Every Core, Support, Duo and Legendary boon ranked for 32 Heat and up.
Data from build 10929685, updated
This ranks all 164 boons Zagreus can pick up, split across four boards: Core Boons, Support & Passive Boons, Duo Boons and Legendary Boons. The calls assume high Heat, 32 and above, where Extreme Measures is on, Elite packs are the default, and a boon that only looks good on paper is what ends the run. Every placement here is editorial opinion built on community consensus and a lot of high-Heat clears. Nothing in the game's files decides any of it. The numbers in the notes are each boon's own Common-to-Heroic ramp, so you can see exactly what a rarity upgrade buys you.
Browse all 164 boonsCore boons are ranked against the other eight gods offering that same slot: Attack against Attack, Cast against Cast, Call against Call. Duo and Legendary boons are judged on what they do once you actually have them, discounted for how much setup, luck and prerequisite boons it takes to get there. Support boons are weighed on how often they matter across a full run rather than how big the number looks in the pickup screen. Every figure quoted runs Common through Heroic, so a value like 40% up to 96% is the full rarity ramp. Weapon and aspect requirements get called out wherever they are the whole story, which for the eight Shield of Chaos Flares is most of it.
Attack, Special, Cast, Dash and Call: the five slots every Olympian competes for, plus the eight Flare variants the Shield of Chaos loads instead of a normal Cast. Each entry is ranked against the other gods fighting for that same slot, not against the board as a whole.
Six boons that win their slot outright. Four of them are Athena, and that is not an accident: Deflect is the best defensive mechanic in the game and she staples it to buttons you were already pressing.
Deflect on your Dash, on the button you press a dozen times a room. The 10 up to 16 damage is irrelevant. At 32 Heat every ranged attack in Elysium becomes a free counter, and no other Dash boon is within a mile of it.
40% up to 96% Attack damage and Deflect on every swing. The multiplier alone would make A tier; the Deflect turns a whole category of enemy attacks into your damage instead of your death.
20% up to 48% is the smallest bump in the Attack column and it still belongs here. The 15% Critical chance is the point, because Clean Kill, Hide Breaker, Pressure Points and Heart Rend all scale off it.
100 up to 160 Cast damage and a pool of Festive Fog that keeps working after the burst. Fog slows, chips, stacks Hangover, and later becomes Scintillating Feast or Ice Wine. The best raw Cast on offer.
1.5 up to 1.95 seconds Impervious with full Deflect, stretched six times over at max gauge. It is the reset button for a room that went wrong, and at high Heat you will need one most rooms.
60% up to 144% Special damage with Deflect attached. On Shield, Bow and Rail, where your Special carries a real share of the damage, nothing else in the column competes.
Strong picks that either put up the biggest number in their column or open a build worth committing to. Several of these beat the S tier in raw damage and lose on utility.
40% up to 96% with a 20% Critical chance, a better crit rate than Deadly Strike offers. Take it on any weapon whose Special fires fast.
90 up to 119.7 in a wide short-range blast, plus Weak. On Aspect of Hera, where your Cast loads into the bow shot, this is one of the highest-damage builds in the game.
60 up to 96 with a knock-away, and the knock-away is the real payload. Typhoon's Fury, Razor Shoals, Wave Pounding and Sea Storm all key off it.
50% up to 80% Dash-Strike damage. Enormous on Spear and Sword, where the Dash-Strike is already your best attack. Close to dead weight on Rail.
250 up to 400 impact damage while Impervious, and 7.2 seconds of it at max gauge. A panic button and a nuke sharing one slot.
A vortex ticking 10 up to 13 every quarter second, growing for 5 seconds and running up to 10 at max gauge. More total damage than any other Call, and it Chills everything it touches.
10 up to 20 a bolt reads like nothing. It is not: the chain fires on every hit you land, and Double Strike, Storm Lightning and High Voltage each multiply it again.
50 up to 125 Doom per application, and Doom does not care how slow your weapon is. Stack Dire Misfortune under it and this becomes the highest single-target damage in Hades.
50% up to 120%, the biggest flat Attack multiplier any god offers, with Weak cutting incoming damage on top. Only the Athena and Artemis picks beat it, and they beat it on utility rather than numbers.
A crystal firing 8 up to 12 every 0.2 seconds for 5 seconds, so 200 to 300 damage a Cast with no aiming at all. It is also the boon Crystal Clarity upgrades into a run-winner.
80% up to 192%, the largest Special multiplier in the game. No crit, no Deflect, just a very big number and Weak on whatever it touches.
Reasonable picks that do their job without steering the run. The Flares live mostly here: they are Shield of Chaos exclusives, and the shield already wants you standing in the middle of a pack.
40% up to 96% and Chill, matching Divine Strike on raw damage. Chill without Killing Freeze, Arctic Blast or Winter Harvest behind it is only a slow.
Shield of Chaos only, where your Cast loads into the shield. 100 up to 160 all around you plus Festive Fog, and Bull Rush has already put you in the middle of the pack. The best of the eight Flares.
30% up to 72% and a knock-away. The knockback is as often a problem as a solution, since it shoves foes out of your Fog, your rifts and your Cast.
4 up to 7 Hangover every half second, and it stacks. Weak on its own. With Peer Pressure, Bad Influence and Splitting Headache it is the foundation of an entire run.
The bottom of each column. Most of these hand you a status with almost no damage attached, or put their damage somewhere you are not standing by the time it lands.
The rift spawns where you started, not where you land. You are already gone by the time its 10 up to 16 per hit starts ticking.
2 up to 5 Hangover, behind you, a few times. The weakest boon on this board by a clear margin.
30 up to 52 per rift hit for 1.2 seconds, plus 5 more seconds at max gauge. You become the Blade Rift, which means spending your Call standing in the middle of everything trying to kill you.
The 77 boons that never touch your moveset directly. This is where a run actually gets its power: the crit scalers, the flat damage reduction, the status amplifiers and the Hermes boons you buy from Charon. Ranked on how often they matter, not how big the number reads.
Eight boons that improve almost any run regardless of what you already picked. Half are defensive, which is what 32 Heat and up rewards.
2% up to 5% Critical chance on any damage you deal, and any means Cast, Call, lightning, Doom ticks, everything. A small number applied to every single instance of damage in the run. Stack it with Clean Kill.
2 up to 3.5 extra seconds of Impervious every time a Death Defiance pops. That is enough time to walk out of the corner that just killed you and reset the fight. The best defensive boon in the game at high Heat.
Hangover also slows foes by 15% up to 38%. Hangover is trivially easy to keep on a room, so this reads as a damage boon and plays as permanent crowd control.
25% up to 40% chance for every lightning bolt to fire twice. Zeus builds live and die on this one, and it applies to Call bolts and Duo bolts as well.
20% up to 50% move speed. Not getting hit is the best damage reduction available, and this makes every fight easier without asking anything of your build. Rush Delivery converts it into damage on top.
5% up to 13% off every hit you take, with no condition attached. Boring, and the most reliable survivability in Hades outside Death Defiance itself.
Sturdy plus a 100% speed burst for half a second after every Dash, on a 30% up to 54% ramp. Sturdy is the part that matters: you stop getting knocked out of your own combo, which is how most high-Heat chip damage happens.
15% up to 38% more Critical damage. Take a crit source first, take this second, then watch bosses fold in half the usual time.
Boons worth changing your plan for. Most have a condition attached, but the condition is one your build meets automatically once you have committed to a god.
Doom stacks instead of refreshing, adding 10 up to 16 damage per stack. On a fast weapon this produces the biggest damage number in the game, full stop.
A seeking arrow for 10 up to 16 after your Cast or any Attack or Special hit. Free, constant, and it rolls Pressure Points every time it lands.
50% up to 120% more damage while three or more foes carry Hangover. In any room with a crowd that is just a permanent damage multiplier.
10% up to 19% across Attack, Special and Cast at once. No condition, no setup, no prerequisite. It works with whatever you already have.
Plus 2 up to plus 8 chain-lightning bounces. It doubles or triples Lightning Strike's reach in a packed room and does nothing at all against a lone boss.
50% up to 125% of your bonus move speed becomes bonus damage. Greater Haste, Hyper Sprint and Second Wind all feed it, and Hermes boons are cheap.
Plus 1 up to plus 4 Dash charges. More dashes is more Divine Dash, more Hunter Dash, and more chances to not be standing where the attack lands.
A Critical hit Marks a nearby foe for 30% up to 72% Critical chance. In a crit build it cascades through a whole room without you doing anything.
80% up to 208% Deflect damage. Worthless without an Athena core boon and absurd with one, because Divine Dash has you deflecting constantly without ever aiming for it.
10% up to 40% Attack speed. Every per-hit effect you own fires more often, which is why it sits above Swift Flourish and why Doom builds want it badly.
Lightning also applies Jolted for 60 up to 144 when the foe attacks. Pair it with Cold Fusion so Jolted stops expiring and it becomes a second damage source running in the background.
60% up to 75% more Doom damage for half a second more delay. Almost always worth it. The exception is a fast weapon where the extra 0.5 seconds pushes the pop past the moment the foe dies anyway.
Once every foe has Chill they move 10% up to 17% slower and decay for 20 every half second. A room-wide DoT and a room-wide slow off a condition Demeter builds meet on their own.
Take these when nothing above them is on the table. Each one is a real upgrade, they just need a build already pointed in the right direction to shine.
100% up to 260% Critical damage against Armor. It reads conditional and is not: Armored foes are most of what high Heat throws at you, and the Heroic value is the largest multiplier in the support pool.
Drops every Boon you hold to Common, then upgrades all of them a rarity every 3 Encounters. Excellent in Tartarus. A genuine downgrade if you take it in Elysium.
Puts you back up to 30% up to 60% Life after an Encounter if you finished below it. A floor under your health bar, and floors are worth more at 32 Heat than ceilings.
Knock-away effects also Rupture for 10 up to 25 every 0.2 seconds. Serious damage, and completely inert unless you already took Tempest Strike, Flood Shot or Tidal Dash.
The numbers are real but the conditions are narrow, or the payoff lands somewhere that does not decide a high-Heat run. Take them over nothing.
60% up to 95% trap resistance. Spike floors genuinely chip you through Tartarus and Asphodel, and this is still a slot you would rather spend on anything that kills things.
10% up to 40% less damage taken and more dealt, but only while you hold zero Bloodstones. Great on Aspect of Hera, actively counterproductive in a Cast build that wants ammo banked.
Five boons whose numbers do not survive contact with a real run. Take the Darkness or the Obols instead.
0.25% up to 0.4% extra God Gauge per Critical hit. You would need several hundred crits to buy one extra Call.
20 up to 35 Life when you pick up Nectar. You find Nectar maybe twice a run, and only if you go out of your way for it.
20% up to 26% damage for 15 seconds after a Call. The flattest rarity ramp Zeus offers, competing for a slot with Double Strike and Storm Lightning.
Twenty-eight boons that require two specific gods and usually two specific prerequisite boons. The payoff is enormous, the drafting is not: half of these are ranked down purely on how hard they are to actually assemble before Elysium.
Six Duos that convert a decent run into a clear. If one of these is on the table and you have the prerequisites, take it over anything, including a rarity upgrade on your main damage.
Every Boon you find afterwards is Epic at minimum. Take it in Tartarus and your whole run plays a rarity above everyone else's. Needs Dionysus and Poseidon, which is the only thing keeping it honest.
Doom stops waiting and strikes Weak foes continuously for 50% of its damage each hit. With Dire Misfortune stacked underneath, bosses evaporate. Aphrodite and Ares is also one of the easiest pairs to find.
1.5% extra Critical chance per stack of Hangover. Get Hangover five or six deep with Peer Pressure and you are critting on most hits before Pressure Points even counts.
Crystal Beam already fires 8 up to 12 every 0.2 seconds for free. Making it track foes and hit harder turns a stationary turret into an auto-aiming laser that never misses. The best Cast in Hades once it lands.
Anything that Deflects immediately detonates your Doom for 40 bonus damage. Divine Dash plus Curse of Agony means Doom pops every time you dash through a crowd, which erases the one weakness Doom has.
Bloodstones lodged in foes fire 70 lightning damage every second. Free damage that scales with how many you have stuck in things, which is why Fully Loaded is the Legendary you want and Greater Recall is the one that turns this off.
Worth building toward on purpose. Each of these either multiplies your main damage source or removes a real weakness, and none of them ask for more than two prerequisite boons.
A fast Blade Rift that seeks the nearest foe for 15 seconds. Fire and forget damage for a quarter of a minute, and Black Metal and Engulfing Vortex both make it better.
Festive Fog also deals 60 lightning damage on a timer. Trippy Shot already covers half an arena in fog, so this is room-wide damage with no additional input from you.
Phalanx Shot bounces up to 3 times, turning an 85 up to 136 Cast into four of them. You need Phalanx Shot specifically, and that is the entire catch.
150% more Critical damage against Weak foes. Weak is easy to keep up and crits are the best scaling in the game, so this is the single biggest multiplier on the Duo board.
Your God Gauge fills itself at 1% every 0.2 seconds but caps at 25%. With Athena's Aid that is near-constant invulnerability. With Artemis' Aid, which wants a full gauge for 10 arrows, it is a downgrade.
You cannot be stunned, and Bosses deal 10% less damage. Stun-locks are how high-Heat runs actually end, so this defensive Duo outranks most of the damage ones.
Jolted lasts a flat 10 seconds and stops falling off when foes attack. It turns Static Discharge from a coin flip into reliable damage.
Good boons that either want a narrower build or simply do less than the tiers above. None of these are a wasted pick when they show up.
Plus one level from every Pom of Power you find. Quietly one of the best Duos if it arrives in Tartarus and you then buy every Pom on offer.
Revenge effects fire on their own every 3 seconds without you taking a hit. Only worth the slot if you are already carrying two or three Revenge boons.
Duos that charge you a real cost, turn on too late, or hand you something a common boon would have given for free.
Enemy projectiles travel 50% slower. Genuinely strong in Elysium, where ranged pressure is the problem, and completely dead in a melee room.
1 Life every 0.8 seconds, but only once every Death Defiance is spent. By the time it switches on, the run is already in trouble.
Chill on your Cast, paid for with a Blade Rift that is 23% smaller and slower. You are accepting a downside for a status any Demeter core boon gives you outright.
Eleven single-god payoffs that only appear once you hold enough of that god's boons. They cost you nothing to take, so the ranking is purely about what each one does for a high-Heat run and how many other picks it demands first.
Two Legendaries worth committing a whole run to a single god for. One removes damage from the equation, the other removes enemies.
A barrier that eats one instance of damage and rebuilds every 20 seconds. At 32 Heat that is a free mistake every room for the rest of the run, and no damage number on this board beats it.
Chill-afflicted foes shatter outright at 10% Life and spread 50 damage plus more Chill. It skips boss phases, deletes Elite packs and chains across a room once Frost Strike or Frost Flourish is doing the applying.
Each of these roughly doubles whatever its god was already doing for you. The catch is always the same: you need a real commitment to that god first.
Bloodstones return instantly with zero delay. It deletes the entire downside of a Cast build, so you can just hold the button. Do not pair it with Lightning Rod, which needs them sitting in foes.
Every lightning Boon proc fires an extra 40-damage bolt. On a build already running Lightning Strike, Double Strike and Storm Lightning, it roughly doubles the output.
Plus 2 Bloodstones. Sounds tiny. On Aspect of Hera or any Cast-focused build it is 50% more Cast damage per reload cycle, and it makes Lightning Rod hit harder too.
60% bonus damage to Hangover-afflicted foes standing in Festive Fog. Trippy Shot puts fog everywhere and Drunken Strike puts Hangover on everything, so in a real Dionysus run that condition is always met.
Real upgrades that need a specific build underneath them, or that pay out in utility rather than damage.
Plus 2 rift damage per consecutive hit, compounding fast on a rift that already hits several times a second. Needs an Ares rift build to exist at all, which is a narrow ask.
A 15% chance for Weak to also Charm for 4 seconds. Charmed foes fight for you, which is good crowd control and bad damage, and Aphrodite has better things to offer a build by the time this shows up.
Two Legendaries that either cancel themselves out or pay you in something other than clearing the run.
50% bonus Cast damage to foes with no Bloodstones in them, which means it switches itself off the moment your Cast connects. Only the first shot ever benefits.
Plus 20% chance of a Fishing Point per Chamber. A meta-progression perk wearing a Legendary's clothes. Never spend the slot on it mid-run.
Every entry above links straight to its own page, with the full effect text, art and the rest of the details.
All 164 boons