Boss guide - demo

Seven Judgments

The fight that punishes spreading damage. If you are hitting whatever is nearest, you are healing the boss.

Part of this page comes from preview coverage of a build that is not final. Anything marked Preview is rewritten once the retail build is playable.

Updated 20 Oct 2026 2 min read Independent guide

The short answer. Identify the supporters first. They can sacrifice their own health to heal the leader, so damage spread across the group is damage undone. Kill in the right order or do not bother.

Seven Judgments at a glance
WhereDemo headliner, State of Play showcase
TypeMulti-phase ensemble fight
ThemeBuilt around a Big Dipper formation
MechanicSupporting figures sacrifice health to restore the leader
TestsTarget prioritisation, burst discipline

Why killing the wrong one loses the fight

Most multi-enemy fights in action games are a damage race with extra bodies. This one is not. The supporting figures can spend their own health to heal the leader, which inverts the usual logic: chipping away at the group is not progress, it is a donation.

The fight therefore rewards a specific behaviour that the rest of the game does not especially train: deliberate, concentrated burst on a chosen target, followed by a clean transition to the next one.

Target order

  1. Find the healer behaviour, not the biggest health bar. Watch one full cycle without committing to damage. The figure that moves to the leader and channels is your first target.
  2. Kill it in one window if you can. Partial damage on a support that can heal itself is wasted effort.
  3. Then take the next support. Stay on the pattern until the healing stops.
  4. The leader last. Once nothing is restoring it, the fight becomes a normal duel with a wider arena.

Meter discipline. This is the fight where holding Sha-Chi is worth more than spending it. A support that survives on a sliver of health will heal up; a support deleted in one heavy punish does not. Bank the meter, then spend it all at once.

How to beat it

The arena is the other half of the problem. With several figures active, you are being asked to manage spacing against multiple threat vectors - the same crowd problem as the Chief Disciple fight, but with a healing mechanic layered on top.

  • Keep the group in front of you. Circling so that all active enemies are in one arc is the single biggest survival improvement available.
  • Do not tunnel. A committed combo on a support while a second figure closes is how these fights go wrong.
  • Reset before the leader phase. You want full health and a full meter when the healing stops.

Preview The exact number of phases, and whether the leader changes behaviour once isolated, is not documented well enough to state. We will fill this in from the retail build rather than guess.

Questions people actually ask

Why does Seven Judgments keep healing?

The supporting figures can sacrifice their own health to restore the leader. Killing them, in the right order, is what stops the healing.

Who should I attack first in Seven Judgments?

The support that channels healing into the leader. Watch one cycle without attacking to identify it.

Is Seven Judgments a required boss?

It has headlined demo showcases. Whether it sits on the critical path has not been confirmed.

Read next

The rest of the confirmed roster, with what is known about each. Boss roster