Seven Judgments
The Seven Judgments is a multi-phase boss fight where defeated allies can be revived if not dealt with quickly. Sha-Chi depletion is the key mechanic -- bosses regain resources the longer the fight drags on.
Phase Breakdown
Phase 1 — First Judgment
A single judgment entity with fast sword combos. Teaches you the parry timings for the rest of the fight. Focus on learning its attack patterns rather than dealing damage.
Phase 2 — Two Judgments
Two entities spawn. One fights you while the other may try to revive a downed ally. Priority: interrupt revives immediately using Dragon Fire or any ranged Phantom Edge.
Phase 3 — Three Judgments
All three entities active. This phase is a resource management test. Rotate between them, draining Sha-Chi with parries and using AoE Phantom Edges to keep them staggered.
Attack Patterns
| Attack | Type | Description | Counter |
|---|---|---|---|
| Swift Slash | Brutal | Quick horizontal slash | Parry (wide window) |
| Judgment Strike | Brutal | Overhead slam with AoE | Parry or dodge sideways |
| Vengeful Dash | Killer | Teleport thrust attack | Ghoststep through |
| Revival Channel | Special | Channels to revive fallen ally | Interrupt with any attack |
Inverse Heaven
Inverse Heaven is a hidden dual-boss encounter. Two bosses with linked health pools and complementary attack patterns. Ghoststep timing is essential to avoid being cornered.
Phase Breakdown
Phase 1 — Paired Assault
Both bosses active with staggered attack patterns. One attacks while the other positions. Focus on positioning to keep both in view -- getting flanked is the main danger.
Phase 2 — Heaven's Wrath
At 50% HP, both bosses gain new attack strings and reduced cooldowns. Attack speed increases significantly. This phase relies on perfect Ghoststep counters.
Attack Patterns
| Attack | Type | Description | Counter |
|---|---|---|---|
| Heaven's Slash | Brutal | Wide sweeping arc | Parry -- opens them to counter |
| Shadow Pin | Killer | Ground stab with follow-up | Ghoststep behind, punish |
| Dual Strike | Killer | Both bosses attack in sync | Ghoststep through one, creates opening |
Ogre Hammer Lord
Ogre Hammer Lord is a heavy-hitting boss that uses dust clouds to obscure vision. Most of his attacks are slow but devastating. This fight tests your dodge discipline more than any other.
Phase Breakdown
Phase 1 — Heavy Strikes
Slow, telegraphed hammer swings. Kicks up dust that lingers and obscures the arena. Stay mobile and attack from angles the boss isn't facing.
Phase 2 — Enraged
At 40% HP, boss becomes faster. Dust clouds appear more frequently and last longer. Ground pounds create shockwaves. Requires precise dodge timing.
Attack Patterns
| Attack | Type | Description | Counter |
|---|---|---|---|
| Hammer Slam | Brutal | Overhead slam with dust blast | Side dodge, punish recovery |
| Dust Kick | Brutal | Kicks dust to blind you | Parry -- timing is tight but rewarding |
| Ground Pound | Killer | AoE shockwave ring | Jump over the ring or Ghoststep through |
| Enraged Charge | Killer | Rushes forward with hammer dragging | Side dodge, punish from behind |
Snake Sovereign
The Snake Sovereign was featured in the Year of the Snake trailer. A serpentine boss with fast strike patterns and long-range whip attacks. Speed is its weapon -- this fight rewards aggression over patience.
Phase Breakdown
Phase 1 — Serpent's Coil
Fast whip strikes and tail sweeps. The boss circles you constantly, attacking from unpredictable angles. Focus on closing distance -- it's weaker up close.
Phase 2 — Venom's Release
At 50% HP, the boss gains poison AoE attacks and a devastating multi-hit combo. Attack strings are longer and harder to interrupt. Quick parries are essential.
Attack Patterns
| Attack | Type | Description | Counter |
|---|---|---|---|
| Tail Whip | Brutal | Wide tail sweep, hits behind | Parry or jump over |
| Venom Spit | Killer | Ranged poison projectile | Dodge sideways, closes distance after |
| Rapid Coil | Killer | Multi-hit spinning attack | Ghoststep out, punish end lag |
General Boss Tips
Brutal Moves have a blue flash indicator. Parry these to drain enemy Sha-Chi and create openings. Every boss uses them at predictable HP thresholds.
Killer Moves have a red flash. Never parry these -- dodge to trigger Ghoststep, teleporting behind the boss for a free combo window.
Most bosses are invulnerable during phase transitions. Use this time to heal, reposition, and swap Phantom Edges. Don't waste Sha-Chi trying to hit through immunity.