Each one of these cards has high impact, but is not considered a must-have like those ranked in the top tier. When your Grasp is limited, these would be secondary choices. After reaching max Grasp, you'll add them to nearly every loadout.
The Centaur
The condition to turn on
The Centaur (XIII) is activating Casts that use 1,2,3,4, & 5 Grasp. Once you have around 20 Grasp unlocked,
The Centaur (XIII) will be activated with the majority of viable Arcana builds.
As long as you don't have to activate totally random Arcana to turn on The Centaur, it's worth making minor adjustments to your loadout, as you'll go into the final boss around +40 max HP and Magick.
Strength
The only reason
Strength (XXIII) is not in S-tier is becuase
Death (XII) exists. If you watch gameplays from previous patches, you'll see Strength was highly favored over Death. Ever since the nerfs to
Strength (XXIII), these two Arcana are more about preference that power level. The one thing that makes
Death (XII) better is the ability to refill Death Defiances as covered above.
When you're looking to maximize your offense,
Strength (XXIII) is the better choice for its global damage buff.
Because of the 40% reduction in damage taken,
Strength (XXIII) increases the value of Healing. So as long as you are not playing with any
Vow of Scars activated,
Strength (XXIII) offers similar sustain to
Death (XII).
The Messenger
The invincibility window from
The Messenger (VIII) is exceptionally tight. You'll need to practice your timing if you plan to consistently utilize it as a dodge tool. The speed boost is also quite useful in itself for dodging attacks and repositioning to safety.
The Messenger (VIII) is never a bad addition if you have a leftover Grasp or in builds that sub out
The Lovers (XV) and use a 2 Grasp card like
The Huntress (III) instead.
The Lovers
The Lovers (XV) only benefits you during Guardian Encounters. The 1/2/3/4 invulnerable hits will make the difference between victory and defeat on runs where you yell out, "I was SO CLOSE!"
Additionally, the higher
Vow of Pain rank you activate, the more valuable invulnerability becomes.
At
Vow of Pain 0,
The Lovers (XV) is not that important to have in the Underworld, where most of the Guardians hit you with low damage attacks. However, on the Surface, we'd raise the value of this Arcana up a notch, as the Guardians have more high damage hits.
Th Same can be said if you are using
Vow of Scars and healing is less effective or non existent. All damage taken is more punishing, making
The Lovers (XV) even more crucial.
The Boatman
A max rank
The Boatman (XVII) will start you out with enough money to buy two God Boons from
Charon's shop. Although it comes at a high cost of 5 Grasp, it is well worth it.
Later on when you are climbing Fear levels,
Vow of Debt 2 raises the base cost of God Boons to 270 Gold Crowns. Effectively decreasing the value of 300 Gold. One extra Boon is still extremely desirable, especially at high fear levels, and you'll likely be looking to activate
The Fates (XXI) as well.
The Champions
The ability to reroll Boons is your greatest asset for consistently getting good builds. Path your Arcana unlocks towards
The Champions (XXII) as soon as possible and start upgrading it.
- Note: When using the post-credit Keepsakes,
The Champions (XXII) deactivates Fates' Whim, and would therefore be F-tier
The Fates
If you want to get those precious +4 Change of Fate from
The Fates (XXI), you need to commit 12 Grasp to activate the surrounding cards. This is an extremely high price, but the extra rerolls can then be used for either doors or Boons.
With everything fully upgraded, having 10 Change of Fate rerolls gives you impressive control over the RNG in Hades II.
- Note: When using the post-credit Keepsakes,
The Fates (XXI) deactivates Fates' Whim, and would therefore be F-tier