Ananke's Fists Guide
Flawless Fists
v.2.1
Please use the document outline on the left.
This guide assumes you have a basic level of knowledge about speedrunning Hades in general, so that we can move onto Fists specifics. For those fresh to the scene, I recommend checking out the Hades Guide Compendium by perfectengrish first, and particularly the basic video guide by SleepSoul, but the community Discord is perhaps the most useful resource of all. Fists speedrunner HeckMayster made a Demeter speedrunning video guide, offering an example run with commentary.
Moreover, this is specifically a speedrunning guide, and assumes you’re playing Any (9) Heat. If high (≈40+ Heat) is your goal, know that this guide is not designed for that style of play. If you want something more general-purpose for the game as a whole, consider also this guide by Lee Reamsnyder.
If you’re reading this guide, you’ve probably found something you like about the Fists and want to get a little more serious about them, or maybe you just want to optimise your play. That’s great! Many of us in the “Fists gang” are so dedicated because the weapon has fun and smooth movement. Owing to the Merciful End build, they have a welcoming “easy to learn, hard to master” curve, with nuance that feels true to the weapon. I put a lot into this guide so that there’s hopefully something for everyone, whether new or experienced.
For those newcomers, a very important preface is this: just like the Sword, the Fists are not a strong weapon overall. And Gilgamesh stands among the hardest Aspects to speedrun altogether. Knowing that, the Fists are fortunately still highly capable. In modded terms, numerous runners have achieved sub-6 IGT with its Aspects, and the strongest Aspect Demeter has reached sub-13 RTA (Real Time (Attack)). Demeter in particular is clearly a strong and capable weapon, albeit less reliable than the most traditionally effective group of “top tiers” such as Achilles, Beowulf, Hera, Hestia and Eris.
Perhaps the most crucial information of all is simply that this weapon demands heavy grinding. The infamous Duo Boon, Merciful End, is the cause, for which Fists are a very synergetic vehicle (more on that later). Athena rarely plays nice, and Hermes is always a troublemaker. There’s a healthy mantra for speedrunning Hades, the game which literally puts you in hell, a Sisyphean toil to escape the pits of Tartarus: che sara, sara. Whatever will be, will be. Try to settle into the grind comfortably according to your preferences. I’ve always found the Fists very fun to try and optimise: distinctive and uniquely challenging, if a bit homogenous among its own Aspects. Throw aside the fancy armaments and beat the shit out of your foes with your own two hands. Make Grandma proud.
Additionally, it should be said that Fists are absolutely a single run weapon. They tend to fare poorly in multiwep categories, often placed first in All Weapons for resetting, since Merciful End is so inconsistent. Finding Athena in Tartarus is the classic make-or-break factor, and it comes alongside Curse of Agony rarity, then getting the right Athena cores, getting ME (while running God’s Pride) and decent Hermes boons. You want to be able to reset more so than other weapons.
Arguably, Fists are also inherently more of an IGT than RTA weapon. On top of your core build requiring numerous boons (thus menu screens which take time to view) for which rerolling is often necessary, you additionally want lots of Pomegranates of Power for Curse of Agony and Impending Doom. This is only really a “peak optimisation” problem, but the principle is there and it does matter.
I’m Ananke, an English Hades speedrunner. I’ve held a couple world records in my time, and I started my speedrunning journey with the Demeter Fists and Eris Rail. As of 2025, I hold both unmodded and modded world records for Demeter (5:38, 5:04) and Zagfists (6:23, 5:34), and I hope to reclaim the Talos WR someday! Check out my YouTube or Twitch if you feel like it.
(From now on I’ll usually refer to Curse of Agony as “Doom attack” or just “Doom”, Merciful End as just “ME”, and Pomegranate of Power as “pom”.)
In Tartarus you start with Ares’ keepsake, preferably get Epic Curse of Agony (A.K.A. Doom attack) and eventually put about 4-6 poms into it. Your first hammer is ideally Breaching Cross, which helps you shred armour throughout the run. In Tartarus you find Athena and hopefully get her Special first to unlock ME. You’d then like to see another Ares or Athena to get ME for the Furies fight, since Attack into Dash-Upper procs (=activations) are still effective, but this is uncommon on a good pace. You might end up with a Cast to fill the core slot and deal extra damage; make sure it doesn’t activate any other Duo Boons. You also need Athena’s Divine Dash, and the sooner the better.
For Asphodel you usually take Athena’s keepsake to grab ME or whatever boon you’re missing. If it’s already assembled, Zeus and Artemis are your other best friends. The full build enables you to dash through enemies whilst attacking them, which is the goal of most ME builds: to proc Doom much faster with Deflects from Divine Dash. From Hermes you either want Greatest Reflex (bonus dashes) for more procs, or Hyper Sprint into Rush Delivery for a huge damage boost. Impending Doom from Ares is your other biggest damage scaling, which you really want no later than early Elysium to keep up with enemy health, and also because it wants for poms too.
At Elysium you should start thinking about your Call slot. If you already have Greatest Reflex for bonus dashes, then Sigil of the Dead for Hades’ Aid is great. If you already have ‘Hyper Delivery’, then you prefer to get Zeus’ Aid. Taking a Call before you’re done with Hermes worsens your chances by adding more undesirable boons to his pool, so avoid Calls until then.
By Hades you hope to be hitting big Doom damage numbers as you dash through him, supported by Specials, crits and/or Zeus bolts, dodging his attacks to maintain High Confidence for as long as possible… till you win or your health runs out! That’s the basic gameplan summarised for every Aspect of the Fists. Watching a run naturally helps to see all that in action. Some quick and universal Fists tips:
ME is inconsistent, but it’s also the best way the Fists can gain the damage scaling needed to go fast all the way to Hades. This all begins with the awareness that the Fists’ kit has low base damage numbers (detailed in the later Aspect sections). There is an explored alternative for Fists called ZAP, which stands for Zeus Artemis Poseidon: the same Lightning Strike, Deadly Flourish, and Tidal Dash build that was popularised on Eris, and became a staple in speedrunning. For Demeter this does make a good amount of sense: rapid chain lightning attacks leading to a strong 6 or 7-hit Special with Artemis crits, and strong supplementary damage from Tidal Dash, which also benefits from wall slams in Tartarus and Styx.
Ignoring the problem Tidal Dash has in Asphodel (you’re pushing foes away and there are barely any walls), the main reason Eris can run that build effectively is because of its self-buff, equivalent to a Rare Rush Delivery. Eris loves sources of flat damage with its inherent scaling… but even then, it still struggles to scale without something like Cluster Rockets. So it’s unsurprising that ZAP Fists is heavily reliant on RD to function. To be fair on the build, it can achieve decent results with the RD prerequisite: Static Discharge (Jolted) and Zeus’ Aid are always strong. However, it struggles to reach the same peaks that ME brings to many weaker weapons.
Zagreus
Demeter
Talos
Gilgamesh
Core - Here’s your primary, essential boons of the ME build. Impending is placed afterwards to indicate that it’s not a priority until you have the rest, but its Doom damage scaling is always nice to have. It’s especially powerful once ME enables instant activation.
Hermes - Bonus dashes from Greatest Reflex means more Doom Procs between your Dash and Dash-Strike. The combo of Hyper Sprint and Rush Delivery can give you up to +100% global damage on every dash.
CASTS - These are the primary options. Filling the slot is valuable because ‘core boons’ (your Attack, Special, Cast, Dash and Call) are offered with priority. Fewer cases of this priority improves your chances of getting the boons you need, like ME.
CALLS - There are two key options: Hades’ Aid from Sigil of the Dead, or Zeus’ Aid.
Two boons that benefit from Calls stand out:
Crits - As aforementioned, True Shot is your ticket to the powerful Deadly Reversal. Crits are a multiplicative source of damage: they don’t simply add onto the rest of your global damage increases, but instead multiply the result. This build already focuses on maximising a single number for damage, making crits an ideal choice. But no matter your Cast, Pressure Points and Hunter’s Mark are always effective additions to your build for the crits they provide.
Useful - While you want to minimise your build to the essentials, often you have to take whatever you get. A handful of boons from various gods are noteworthy:
Talos - Thanks to its particular pull and bonus Cast damage, a specific build path synergises with Talos. Poseidon’s Flood Shot is potent against Tartarus enemies thanks to wall slams, and activates Curse of Drowning, which scales surprisingly well with global damage increases. Just beware that it does pose a risk to getting ME.
Unpommables - This category lists every boon that cannot receive pom upgrades, a surprisingly relevant detail to a build that wants all its poms in just two boons. I’ll highlight some of the best among these:
The best of all:
Next best choices:
Mediocre options:
Irrelevant or detrimental:
You’ve probably noticed that the Fists are one of the four melee weapons out of the six in the game, although modded Beowulf players would have you believe there are three, and Achilles makes the Spear so mobile that it doesn’t really count.
Anyway, with such limited range it’s important to think about how you’re manoeuvring around the room whilst clearing waves. Excess movement is lost time, which is why you always need to think about your next move, and moreover make use of your whole kit. Casts are immensely valuable for their range, able to finish off ranged stragglers. Likewise, “tagging” enemies with Doom before changing targets can finish them off for you. Spawn manipulation makes this a careful dance, as you must always be ready to reach the right spot between waves, only to immediately return to the enemies. BigP’s Chamber Guide is helpful as ever in this regard. This is no different when finishing a room - the shorter distance to the exit doors, the better - so be aware of your limited range when clearing stuff out.
I’ll go into the specific Aspect damage numbers and relevant breakpoints in their respective sections. See the Enemy Data spreadsheet for exact health/armour values of all regular enemies. (This is also useful reference for damage thresholds later.) Here’s a summary of boss health totals across all phases, and the numbers on Curse of Agony and Impending Doom.
Boss health values:
Megaera | 4800 (EM1) | Theseus | 9000 |
Alecto | 4900 (EM1) | Asterius | 14000 |
Tisiphone | 5600(EM1) | Hades | 17000 |
Lernie | 6000 |
Curse of Agony Rarity & Pom Scaling:
Base | Lv2 +30 | Lv3 +21 | Lv4 +15 | Lv5 +10 | Lv6 +7 | |
Common | 50 | 80 | 101 | 116 | 126 | 133 |
Rare | 75 | 105 | 126 | 141 | 151 | 158 |
Epic | 100 | 130 | 151 | 166 | 176 | 183 |
Heroic | 125 | 155 | 176 | 191 | 201 | 208 |
Impending Doom Rarity & Pom Scaling:
Base | Lv2 +20% | Lv3 +15% | Lv4 +10% | Lv5 +5% | Lv6 +5% | |
Common | 60% | 80% | 95% | 105% | 110% | 115% |
Rare | 65% | 85% | 100% | 110% | 115% | 120% |
Epic | 70% | 90% | 105% | 115% | 120% | 125% |
Heroic | 75% | 95% | 110% | 120% | 125% | 130% |
The Zagreus and Demeter Aspects have an identical basic kit in all but one respect: Demeter’s Special bonus, the 6 or 7-hit Giga Cutter that takes 12 Pummels to charge, a strong asset that makes Demeter the fastest Aspect of the Fists. Comparatively, the +15% dodge chance on Zagfists is a largely unreliable and insignificant bonus for speedrunning, only occasionally helping you maintain health for High Confidence. As such, this is the most obviously homogenous pairing among the Fists. Zagspects don’t tend to have particularly unique qualities; only Zagbow and Zagrail tend to show different playstyles among the lot, and Zagfists is unfortunately run-of-the-mill. Hence, “unfairly uniform” - in speedrunning, little more than a handicapped Demeter. (Still fun for casual Plume dodge builds though!
Nonetheless, ME is something of an equaliser, being the strongest way to play once the core build is online and thereby making the gap subtle. Moreover, these two Aspects still have the same gameplan in the early biomes whilst assembling the build. Giga Cutter is always advantageous against beefier enemies and (mid)bosses, but becomes less impactful once your combo is online. For the most part you only notice Zagfists’ disadvantage in Tartarus, and alongside Talos, the three standard Aspects look similar by the later biomes.
Pummel | Hold Attack. | 15 Damage per hit. | Hits 5 times before the sequence restarts. |
Cast | Press Cast. | 50 Damage | Fires your Bloodstones as ammunition. |
Rising Cutter | Press Special. | 30 Damage per hit. | Hits 2 times in front; you can move during it. |
Dash- Strike | Press Attack while Dashing. | 25 Damage | Has a frontal semi-circle hitbox. |
Dash- Upper | Press Special while Dashing. | 40 Damage | Has less animation delay than your Special. |
Giga Cutter | Demeter: use Special after landing 12 Pummels. | N/A | Your next Rising Cutter or Dash-Upper hits 5 more times. |
A.K.A. damage thresholds for enemies. The first three assume you don’t yet have Divine Flourish (your Special boon) and all assume the enemies are ‘naked’, i.e. don’t have armour, though note that Fiery Presence still works on armoured enemies.
The most awkward range is around 150, out of reach for basic attacks but somewhat excessive for Demeter’s Giga Cutter. Enemies with about that health include Tartarus’ Wringers (and Thugs), Asphodel’s Spreaders and Gorgons, and Elysium’s Exalted Souls. Doom itself is generally better suited for these jobs.
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What if, in spite of your limited melee range, you could simply pull the enemies towards you? Doesn’t that sound nice? It does… but the monkey’s paw curls, and for that nifty gimmick Talos pays the price of unforeseen consequences. Namely: a longer Special animation accounting for Magnetic Pull, which does a base 20 Damage. Yet even more (damage) isn’t always merrier when that interrupts Fiery Presence and cannot benefit itself from the buff: suddenly, your Dash-Uppers can no longer one-hit-kill Witches. These combined weaknesses may sound minor on paper, but any Zagfists or Demeter runner who tries out Talos will surely immediately notice the Aspect’s tragic awkwardness. As a result, Talos changes its Tartarus gameplan considerably. Your Casts become more significant than ever, and you must look to new tricks in lieu of the classics.
Pummel | Hold Attack. | 15 Damage per hit. | Hits 5 times before the sequence restarts. |
Cast | Press Cast. | 50 Damage | Fires your Bloodstones as ammunition. |
Magnetic Cutter | Press Special. | 30 Damage per hit. | Hits 2 times in front; you can move during it. Has a longer animation due to including Magnetic Pull. |
Dash- Strike | Press Attack while Dashing. | 25 Damage | Has a frontal semi-circle hitbox. |
Dash- Upper | Press Special while Dashing. | 40 Damage | Has less animation delay than your Special. Has a longer animation due to including Magnetic Pull. |
Magnetic Pull | Triggered by Magnetic Cutter or Dash-Upper. | 20 Damage | Enemies take 50% more Attack and Cast damage for 6 seconds. |
The biggest problem with Talos is how Magnetic Cutter’s pull breaks Fiery Presence, making it harder to reach any damage thresholds with your Dash-Upper. Instead, you typically focus on what you can get with its +50% buff to Attack and Cast damage, and you must focus on keeping High Confidence active more often.
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One must ask themselves, “Just what would make an Aspect the worst in the game at speedrunning?” And the answer is pleasantly simple: catastrophically slow animations without any inherent solution.
Five out of the six Hidden Aspects in Hades are described as having a “Heavy Attack” in their alternate moveset, Lucifer being the exception - each clearly designed to do more damage at a slower rate. But when the lighter-footed Aspects still find ways to deal sufficient damage at faster speeds, it forebodes that heavy-hitters will lag behind. Among those, Rama and (to a much lesser extent) Arthur overcome the issue with sheer numbers, hunting for whatever circumstances make that efficient. Guan Yu retains an effective Special which synergises well with the Charged Skewer hammer. Beowulf… is a broken Cast weapon, basically.
Gilgamesh likewise gets “big” numbers: 60 Damage on each Attack, and the Maim effect does a whole 400 Damage! …but Maim takes 4 whole seconds, way too long for most enemies, and the Swipes just aren’t big enough; Fists are a made to be multi-hit weapon, and that design limitation hurts when each hit is still slow. Moreover, in actual practice, Fists are a Dash-Strike and Dash-Upper weapon, and Gilgamesh finds both of these options diminished: Dash-Strike only does 20 Damage, and Dash-Upper has a longer animation than usual. Even having +2 dashes built-in comes with a defect: seemingly because only Gilgamesh gets the privilege of holding down the Dash button, your dash cooldown is also a tiny bit longer than any other Aspect in the game. Overall, nothing can truly compensate for Gilgamesh’s intrinsic clunkiness.
…all that said, the chunkiness should not go unmentioned. Maim’s global damage modifier and +2 dashes are both excellent assets for ME, the latter making Gilgamesh synergise with Rush Delivery: you already have extra dashes, so you favour scaling! In exchange for faring worse in combat rooms, Gilgamesh can really melt bosses once it has the full build online. As ever, the biggest obstacle of all is just getting there.
Swipe | Hold Attack. | 60 Damage per hit. | Hits 5 times before the sequence restarts. Slower, but deals more damage. |
Cast | Press Cast. | 50 Damage | Fires your Bloodstones as ammunition. |
Rising Cutter | Press Special. | 30 Damage per hit. | Hits 2 times in front; you can move during it. |
Dash- Strike | Press Attack while Dashing. | 20 Damage | Has a frontal semi-circle hitbox. Deals less damage. |
Dash- Upper | Press Special while Dashing. | 40 Damage | Has a unique animation delay after the uppercut. Maims enemies struck. |
Maim | Applied by Dash-Upper. Lasts for 4 seconds before dealing damage. | 400 Damage | Enemies take +25% damage and deal +50% damage for the duration. |
Rather kindly our resident Gilga-master Cherry has put together a video playlist showing Gilgamesh tech in practice, linked here.
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As mentioned prior and implied by the boon list, the ideal god pool for Merciful End Fists is Ares, Athena, Artemis and Zeus. Artemis brings highly beneficial crit damage scaling for your Doom, whilst Zeus offers symbiotic self-scaling significantly supplementary strikes. That is, lightning on top of lightning. Also, the only Call you really want besides Hades’ Aid.
However, it’s generally unlikely that you get both in one run, and even if you do, you probably won’t see enough of both to get their utmost value. In the vast majority of cases, you’ll simply take what you can get or whatever you end up with. My recommended list of priority for your side gods is:
Artemis > Zeus > Poseidon > Demeter/Dionysus > Aphrodite
However, there’s additional nuance between our best two contenders. Zeus’ Cast Electric Shot is likely the single best boon you can pick up early on that isn’t a part of ME; it fills in a core slot so you’re more likely to get the right Athena boons, thereby removing a core boon priority offer so there are more chances at ME, and gives the Fists a strong ranged option to clear enemies which kills Witches with High Confidence at Rare and above.
Once you already have a Zeus boon, further Zeus boons generally become better options. (Think Static Discharge, Double Strike, Billowing Strength, Splitting Bolt.) Yet conversely, the longer your run goes without a Zeus boon, the weaker it becomes to force Zeus, because it’s less likely and takes longer to end up with more Zeus for your Zeus. Zeus.
Furthermore, filling your god pool is valuable and takes its own precedence. With four Olympian gods (excluding Hermes), the game locks in your pool and only offers them to you for the rest of the run - more advantageous odds for Impending, and in the best case scenario, more Zeus or Artemis support boons.
So which keepsake do you take into Asphodel when you already have the core ME build? The answer likewise depends on the circumstances of your run.
The general logic here is that Artemis is the best god to add to your pool for scaling Doom damage, but if you can’t fill your pool and need money, Coinpurse could help you buy an Ares for Impending Doom. If you have Zeus already, guaranteeing more Zeus is also valuable.
Once you’re at Elysium, two build paths become clear: those that have Zeus’ Aid already or that clearly want it, and those that take Sigil for Hades’ Aid. The latter stick with the Sigil to the end of the run, while the former take Acorn to hold onto High Confidence for a little longer against Heroes and Hades.
While Chaos gates are almost always beneficial to skip a room (at least in IGT), I find that Fists are generally more likely to consider passing on them (also relevant for RTA). Note that this mostly applies to the first five or so chambers in Tartarus; afterwards skipping a room will almost always be faster.
The most relevant Chaos boon you can get is Favour, which gives you a percentage bonus for Rare boons whilst also adding a flat +10% to Epic and Duo/Legendary boons. That latter is the most relevant for getting an Epic Hermes boon and for getting ME itself, while the former bonus is just the cherry on top.
Otherwise, Affluence (Obols) builds more money for poms on top of boons, and then Flourish (Special) and Lunge (Dash-Upper) are minor damage boosts, especially for Demeter. If you didn’t yet know, that “Dash-Strike” bonus applies to the Fists’ Dash-Upper as well. Aside from Gilgamesh, Strike (Attack) curses aren’t worth it what with the measly numbers on your basic kit.
Despite the benefits, Chaos gates pose a significant problem in their health costs - mostly the initial price to enter one, occasionally from the curse you choose. Maintaining High Confidence is crucial in early Tartarus so that you reach enemy health breakpoints, especially the ability to kill Witches (80 HP) with your Dash-Upper. You can quickly lose more time than you gained from skipping a room.
Besides that, always check what the reward is on the exit door. Too many Athenas have been lost to rash Chaos-takers, where the advantage of forming your build can easily offset skipping a single room. A particularly lucky combat room can feel just like a skip, and sometimes it’s a free room either way.
There exists an old idea in Fists speedrunning that picking up Impending Doom before ME is timeloss. It’s hardly irrational to think this way, since you can notice a slow-down to the usual gameplan. The usual activation time for Doom is 1.1 seconds and Impending Doom adds 0.5 (+45%) for a total of 1.6 seconds. If you’re letting Doom do all the work for you, this extended duration proves a problem.
This is another reason why you have to get your own hands dirty. Generally speaking, Tartarus waves with multiple tankier enemies will take a bit longer because you can rarely outpace your own Doom damage in the early game. In other circumstances, however, you should focus on tagging enemies as usual and then beating down the last enemy before that 1.6 second proc. The most inexorable timeloss from pre-ME Impending is usually in the Furies fight, where their invincibility during multiple phase changes causes time and damage waste.
So why take it as soon as you can? Firstly, because you might never see it again. Tyche is an apathetic goddess of fortune: I have played so many runs where I get three, four, maybe even five Ares boons after ME and Impending is only offered on the last, or sometimes never at all. Secondly, because it will save you a lot of time having it immediately active: the damage boost with the full build online is essential. Always take Impending when it is offered to you (unless the alternative is ME!).
Fated Persuasion starts you off with four reroll “rocks” (dice), and each Chthonic Key room reward you get during the run gives you one extra, making them a great choice among blue laurel exits. Note that Nectar room rewards are specifically very valuable in Tartarus, where they can be a free pom for your Doom attack.
Each additional reroll on the same reward costs one extra die. With so much to look for, it goes without saying that you cannot afford to waste these. Rarely will a run not need any, and most are desperate for more. Even just spending one to get your Epic Doom attack starts you with a deficit; spending three total is a disadvantage that spells your own doom. (You shouldn’t really play out such runs.)
On the whole, the only thing you can typically afford to spend three dice on is Merciful End itself - unless you have ME and Divine Dash already, in which case Hermes is next in your priority list. Otherwise, try to only roll once on any screen. Sometimes Athena will condemn you, withholding her Special or Dash, and there’s nothing you can do about it but nod. On your first Athena screen, I recommend to reroll for Special first if it isn’t offered. This is a gamble, but you can’t get ME if you only have Divine Dash. You want Special first, and then you’re glad to see a second Ares. The damage increase from Special is non-negligible in Tartarus as well.
Once you’ve managed to assemble all the pieces of Exodia, spare rolls can be used on pom screens to try and redirect them to your Doom attack or Impending as necessary. You can also gamble on Elysium Wells for a Light of Ixion, as a late chamber skip can make or break a run.
Hermes boons, while infamously inconsistent in Hades speedrunning, are essential to the Fists. The primary question, of course, is “which is best?” But the answer is not entirely clear. I tried to do some maths to find an answer, which you can find in this messy sub-section of the guide. The essential conclusion was as follows:
Epic RD > +3 Dashes > +2 Dashes ≈ Rare RD > Common RD >> +1 Dash
But the reality of it is more nuanced, with pros and cons to both:
Epic Rush Delivery:
Epic Greatest Reflex:
Some decisions should be made by wisdom, not rankings:
Lastly, one might consider reviewing the data available, so here’s a list of all my sub-6 Demeter times (fastest to slowest) and what Hermes boons they had:
As aforementioned, Doom takes 1.1 seconds to activate, 1.6 seconds with Impending. When you “tag” enemies by pummelling them whilst moving across a room, you don’t lose time because the Doom proc is killing the enemies faster than you could with the rest of the Fists kit, making that delay negligible - UNTIL you engage the final enemy in a wave/room. At that point, if you can kill the enemy faster than the 1.1 second Doom delay, you’re saving time! Tenths of a second per wave, per room, can absolutely add up to multiple seconds over a whole run.
On the other hand, sometimes Doom will finish the job before you can, particularly Thugs and Louts. In these cases, using the last second to reposition - either towards the exit doors or for spawn manipulation - can be a better use of time than overcompensated damage. Refining your sense for this will help you plenty.
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Let me send you off on a relaxing note: Fists don’t worry too much about Charon’s Wells compared to other weapons (especially Castspects). As in the Starter Summary, saving sufficient Obols for all your requisite boons and their poms is essential. But if you have some spare, certain goodies can often make them worthwhile.
Since you do damage through ME first and foremost, the only thing that can directly amplify that is Ignited Ichor (10) alongside Rush Delivery - a cheap and brilliant bonus if both elements appear, since movespeed bonuses are multiplicative.
A Light of Ixion (55) in the right place can make all the difference in the world through a crucial Chaos room skip. They don’t always work out, but when they do, any weapon can make miracles happen.
Also situationally excellent is the Yarn of Ariadne (70), a pricy upgrade to your next boon’s rarity. Especially in Asphodel this might help you get ME, or a lovely Epic Hermes boon.
A Night Spindle (40) can be a crucial purchase. You’re expected to use 6 Meg summons a run: All four midbosses, Heroes, and Hades. If you don’t get a Spindle, you’re forced to skip one of those. The full combination of ME and Breaching can replace a Meg somewhere in the run, usually in Asphodel. Otherwise, you need to buy a Spindle before Styx.
If you’re missing health for High Confidence and have a surplus of Obols, HydraLite (45) and Life Essence ( = 65-80% of your ) can fix that.
The most difficult one to speak on is the Stygian Shard (35) owing to the specific conditions of trap damage. +500% is massive and can easily make traps one-shot enemies or deal huge chunks to bosses, but creating these situations is tricky. I’d recommend to only buy these if you have plenty Obols to spare.
Mainly for Demeter, a Chimaera Jerky (35) is a small +40% Special damage boost if you have lots of money, but most of the time you’d rather save Obols for the essential boons and poms.
Lastly, Aether Nets are wonderfully cheap (15) in return for a +15% headstart on your Call. Hard to argue against them.
To think I finally made this thing! And made it way too long to boot!
However many of the ≈9500+ words (v1.0) prior to this page you read, thank you for taking a look at my guide at all. Now, I simply have to give some credit where it’s due:
Thank you to everyone in the Hades community, from the formed friendships to the most brief of positive interactions, and much love to the Fists gang.
v0.1 - First edition shown to proofreaders
v0.2 - For all the changes post-proofreading stage
v1.0 - It’s done, chat
v1.1 - Minor updates to early sections, Cherry’s Gilga tech playlist
v2.0 - Rerolling for special first, addendum to The Great Debate, dismissing the old “Impending is timeloss” idea, minor adjustments to prose and structuring throughout, and minor additions to multiple sections
v2.1 - Mostly prose edits, formatting, and polish updates ahead of v3.0
v3.0 Really Big Update CURRENTLY WIP
More general prose polishing
New sections:
Adjustments:
Sub: Handling Hermes
Solely focusing on Doom, Epic Greatest Reflex (+3) has an initial damage advantage, but slightly loses out to Epic Rush Delivery in terms of single-target damage over time. Let’s start with that and (try to) do some
At a cursory glance, Greatest Reflex wins sizeably: if we imagine the base Doom damage to be 150, a rough +80% Impending, +20% Family Favourites and Epic RD increases it x3.0 to 450 and 2 dashes makes 900, and lastly 980 after ME. With Epic GR, only Impending and FF is x2.0 to 300, and 5 dashes makes 1500, and lastly 1700 after ME. The supposed difference there is a gigantic 720. However, a sequence of 5 dashes takes longer to do that 1700 because no matter how many you have, the duration of dashes is static, and likewise for dash cooldown time (i.e. after you have used up all your dashes, how long until you can dash again). This means that with fewer dashes, you can start your next dash sequence sooner - and Epic RD is doing more damage for each one, allowing it to deal more over time.
Note - this excludes Gilgamesh, which unfortunately has a longer dash cooldown by design 😭
Based on my observations, Epic GR allows you to do five dashes about every 1.5 seconds, whereas without it you can do two dashes about every 0.8 seconds. (This is most likely approx. 0.2 seconds per dash, and a 0.4 second cooldown between dash sequences. Forgive that my rough maths has therefore given GR a 0.1 second handicap; it was my best attempt at human observation, and makes the following calculations cleaner. Think of it as human error during play with so many dashes.) These sync up at 12 seconds; Epic GR has done (12 / 1.5 =) 8 * 5 = 40 dashes in that time, whereas the base level is (12 / 0.8 =) 15 * 2 = 30 dashes.
So in a 12 second window:
Epic GR: (300 * 40 dashes) = 12,000 + (40 ME * 40 dashes) = 13,600 Damage. (-1100)
Epic RD: (450 * 30 dashes) = 13,500 + (40 ME * 30 dashes) = 14,700 Damage. (+1100)
In a 24 second window instead:
Epic GR: (300 * 80 dashes) = 24,000 + (40 ME * 80 dashes) = 27,200 Damage. (-2200)
Epic RD: (450 * 60 dashes) = 27,000 + (40 ME * 60 dashes) = 29,400 Damage. (+2200)
The gap has exactly doubled from 1100 to 2200, so Epic RD should theoretically always remain ahead over Epic GR on a fixed gradient. If we do the same comparison using Rare boons instead…
Rare GR:
Four dashes every 1.2 seconds, 40 dashes in a 12 second window:
(300 * 40 dashes) = 12,000 + (40 ME * 40 dashes) = 13,600 Damage. (+25)
80 dashes in a 24 second window:
(300 * 80 dashes) = 24,000 + (40 ME * 80 dashes) = 27,200 Damage. (+50)
Rare RD:
Two dashes every 0.8 seconds, 30 dashes in a 12 second window:
(412.5 * 30 dashes) = 12,375 + (40 ME * 30 dashes) = 13,575 Damage. (-25)
60 dashes in a 24 second window:
(412.5 * 60 dashes) = 24,750 + (40 ME * 60 dashes) = 27,150 Damage. (-50)
Rare RD is slightly behind Rare GR at a fixed gradient. Lastly, for Common boons:
Common GR:
Three dashes every 1 second, 36 dashes in a 12 second window:
(300 * 36 dashes) = 10,800 + (40 ME * 36 dashes) = 12,240 Damage. (-210)
72 dashes in a 24 second window:
(300 * 72 dashes) = 21,600 + (40 ME * 72 dashes) = 24,480 Damage. (-420)
Common RD:
Two dashes every 0.8 seconds, 30 dashes in a 12 second window:
(375 * 30 dashes) = 11,250 + (40 ME * 30 dashes) = 12,450 Damage. (+210)
60 dashes in a 24 second window:
(375 * 60 dashes) = 22,500 + (40 ME * 60 dashes) = 24,900 Damage. (+420)
Common RD claims victory for RD again at a fixed rate! This gives us a rough idea for a “single-target Doom damage hierarchy” for those second Hermes screens:
Epic RD > +3 Dashes > +2 Dashes > Rare RD > Common RD > +1 Dash
But naturally, these Doom damage approximations are not the only factor in mind when weighing up Rush Delivery and Greatest Reflex. There are particular pros to both, and honestly, both are situationally correct:
Epic Rush Delivery:
Epic Greatest Reflex:
Remember that this theorycrafting can’t apply to Gilgamesh due to the different dash cooldown time, but thankfully the built-in +2 dashes suggests to us that RD is preferred in most situations anyhow.
You might not be satisfied with the 0.1s handicap that I attributed to “possible human error” in the first rendition of this guide. And you know what, on retrospect neither am I, so let’s forgo pretty calculations. Maths ought not care for appearances.
The assertion was that the time between dashes (note - including the dash itself) is approximately 0.2 seconds while the cooldown is 0.4 seconds. Let’s now compare a 1.4s Epic Greatest Reflex to the standard 0.8s Epic Rush Delivery. We’re going to stick to the aforementioned Doom damage numbers and multipliers. These have a Least Common Multiple of 5.6 (seconds), so we’ll use 11.2 seconds as our secondary value. Let’s find the number of dashes per second:
The damage calculations for 5.6 seconds:
Epic GR: (300 * 20 dashes) = 6000 + (40 ME * 20 dashes) = 6800 Damage (-60)
Epic RD: (450 * 14 dashes) = 6300 + (40 ME * 14 dashes) = 6860 Damage (+60)
And for 11.2 seconds:
Epic GR: (300 * 40 dashes) = 12,000 + (40 ME * 40 dashes) = 13,600 Damage (-120)
Epic RD: (450 * 28 dashes) = 12,600 + (40 ME * 28 dashes) = 13,720 Damage (+120)
This has proven to be an important difference: rather than a set gradient which always does twice as much damage, Epic RD’s damage is increasing at a much smaller fixed rate compared to Epic GR. We can confirm this by checking 22.4 seconds:
Epic GR: (300 * 80 dashes) = 24,000 + (40 ME * 80 dashes) = 27,200 Damage (-240)
Epic RD: (450 * 56 dashes) = 25,200 + (40 ME * 56 dashes) = 27,440 Damage (+240)
So, what does this mean for you? Well, it seems that if played yoptimally, the damage gap between +3 Dashes and Epic RD is smaller than originally thought. However, when factoring in the additional damage RD brings as a source of global additive, the conclusion is pretty much the same as before.