
Why This Late-Game Boss Divides the Sekiro Community
In a game defined by its precision-based combat and swordplay, the Demon of Hatred stands out as an anomaly. It is not simply another boss in Sekiro: Shadows Die Twice, but a point of contention among fans, some see it as a test of skill, others as a break from the very identity of the game. This article unpacks the true difficulty of the Demon of Hatred, both mechanically and thematically, and why it remains one of the most divisive encounters in Sekiro.
Thematic Dissonance
Where most of Sekiro‘s bosses revolve around deflection, posture damage, and close-quarters duelling, the Demon of Hatred pulls from a different design philosophy, more in line with Dark Souls than Sekiro. Large, sweeping attacks. A reliance on dodging rather than parrying. A health pool that feels almost bloated compared to everything that came before.
This shift feels intentional. The demon is a grotesque transformation of a once-human character. It serves as a narrative rupture as well as a mechanical one, but not everyone embraces the detour.
Mechanics: Why the Demon Feels “Off”
Key Mechanics Compared to Traditional Sekiro Bosses:
- Size and Range: Most enemies in Sekiro are human-scale, keeping the fight intimate. The Demon towers above the player and covers ground quickly, introducing camera and hitbox issues not seen in duels.
- Reliance on I-frames: Dodging through fire swipes, leaping blasts, and erratic charges often becomes more important than precise deflections.
- Fire Damage Over Time: The arena is designed to limit movement with environmental hazards and fire trails. Staying close is punished more often than rewarded.
- Multi-phase Battle: Three gruelling phases, each introducing new AoE attacks, sudden charges, and frustrating hit delays.
Players conditioned to deal with sword clashes and rhythm-based defence may find their muscle memory working against them. Deflects feel unrewarded. Aggression feels punished. The boss rewards a completely different approach than the rest of the game.
Community Reaction
The Demon of Hatred has sparked considerable debate:
- Some players argue it’s a brilliant twist, offering a deliberate shift in playstyle to cap off the narrative. It’s the game asking whether the player can adapt, not just persist.
- Others see it as artificially difficult, a fight that breaks the rules set out by the rest of the experience. Complaints range from camera issues to feeling like the fight belongs in another franchise entirely.
In both camps, there’s a shared acknowledgement: this boss tests endurance and adaptability more than reflexes and timing.
Lore Context: A Rage That Devours
The Demon of Hatred is the final form of the Sculptor, the man who trained Sekiro and once fought as a shinobi himself. Consumed by his wrath and the flame of hatred, he becomes a twisted mirror of everything Sekiro has stood for.
Rather than a refined duel, this is a brawl. The boss is raw fury with no trace of technique. In narrative terms, it makes sense, this is what happens when discipline is lost and emotion takes over. But mechanically, it asks the player to cast aside hours of learned behaviour.
Tips for the Fight
- Use Suzaku’s Lotus Umbrella: It blocks fire attacks and lets you stay close during otherwise risky phases.
- Firecrackers work intermittently, but can provide breathing room during frantic moments.
- Save healing gourd charges for later phases. The third is where most players burn out.
- Prioritise learning his charge timings. Dodging too early is a common mistake due to misleading animations.
Is It Fair?
That depends on your definition. The Demon of Hatred is beatable, but it doesn’t teach you in the same way Genichiro or Isshin do. It forces you to abandon core techniques and instead rely on patience, positioning, and resource management.
For some, that’s an exciting twist. For others, it’s an intrusion on a near-perfect combat system.
The Seven Swords Takeaway
The Demon of Hatred is not Sekiro at its best, but it is Sekiro at its most defiant. A design choice that risks alienating the player in pursuit of narrative and tonal finality. Whether you loved or loathed the fight, it leaves a mark, and few bosses in modern games can claim the same.