

Stone Hand Iron Fever swinging into a long combo on the riverbank, Phantom Blade Zero

Bounding leap, back-off rush, and punch strings

  • Bounding leap: dodging before he arrives lets the follow-up flurry connect. Let him land, then parry the blows.
  • Back-off rush: when he hops back and pauses, don’t walk toward him. The rush comes right after.
  • Quick punch strings: his most common attacks are short two- and three-punch strings, about 118-141 HP per punch. One fast three-punch flurry dealt about 60 HP per strike, roughly 410 HP across one run.

Parrying, punishing and healing against Iron Fever

His quick punch strings are the most dependable attacks to parry, and the blue flash confirms a successful parry. Punish with a brief combo after a clean parry or while he is standing still.

Blue flash of a clean parry against Stone Hand Iron Fever's punch, Phantom Blade Zero

Iron Fever chatters throughout the battle and frequently pauses between attacks. These pauses offer your safest chances to act.

  • Heal only when he is at least 4 m away. Heals started next to him got cut off by his next punch.
  • You carry only three heals against a very large health pool, so avoiding hits matters more than healing.
  • After dodging, hold your position instead of pursuing him: his follow-up lunge and back-off rush can punish a chase.
  • Bell visits restore your Phantom Edge uses, so use every charge in this fight (see Remnant Spark for more).
Soul healing while Stone Hand Iron Fever stands back across the clearing, Phantom Blade Zero

During the fight the game shows “Press 1 to switch weapons and fully restore Sha-Chi!” Use it whenever Sha-Chi runs low. The weapon switch refills it.

When Pathbreaker feels slow and punishing, switching to Wayfarer can help you stay alive. You may change difficulty whenever you like, but his HP remains 33,062.


Stone Hand Iron Fever reward: Iron Gauntlets

Beating Stone Hand Iron Fever gives you the Iron Gauntlets, a Martial Phantom Edge with Damage 261 and Guard Break 223. The item card reads:

“A pair of heavy, unadorned iron gauntlets. Their spikes and striking plates have been polished bright through countless battles. They have high Shield-Breaking power and build Fist Focus, making each attack more powerful.”

Iron Gauntlets reward card with Damage 261 and Guard Break 223, Phantom Blade Zero