Bananas’ 32 Heat Basics Guide
A lot of people struggle with getting their first 32 heat, and this guide is to make getting that first one a lot easier. It’ll go over pact choices, mirror, and builds. For context, I have a respectable amount of experience with heat. I don’t play high heat as often as some other players I know, but I feel qualified enough. I’ve cleared 53 heat on Zag Shield (video), 51 heat on Beowulf (Reddit), 51 on Zeus (video), 50 on Rama (video), 45 on Hestia, and 32 heat all aspects (Reddit) using the Speedrun Modpack. I also have a 8:38 40 heat Beowulf (speedrun.com) run on the speedrun leaderboard. Without the modpack, I’ve cleared 32 heat on all weapons (Reddit) and cleared 40 heat on Beowulf, Rama, Hestia, and Zag fists.
The Speedrun Modpack reduces amount of RNG for a run that wants to get a low time. It removes the Barge of Death, Asterius miniboss, and Tiny Vermin. It also guarantees a 2 sack in Styx and your first hammer will have a guaranteed choice of whatever you want. This doesn’t discredit any achievement made, since it doesn’t give a free win nor does it magically give you skills. You still have to work for whatever you want to achieve. If you want to use this, you can find it here at the bottom of the page labeled “Speedrunning Modpack (v1.3.0)” with instructions in the file. All these features can be toggled on or off in the mod settings in game.
I’ll go over the pact first because getting that heat number to show 32 is the main goal here. There’s a bunch of different pacts you can take at 32 heat. Some are going to be much easier than others. These are 2 variants that are pretty consistent. You’re free to modify the pacts below or use your own, but these two have seen the most consistency.
I’ll go more in depth about certain pacts, but everything else that doesn’t have a specific section is more or less considered “free heat” and is just something you should take on every pact.
The end of this section will have a subsection for working your way up to 32 heat, since not everyone is at this point yet. I will go more in depth about this in that subsection.
I’ve made some pacts for Hell mode, but I’ve never done Hell mode at 32 heat so these are just guesses. Take these next 2 pacts with a grain of salt.
This choice really depends how comfortable you are with Forced Overtime 2 (FO2). If you can handle the 44% increased attack, movement, and projectile speed (speed is multiplicative lol), then you can take it if you want. On the other hand, you can also not take FO2 and take Hard Labor 5 (HL5) and Convenience Fee (CF2). Basically, either get hit less but get hit harder, or maybe get hit more often for less damage.
This seems extremely odd and punishing, but it’s not as bad as it seems. With Lasting Consequences 4 (LC4), you want to take Stubborn Defiance (SD) over Death Defiance (DD) in the mirror. SD is basically a DD that refills at the end of every room, and whenever you die you heal back up to 30%. At this point in the heat levels, the normal rooms are potentially more dangerous than boss fights. Benefit Packages 2 and FO2/HL5 can make for some nasty combos in the normal rooms. LC4 SD gives a lot of room leniency, since you don’t have to save anything for a boss fight other than yourself. You just have to make sure you don’t die as a whole. Boss fights are much more consistent and not as random compared to the normal rooms. Whenever a room ends or is about to end and you haven’t used your SD yet and you’re under 30% hp, have an enemy kill you, die to a trap/magma, or die from a treasure trove to restore your hp back up to 30%. You can ditch troves and leave the room after resetting your SD since you’re not required to clear it.
There are ways to give yourself more than 60% effective hp. Touch of Styx from Charon Wells and Touch of Styx Dark from Patroclus makes SD heal for 10% or 50% more hp for 15 encounters, respectively. Because of this, you always want to take Patroclus whenever you see him. If you have the prerequisites, you can get Athena’s DDs, which will be used after SD. Pop your SD before picking up an Athena boon, and if you get one of her DD refills, it’ll carry over. Stacking these can end up to really easy boss fights. If you’re lucky enough to get a Chaos DD, it’ll work as a normal DD and be used after your SD.
If you really don’t want to use LC4 SD, I have seen Haelian use LC2 and Approval Process 1 (AP1) with DDs. I’ve never tried this myself, since I despise AP1 and it’ll make getting the build you want a lot more inconvenient. I think this pact might be easier if you have a good amount of skill and experience to work with what you get (and won’t get).
This seems hard at first, but with enough practice it is very doable. Getting under this time mainly boils down to a good mirror, pact, and build. Taking pacts that add time will obviously not help towards getting under 20 minutes, which I will go more in depth in the next section. I will go into the mirror and your build later. Just know for now that taking meta picks will drastically increase your DPS and therefore reduce your time.
I have seen some pacts take Jury Summons 3 (JS3) with Tight Deadline 2. I personally don’t like this, but some heat runners prefer it, even at 40 heat, because it gives them more of a time cushion. This is more difficult IMO because it means you need to have more efficient room clearing and have to take more free rooms like Chaos, Midshop, and Story Rooms. I wouldn’t recommend this for a first 32 heat, but you can consider this if you want.
I know speedrunning and heat are completely different things, but it is worth mentioning that being good at one of those can translate pretty well into being good at the other. Knowing and practicing speedrun tactics can make getting under Tight Deadline 3 (TD3) more manageable. It also trains you with FO2, which leads to higher reaction times, which means faster room clearing. I highly recommend Sleepsoul’s speedrun basics video, which will help a lot. It also has some builds that are great for speedrunning, but I will go more in depth with other builds.
Most, if not all, of these are bad because they add time to your run. Since we want to be running TD3, we don’t want to take pacts that take more time. The pact choices with * at the end indicate that I have already mentioned them previously as alternatives.
If you’re just starting out at heat but want to get up to 32 heat at some point, RidiculousHat made a spreadsheet that details the recommended pacts to take 1 by 1 until 32 heat. This progression system isn’t exactly recommended for low heat in my opinion, but it’s extremely geared towards making 32 heat as easy as possible later down the road. This is mainly highlighted by taking EM3 extremely early starting at 6 heat, which is a bit much for that early in heat. However, taking it this early will mean that you’ll learn the fight better and be consistent at it such that it’ll be easy at 32 heat.
Of course, you’re always free to pick whatever pacts you want to complete bounties and whatnot, but if 32 heat is your end goal, this pact progression guide will make it a lot easier to handle. You’re also free to jump heat levels if you want, going 1 by 1 can be tedious and time consuming. It’s up to you to jump or go 1 by 1, both are valid strategies to conquer 32 heat. I know someone who went from 8 heat to 32 heat to 40 heat. I also know someone who went 1 by 1 until 37 heat and then jumped to 40 heat. There’s really no wrong answer, just do what you feel like is more fun.
Your mirror should look something like this for 32 heat:
Now for the fun part. I’ll go over a bunch of different possible builds for every weapon and most aspects. Some aspects are easier for 32 heat than others, but every aspect can easily do 40 heat with the right build. Before I start, I want to define a few things.
Flat damage refers to external damage sources that don’t modify your damage. This means Ares, Zeus, and Dionysus attack and special. Every dash, cast, and call are also considered flat damage, but whenever I mention flat damage it’ll refer to those 3 gods. These can be very strong, but need a lot of supplements to feel good.
A % modifier is pretty self explanatory, just anything that has “+ ___%” in the description. Aphrodite, Athena, Artemis, Demeter, and Poseidon all give a % modifier to the attack and special. I want to mention right now that Poseidon’s attack is horrible: low % modifier and the knockback is more detrimental than helpful on the attack. Any time I mention a % attack in this section, never consider Poseidon’s attack. The only time you can consider taking his attack is if it’s your very last boon before the Hades fight and you don’t have an attack boon for some reason. At that point, you should consider taking Shattered Shackle into Elysium for DPS.
I’ll only be going over basic builds without going too much in depth with them. There’s a Hades Guide Compendium on speedrun.com that goes in depth into a bunch of aspects. Not every aspect is listed there because not every aspect is good for speed. However, these are still extremely useful and will do a better job than I can at explaining builds. There’s a much larger build guide that goes over every aspect here that is worth reading through as well. All the builds in my guide are pretty barebones, so I highly recommend going through the compendium and larger build guide first for more information. If you want a quick run down, my guide is good enough though.
The typical keepsake rotation is generally God -> God -> Utility/Defense -> Utility/Defense. The first two gods you force are going to be for your build. The builds listed here generally revolve around 2 gods, so you want to force them. If you leave Tartarus with everything you want, you could go for a secondary duo boon or force Athena in Asphodel to have a chance at some extra DDs. You can also take Skelly’s Tooth, since the Lernie fight can be a bit difficult. If you finish the fight without using the Tooth, proc it in the magma before you leave Asphodel so you can enter Elysium with 100 hp and take a different keepsake. Also, if you buy a DD in the well after using Tooth but before you switch keepsakes, you’ll have the DD available to you but it won’t show above your hp bar and you can still take a different keepsake.
Utility generally refers to Hourglass. Hourglass is mainly meant for cast based aspects like Hera, Achilles, Poseidon, and Beowulf. This is because they can scale their damage through Charon Wells. Buying an Atlas Braid for 50% more cast damage or a Prometheus Stone for another cast is extremely strong. Having these last an extra 8 encounters make it very strong and potentially last until the Hades fight if you’re lucky enough in Styx. Additionally, by taking Hourglass into Elysium, you can buy from the Styx Charon Well before switching off to Acorn.
Defense is almost always going to be Acorn. It negates the most damage in boss fights, especially in the final fight. This is even more true if you take the HL5 pact. Of course, this is assuming you don’t get hit by the adds he spawns. Broken Spearpoint can work if you really struggle with Styx, but it’s a lot worse in the Hades fight than Acorn.
Generally speaking, this section isn’t really important for clearing a run. You can’t blame having the wrong companion for not having a good run really. I just want to go through them all, since some are considered better than others. I will preface this that I only use Battie, so all the others I’m going off of intuition or other players’ experiences.
Battie is considered the best overall. Even though it does less damage than Mort and Antos, it’s much faster and covers a whole column. It’s used by every speedrunner and high heat runner because of how fast it drops down. There are multiple line ups that can be found here in the guides section of the speedrun website. The Witch’s Circle miniboss line up is out of date though. Here’s a timestamped video of how it’s done today (yes, it’s a shameless plug). In the screenshot below, dash over to the blue circle. Aim for the witch that’s on that same island. I’m aiming a bit to the side, but it shouldn’t matter too much. Wait for the last witch to enter the screen, which is circled in red. As soon as you see it enter the screen, summon Meg and it’ll hit all 4 witches.
The typical Meg usages are on every miniboss, Heroes, and on Hades. If you get an extra, you use it for the Styx miniboss.
Mort isn’t too bad, but it’s just incredibly slow to use. Enemies can run out of it so you whiff completely or you just waste a good portion of the damage because you’ll hit their invincibility bubble. Fun fact, there’s a bug where it can backstab if you get Blinding Flash. Not really practical, but kinda funny. You can learn the timing for Mort and you can use it against Furies, but that’s a bit overkill at that point. Also, if you’re relying for Mort to hit on Furies, your build probably isn’t that great.
Antos is pretty good and has some niche use cases over Battie. This is mainly for deleting the Sneak miniboss in Tartarus, which can be helpful on aspects like Rama and Chiron that can’t deal with the Sneak’s speed. Other than that, the split damage it does is generally a detriment against certain minibosses and Heroes.
Shady can be used if you’re not running LC4 on your pact. It gives 40 healing and 30 gold, which can be useful in a pinch. Even on LC2, 20 healing isn’t too bad. This is more versatile in normal rooms, especially starting in Elysium, because some enemies have more than 1000 hp at that point. This can be a measure of added safety and probably the only one I’d consider using over Battie.
Rib’s only purpose is redirecting attacks, and it does a good job of that for a short bit. I haven’t really used this too much, but I’d assume that it’d only be good starting in Elysium or maybe Asphodel. Just use it whenever you feel like it really. Skelly’s trying his hardest.
I’m going to be completely honest here, I’ve never used or have seen anyone use Fidi. It technically does the most damage if you get every projectile to hit, but it shoots out projectiles pretty slow. I’d assume you’d just use it on every boss except Furies and maybe the Elysium and/or Styx miniboss. It may or may not apply a movement speed debuff, but I have no idea.
This feels like a very basic topic, but there’s a bit more than just “pom good boon for damage”. Not every boon is treated equally. Some boons have better pom scaling than others. Later in this guide, I’ll mention how you want Aphrodite attack or epic Athena/Demeter. This is because Aphrodite has the highest % modifier and better pom scaling. A level 4 common Aphrodite attack will pass a level 4 rare Athena/Demeter attack. It’s important to make sure your poms go in the right place in order to maximize your damage output.
More boons doesn’t always mean a stronger build. Some builds can function at full power on 3 boons and 2 Hermes boons. Too many random junk boons means that your pom selection might get clogged. A clogged pom pool might mean having way too many poms in a place you don’t want. Granted, you do have to take fodder boons for Underworld Customs, but keeping your boon count to a minimum will ensure you get your poms to the right place.
Because of this, keep an eye out for unpommable boons. This will keep your pom pool open and you might be able to still sell it for Underworld Customs, depending on the boon. Listed below are unpommable boons from every god.
Aphrodite | Ares | Artemis | Athena |
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Demeter | Dionysus | Poseidon | Zeus |
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Underlined Boons mean they cannot be sold at the Purging Pool. Italicized Boons mean they are a tier 2 boon and have a prerequisite.
A lot of builds here will revolve around a certain duo boon. Like mentioned before, not many of these are make or break, and certain ones will be noted on when to use Gods’ Legacy. However, you still want to shoot for them regardless. Whenever you shoot for a duo, try not to open extra duos. This will make it harder to get the duo you want. For example, if I have Artemis attack and Poseidon cast currently and want to get Mirage Shot, I don’t want to take Athena’s special because it will open Deadly Reversal and Unshakable Mettle. However, I can safely take Athena’s dash because that won’t open those two duos. Always check with the Codex to make sure you’re making the right choice and not opening unwanted duo boons.
Your preferred Hermes are going to be really consistent across every build. Hyper Sprint into Rush Delivery (RD) is going to amp your damage up by a ton. There’s a build archetype called “Flat Damage Soup” or FDS, which hinges on getting RD. I won’t go into depth about FDS because of how inconsistent it is, but do know that Hyper Sprint + RD can save a run sometimes.
Greatest Reflex is a more consistent and better option most of the time. Only needing one boon makes it more consistent than going for Hyper Sprint and RD. You’ll have more mobility and iframes, which is always nice. Most of the time, you’d generally want to pick this over Hyper Sprint when offered, especially if Greatest Reflex is rare or epic. If the choice is between RD or this, most of the time you’ll pick RD if your first Hermes was Hyper Sprint.
Try not to pick up a call before your two Hermes boons, since Quick Favor and Second Wind only open up once you get a call. This will lower your chances of getting good Hermes boons.
Chaos will always be build dependent. I just want to highlight certain things that are important. The -hp per attack/special/cast curses are obviously bad, try not to take a relevant one. A Roiling curse will always be bad, since more enemies = more time needed. Enshrouded curses can be fine at the end of a biome, but taking them anywhere else is very risky. Missing a shop, story room, or stumbling into a trial can suck. A Slippery curse should always be avoided if you’re doing a cast based build.
For cast builds, you want to prioritize getting +1 cast before a % cast bonus unless that % is either rare or epic. The utility of 4 casts is extremely useful and will make room clearing a lot easier. Don’t roll over a % cast bonus for an extra cast though. This is mainly if it’s +1 versus % cast bonus. Once you have 4 casts, cast % scaling will be more important.
Considering there are a good number of melee weapons in this game, it’s worth mentioning one of the strongest duo boons in the game. A case can be made to run Gods’ Legacy here so you actually get the duo, since without it the damage is really sad. However, Gods’ Pride can lead to massive damage scaling with good Hermes boons like more dashes or RD. Personal preference here.
Every sword, spear, and fist can run ME. Zag shield, Chaos, Zeus, and Spread Fire Zag rail can also run ME. I will provide alternate builds later in this guide for these aspects.
Components:
This build is very RNG dependent. You might not get ME, you might not get the dash, etc. This may be extremely strong, but don’t be surprised if your build doesn’t go right.
It’s the safest dash in the game, so you can start with it if you want. However, this hinges on you getting good damaging boons as soon as possible. You can get away with it on pretty much every weapon except for Fists and non-Hestia Rail since every other weapon generally wants a % modifier. You could go for Merciful End on melee aspects from this point, but you’d be losing out on doom poms and you can’t guarantee a good rarity on it. Starting Divine Dash means you have the safety but not the DPS unless you luck into something good in Tartarus.
Despite me talking about how inconsistent this is, it’s still worth mentioning this idea. The guaranteed safety of Divine Dash is too good to pass up, but do keep in mind that there’s a chance you’ll be wasting poms and have to luck into a build listed here or work with what you get.
Your standard damage rotation is going to be special -> 2x dash strikes -> repeat. You’ll want Lunge or Strike boons from Chaos, but Flourish boons aren’t too bad either. Standing strikes are slow, so this rotation will maximize DPS. Preferred hammers are below, made by WantedByTheFBI.
A weird and fun thing with Arthur is that you can infinitely dash strike with Arthur due to it’s delay and length of the dash strike. You can hold down the attack and every time you dash, it’ll be a dash strike. I personally don’t hold down the attack, but it is something you can do. Practice this on Skelly so you can hit these accurately and easily. This strategy relies on getting Double Edge, so it’s not really recommended unless you can guarantee it. It’s a fairly simplistic and minimal build, but it’s considered faster than the standard Arthur build/playstyle since there’s very little wind up.
This is one of the most hammer dependent weapons in the game and my least favorite weapon in the game. It has middling damage output, but it can have some strong builds. The hammers for each aspect are different, so they will be listed under their own section.
It is worth mentioning that Zag Spear and Hades Spear are much worse than the two listed here, but I will talk about them briefly. Those are just considered ME aspects or Exploding Launcher + Charged Skewer special spam aspects. Zag Spear can run Flurry Jab and a full attack based build, but at that point you should just run Achilles and get the 150% bonus from Raging Rush. Hades spear can take a % modifier on the attack and go for spins and dash strikes. Look for Quick Spin if you do a spin based Hades build. It’s more intuitive and faster to buff yourself than debuff enemies, which makes Achilles better than Hades, but you can still use Hades if you want.
Make sure to use Infernal Soul on your mirror. Your damage rotation is to hit special quickly twice to apply Raging Rush -> 2x dash strikes -> repeat. When you get your cast build going, special 2x -> cast -> finish Raging Rush buff with dash strikes -> repeat. Raging Rush duration doesn’t stack with itself, so you have to use it all before you can refresh the counter.
Your preferred hammers are going to be Flurry Jab or Serrated Point. Take one or the other, never both unless you don’t like iframes. Flurry Jab is better than Serrated Point. Your second hammer doesn’t really matter too much, but Extending or Triple Jab are nice.
These builds can all start Tidal Dash, as that’s what speedrunners like to do. It provides a lot of early game AOE, and the Raging Rush boost can carry itself in Tartarus and kind of Asphodel. It’ll make getting the duo you want harder generally, but can lead to stronger and faster runs.
The -50% hp and healing is extremely punishing, but Guan Yu can be a very safe aspect. It’s used for hitless runs because of how strong it can be. It’s best part is the special, which has the Exploding Launcher hammer built into it basically. It has a wind up time, but Charged Skewer gets rid of that and adds a massive damage buff. This is the only hammer you realistically need for Guan Yu. Your damage rotation can just be special spam, or you can do special -> 2x dash strikes -> repeat. Kinda plays like a weird bow/Hestia hybrid.
This aspect also managed to clear 64 heat with the speedrun modpack, done by PlayAd. It uses Athena spin for a large deflect area for safety. It needs quick spin to work well for damage, but you would need it fairly early in Tartarus to do well, so similar to special spam. It also uses an animation cancel tech found by Pseudo. He showcases it for bow, but it’s done the same way for Guan Yu. You dash strike into the spin and then press special immediately to do the animation cancel. Zag will look like he’s just standing there (menacingly) with the charging effect. Definitely something you should practice on skelly first before committing to it. You can reference PlayAd’s run if you need to.
One of the safest weapons in the game because it can block. Don’t touch the special unless you’re playing Zeus shield; very low base damage and the wind up takes a bit. Also you can’t attack or block while it’s gone. Niche case for Chaos if you Bull Rush into a point blank special, but it’s considered the worst of the shields. Still good because it is a shield, but just worse than the others.
The best hammer by far is Charged Shot. This includes Chaos (ignore the special) and kind of Zeus. Pierces shields and incredibly high base damage. You won’t get iframes during your Bull Rush anymore, but the damage is worth it. Zeus wants Explosive Return mainly, but Charged Shot is still a very good hammer.
This is basically the same build as Arthur except the special doesn’t matter too much unless it’s Chaos. I’m lumping these two together because the builds are basically identical. Pulverizing Blow is a good hammer if you don’t get Charged Shot. Dashing Wallop is decent cope pick. If you get any of these, I would just straight up ignore the special on Chaos. Exploding Return on Chaos only procs off the main shield, so it’s not that great, but can basically be your last ditch cope hammer.
King of High Heat, very consistent and safe aspect. Has cleared unmodded 64 heat twice by two different players, Angel1C and Bai. It also has a handful of other 64 modded clears by other players such as Poshboy and Mysterra. Mysterra has multiple modded 64 clears, as a side note. Kind of difficult to learn and use, but you can sort of half-ass it at 32 heat and be fine. Throw the special, bull rush into the enemy, retrieve the disk (and activate Explosive Return), dash strike backwards, and repeat. You can empty dash backwards instead of dash striking backwards if you need to, since dash strikes don’t have iframes. It’s a bit finicky and fast, so I would recommend practicing on Skelly. I also highly recommend watching high heat Zeus gameplay to get an idea of how to play it.
Zeus2 is a much more well known build, since that’s what beat 64 heat unmodded. However, Aphrodite special has comparable DPS but relies on getting Explosive Return. Poshboy’s 64 run uses this if you want a reference run. Mysterra and Bai have also done it on various other specials.
King of Speed and Bugs. Biggest bug to call out is Mirage Shot. It’s bugged to deal 100% damage instead of 30% damage on flares. Cope hammer can be Sudden Rush if you don’t get Charged Shot. Ferocious Guard is pretty solid as well. Take Infernal Soul here.
The biggest thing to know is that you always want to dash strike no matter what for your power shot. It does a bit less damage, but it charges a considerable amount faster. Dash strikes let you spit out damage a lot faster and makes it into a rhythm game. Look for line ups to pierce multiple enemies.
Your hammers for each bow are pretty different, so I’ll talk about them more in the aspect section. One hammer to note is Sniper Shot, mainly because you never want to take it because of how far its effective range is. Even though bow is a ranged weapon, you’re generally playing close to mid range. Sniper Shot will ideally never proc.
Your first hammer will want to be either Twin or Triple shot. Doubling or tripling your damage will speed up your fights. Your second hammer will want to be Perfect, Point Blank, Flurry, or Explosive shot. Chain Shot isn’t too bad, but it’d just be relatively useless in boss fights. For the second hammer, it’s ordered from what I most prefer to least, but up to you.
One of the slowest aspects in the game, but can be relatively safe and has pretty good single target damage. The only good hammer is Concentrated Volley. Without it, using a % modifier on the special won’t yield great results. It’ll be pretty slow without this hammer. Your follow up hammer would be Relentless Volley. Piercing Volley can be useful, but it makes it so the special can’t target close range that well and shortens your max range a bit. If you don’t get any of those, Flurry, Triple Shot, Point Blank, or Perfect Shot can all work as a cope hammer.
Before I go on, it’s important to mention that Thunder Flourish has an internal cooldown, so putting it on Chiron isn’t as good as it seems. You’ll only get 1-2 bolts per volley, so it’ll be pretty mediocre damage. Granted, a lot of extra Zeus boons can make this stronger, but it’s still not that great, especially against bosses. If it wasn’t for this internal cooldown, Thunder Flourish would probably be one of the best builds on Chiron.
Queen of Speed, has insanely high burst damage. You don’t want to really power shot because you want to spit those casts out as fast as possible. Because of this, Flurry Shot is the best hammer. However, it’s pretty difficult to get a hang of, especially on keyboard and mouse. Twin, Triple, or Exploding are great alternatives. Hera isn’t really a hammer dependent aspect, so you can just make do without one if need be. Use Infernal Soul here.
One of the harder aspects to learn, but insanely good for heat. It has room clearing AOE with Shared Suffering that can make it one-shot rooms. Your preferred first hammer is Twin Shot. Triple can also work, but Twin is a lot safer for Rama. Your second hammer will ideally be Point Blank or Perfect. I personally prefer Perfect Shot because it’s generally more consistent and I’d still be at a safe range. Point Blank is still nice though because sometimes you have to release shots early so you don’t get hit, and this allows you to get a boost out of it. Chain shot is a good cope hammer and can help clear rooms faster, but will add no damage to bosses other than the Heroes. Explosive shot is pretty bad in my opinion, because it makes charging shots impossibly slow, even with dash strikes.
I highly recommend watching ocaml_ocaml’s Rama runs on his YouTube channel, since it’s a lot easier to watch him play than explain how to play. Rama is a tricky aspect that charges slow and hits like a truck, but that slow charge means you’re very susceptible to getting hit. Knowing when to release early so you get some damage out before you get hit stunned is a good skill to learn. He has an astonishing 7:30 50 heat run and held the former world record with a 5:26.
This aspect has also beaten modded 64 heat by PlayAd, I highly recommend watching it as well for an idea of how to play Rama.
To be completely frank, all the fists ideally build the same. There are some variance, but some builds are universal to every build, including Gilgamesh. I won’t list builds for Gilgamesh here because of how unsafe it is for 32 heat, but also because I don’t have a lot of experience with it. I highly recommend reading Ananke’s Fists Guide because of how much more in depth it is than mine. Even though it’s for speed, it has a ton of useful information that will still be useful.
The best hammer is Breaching Cross because of how fast it deletes armor. This comes in extremely handy for minibosses and super armored Benefit Package enemies. Long Knuckle is also pretty good because it gives fists some range and safety. All other hammers are mediocre or aspect specific. Try not to take any special hammers except for the ones listed later in the Demeter section because they either add no damage or make the special worse to use.
The following builds (and ME) can be used on every fist. I’ve added Tidal Dash on all of the builds because it just has a lot of damage, but it’s more or less optional. Knocking enemies out of range can be a hassle to chase down unless you slam them into barriers, but it’s still great damage against bosses and in Styx.
The in-built dodge chance can make it so you can make a dodge build. You start with Hermes’ Plume Keepsake and keep it on until the end. I don’t entirely recommend this, since you have to work with what you get and you can’t force in any other gods. However, it is a valid strategy, so it is worth mentioning.
Because of its fast hit and low base damage, you need a flat damage attack, which is what the other 3 builds for fists are. You can do this if your first boon is Zeus attack and just work from there. Additionally, don’t use Ruthless Reflex in the mirror for more dodge. You’ll need the extra dash for speed, mobility, and survivability.
From Hermes, you’d ideally go for Hyper Sprint into RD, since you’ll also be stacking a lot of extra speed from the Plume. Otherwise, Greater Evasion or Greatest Reflex are solid options.
Demeter is considered the best fists to use because of the chunky charged upper. Because of this, Explosive Upper is the best secondary hammer for huge AOE and damage. Kinetic Launcher is also pretty good because you can charge it while waiting for a boss to come out of their invulnerability bubble. It also has a shorter wind-up animation, so it’s more snappy. Make sure to grab a % special (that isn’t Poseidon’s) to make use of the charged upper in the general builds above.
The traditional weapon of ancient Greece. One thing to call out is the reload animation cancel. Whenever you reload, you want to special or dash at the same time. This way, you won’t be stuck in the same place while you reload. You always want to keep moving, so keep this in mind.
Rail is infamous for the Rocket Bomb + Cluster Bomb combo, also known as “clockets”. The reduced damage from Cluster doesn’t apply to rockets, so it’s a base 400 damage explosion point blank. Ideally, you’d shoot for this. Rocket first hammer is better utility wise, since it’s easier to use and a lot faster, but having Cluster as your first hammer will give you slightly better odds at getting clockets (by 1 hammer).
If you can’t get clockets, there are some alternatives. Delta Chamber is great if you’re not playing Hestia. It’s bugged such that you’ll maintain all your iframes during dash strikes. Targeting System is pretty nice, since it gives you a 30% global damage boost. Triple Bomb is always nice. Hazard Bomb is great if you’re not playing Eris.
Zag Rail, Eris, and Lucifer can all kind of build the same. I highly recommend reading Wmic’s Eris Guide, as it’s extremely detailed and I won’t be going more in depth into the general build. Since Lucifer can’t get clockets, you’ll want Triple Bomb. It’s kinda like budget clockets, but it’s at full strength with 1 hammer unlike clockets. Lucifer doesn’t need a secondary hammer, but Targeting System for the global boost can be nice. The attack based hammers specific to Lucifer are all kind of mediocre, but none are bad. Losing the ramp up with Eternal Chamber can be a loss of DPS though.
PlayAd has also beaten modded 64 heat on Eris, which uses Delta Chamber and doesn’t even get Static Discharge during the run. It does get Splitting Bolt in Styx, which is funny, but Static Discharge would’ve done more overall. Worth a look if you want to learn how to play Eris at high heat.
The safest aspect in the game. Despite needing to reload every shot, it’s still a very fast aspect. I highly recommend reading The Ultimate Hestia Guide by Zyruvias as it goes into detail how to maximize damage. Considering clockets need pretty high RNG to get, there are other alternative hammers. Ricochet is the best attack hammer for Hestia. Piercing is pretty solid if you line up your enemies. As mentioned earlier, Hazard Bomb is great here and is the best alternative to clockets.
Dash strikes exist on Hestia, so make sure to look out for Lunge boons from Chaos as well as Strike and Flourish boons. Unlike other weapons, dash strikes on rail don’t decrease your base damage, so don’t be afraid to use them.
Don’t take a cast that can’t stay in enemies. The extra 50% from Boiling Blood is great for extra damage. Use this to your advantage against armored enemies and bosses. The extra 50% is also great for early game when your build isn’t fully online yet.
Thanks for taking the time to read my guide! I hope you found this useful and helpful toward your future 32 heat run(s). If you want to learn more about high heat details and builds or even want to venture past 32 heat, I’m available in the Supergiant Games’ Discord. Good luck in your runs!