Aspect of Anubis Build Guide -- Witch's Staff Zoning Fields

Lowest-APM S-tier aspect with the post-Patch-2 Tribulation synergy, two viable scaling paths

By BrokenBuilds Wiki7 min readUpdated

Hades II Aspect of Anubis Build Guide -- Witch's Staff Zoning Fields (Hidden Aspect, Post-Launch Patch 2)

The lowest-APM S-tier aspect in the post-1.0 meta. Every attack and special drops a persistent 30 DPS damage field, so Melinoe spends the run dodging while the floor does the work. Hidden Aspect on the item:witch-staff (Descura), high-Fear capable per 32-Fear runner consensus.

TL;DR

item:aspect-of-anubis is the Hidden Aspect for the item:witch-staff (Descura). It scales two ways: an Apollo Omega-Special path that grows the field radius, or a Hera flat-damage path that adds raw damage to every tick. Tribulation, the Moon Water hex reworked in post-launch Patch 2, fires "after you take damage" effects multiple times in a row, which lines up with the build's habit of standing inside its own zones. Pick this aspect when the run wants to outlast the timer instead of racing it.

Why This Build Works

Anubis converts every input into a stationary damage source. Each attack and special leaves behind a 30 DPS field that lingers on the floor; the special grabs the most recent field and drags it across the room. In a normal staff run, your damage stops when you stop swinging. With Anubis, your damage keeps ticking for the entire field duration, and you can stack three or four fields on the same chokepoint before the first one expires.

The result is a build that punishes movement instead of demanding it. Trash mobs walk into a wall of 90-120 DPS the moment they enter the room. Bosses that telegraph long combos eat free chip during their wind-up. You trade the burst potential of item:aspect-of-circe or item:aspect-of-moros for forgiving consistency, and the trade gets better as Fear scales up because positional play stops mattering at high difficulty: the fields are already where they need to be.

The Two Scaling Paths

Two builds are viable on Anubis post-Patch 2. Pick early based on which legendary keepsake locks first.

Apollo Omega-Special Path

Apollo on Special expands the field radius. Stack that with Double Moonshot from the hammer pool and the zones cover roughly half a Tartarus room each. Chase Apollo's legendary, item:lucid-gain, even though magick scaling is not the central pressure here; it funds the omega-special when you want a manual placement instead of a passive drop.

The Apollo+Ares Cut Above duo with Coffin Nails is community-validated for this aspect specifically. That is a narrow callout: Ares is a weak default god in the post-1.0 meta and gets skipped in the item:aspect-of-moros guide. Anubis is the exception. Cut Above turns the field ticks into bleed sources, and Coffin Nails compounds the bleed.

Hera Flat-Damage Path

Hera global modifiers stack flat damage on every field tick, which matters a lot when a single tick is only 30 base DPS. item:heaven-flourish on the special carries the burst window when a boss enters its damage phase. Aphrodite percentage modifiers layer cleanly on top once the flat damage is locked, which makes this path more boon-flexible than the Apollo build.

Pick Hera if you roll into Aphrodite or Hephaestus first and need a path that does not depend on locking a specific god early.

Tribulation (Post-Patch-2) Synergy

Tribulation is the Moon Water hex, and the 2026-04-14 rework changed how "after you take damage" effects fire. Pre-Patch-2, those effects activated once per damage event. Post-Patch-2, they activate multiple times in a row. The Anubis playstyle face-tanks inside its own fields. Standing in the zones means taking small chip hits, which means tripping Tribulation procs constantly. Pre-Patch-2, the build had no answer to incoming damage past the Strength arcana. Now the survival layer is built into the rotation.

Bring item:calling-card in the third biome to lock the Hex offer and skip the gamble.

Step-by-Step Rotation

Biome 1 starts with item:adamant-shard for the magick floor; Witch's Staff is hungry even on a build that does not lean on omega-casts. Roll the first encounter, see whether Apollo or Hera offers a Strike or Special boon, and commit to that path. If neither rolls, swap to item:iridescent-fan for the second encounter to lock the god you want.

Layer on-hit boons next. item:heaven-strike or Flame Strike both proc per tick, which matters because Anubis fields tick 50% of the time per pulse. A 50% on-hit chance per tick averages out to one proc every two pulses, and a single field can pulse five or six times in a single room.

In biomes 2 and 3, the play loop is: walk to a chokepoint, swing twice to drop two fields, special to drag a third on top, then back away and let the stack burn the wave. On bosses, place fields where the boss telegraphs a stationary attack. The drag-with-special trick is what separates this aspect from a pure passive build; learn the timing before pushing 30+ Fear.

Arcana Loadout

Nine cards: The Sorceress, The Wayward Son, Persistence, The Swift Runner, Death, Origination, item:strength, The Fates, The Champions. Sorceress and Wayward Son are mandatory on every staff build. Persistence and Swift Runner cover defense and pace. Origination needs two curse types active; the build runs Vow of Forfeit plus any single second curse to trigger it.

Strength is the load-bearing card. Anubis face-tanks by design; without Strength reducing incoming damage, the playstyle collapses against Eris dash patterns and Chronos phase 2. Death is the single-hit save when you mistime a field placement and the zones run dry; do not skip it for a third offensive card. Fates and Champions cap the offensive scaling.

Keepsake Rotation by Biome

item:adamant-shard at the start for the magick floor. item:iridescent-fan in biome 2 to lock Apollo or Hera once the path is chosen. item:engraved-pin in biome 3 to upgrade a key boon to Heroic. item:calling-card for the Hex offer in biome 4 when running Tribulation as the survival layer.

Hammer Picks

Apollo path: Double Moonshot for the radius scaling. The fields grow with the special, and Double Moonshot doubles the special output. Hera path: Pom-scaling cast hammers, because the build wants the cast as a secondary field source rather than a primary damage tool. Skip channel-extending hammers; Anubis fields drop per swing, not per channel, and a longer channel means fewer swings per room.

Boss-Specific Tips

Chronos phase 1: he teleports between fixed floor markers. Pre-place fields on those markers before he arrives. Two stacked fields on a teleport target burn 240 damage before he finishes his entry animation. Chronos phase 2: drop fields, dodge his sweeping swings, and let Tribulation eat the chip from grazing his hitbox. The phase that punishes greedy aspects is the phase Anubis wants.

Eris: her dash phase walks her through stacked fields for free damage; she cannot avoid the floor. Stack three fields on her landing arc and she takes 90 DPS for the duration of her dash combo. Typhon: channel-tank inside the fields and let Death's Defiance plus regen catch up; the boss telegraphs slow swings that Anubis converts into uptime.

Common Mistakes

Chasing Apollo without locking item:iridescent-fan early. The Apollo path collapses if you reach biome 3 without the legendary. Skipping Strength in the arcana loadout to fit a third offensive card. Anubis face-tanks; without Strength, the build is a worse item:aspect-of-circe. Trying to burst-clear instead of running the timer. The fields need pulses to deal damage; rushing the room kills your own scaling.

Build Embed

Build: 253961fbfe07

-- Anubis Staff Zoning Fields

See Also

  • Witch's Staff Build Guide
  • Aspect Tier List
  • Build Hub
  • Boon Tier List