Back to weapons Twin Fists
Close-range, high-hit-count weapon that rewards fast status application.
Aspects
Aspect of Zagreus
Adds dodge chance.
Lv. 1-5: Dodge chance +5% / +8% / +10% / +13% / +15%
The default fists are fast, close, and risky. Dodge chance gives a little forgiveness while you stay glued to enemies.
Works with Hermes dodge and Plume-style speed plans; do not ignore defense.
Aspect of Talos
Special becomes Magnetic Cutter, pulling enemies in and making them take more damage.
Lv. 1-5: Magnetic attack and cast bonus +10% / +20% / +30% / +40% / +50% for 6 sec; pull deals 20 damage
Talos gives fists a control tool. Pull enemies in, apply the damage debuff, then unload fast attacks before dashing away.
Great against scattered rooms; be careful pulling armored threats into melee range.
Aspect of Demeter
After landing attacks, your Special hits multiple times.
Lv. 1-5: Bonus Special hits 1 / 2 / 3 / 4 / 5 after 12 strikes
Demeter Fists bank power through attacks, then cash it out with a multi-hit Special. The pattern is attack combo first, finisher second.
Aphrodite or Artemis on Special creates strong burst; Athena dash helps you survive the setup.
Aspect of Gilgamesh
New move set; Maim makes enemies deal and take more damage, then bursts.
Lv. 1-5: Maim burst damage 100 / 175 / 250 / 325 / 400; target takes +25% and deals +50% damage
Gilgamesh is aggressive and dangerous. Maim enables big damage windows, but affected enemies also hit harder until the effect resolves.
Use the extra dashes to choose engagements; do not mark everything and stand still.
Build Plan
Stay mobile, stack on-hit boons, and dodge out before armor trades turn bad.
Daedalus Hammer Upgrades
Daedalus Hammer upgrades are weapon-specific. Some are blocked by hidden aspects or by other Hammer choices.
| Boon | Type | Effect / Value | Prerequisite |
Breaching Cross | Dash-Strike | Dash-Strike pierces foes and shreds Armor. +900% Armor damage | None |
Rolling Knuckle | Dash-Strike | Dash-Strike deals more damage and joins the Attack chain. +60% damage | Not Gilgamesh; incompatible with Heavy Knuckle |
Long Knuckle | Attack | Attack has more range and deals more damage. +10% damage | Not Gilgamesh |
Draining Cutter | Special | Special kills restore life. Restore 2% life | None |
Concentrated Knuckle | Attack | Attack gains base damage for uninterrupted hits. +5 base damage per hit | None |
Explosive Upper | Dash-Upper | Dash-Upper deals area damage. +100% damage | Incompatible with Kinetic Launcher |
Flying Cutter | Special | Hold Special for longer range and more damage. Up to +100% base damage | Not Talos; incompatible with Rush Kick / Kinetic Launcher |
Rush Kick | Special | Special becomes an advancing kick. 40 base damage x2 | Not Talos; incompatible with Flying Cutter / Kinetic Launcher |
Quake Cutter | Special | After Special, land with an area shock. 90 area damage | Not Demeter; incompatible with Kinetic Launcher |
Kinetic Launcher | Special | Special becomes a charged ranged attack. 50 base damage; 75 Power Shot | Not Talos / Gilgamesh; incompatible with Rush Kick / Flying Cutter / Explosive Upper / Quake Cutter |
Heavy Knuckle | Attack | Attack becomes a slower heavy three-hit sequence. 40 base damage each | Not Gilgamesh; incompatible with Rolling Knuckle |
Colossus Knuckle | Attack / Special | Become Sturdy while using Attack or Special. Sturdy during moves | None |
Rending Claws | Gilgamesh | Maimed foes take more damage and move slower. +25% damage taken; -30% move speed | Aspect of Gilgamesh only |