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You could win without them, but they're immensely beneficial.When you get one, you get a new meter under your health bar. Keep an eye on this. When there's enough on the bar, you can trigger what's called a "Call" with RT (or the equivalent on kb/m). I don't know why the boons are called Aid but the command is Call, but here we are. If you have the patience to wait until it's full and blazing with flames, that's when you get the full effect of a Call: much longer effect, so more damage. Your other boons can bolster the effect of the Call if you make choices to increase its effectiveness.
Some make you fully immune to damage for their duration, which can get you out of trouble (also useful if your gems have strayed into lava, since you can collect them while shielded), but the main idea is to maximise your damage during this period. Some just cause damage automatically, and all you can do is steer yourself into collisions with the enemy, while others leave your attacks usable.
It can be tempting to just get invulnerability Calls, but the ones that don't offer invulnerability can be devastating as well. Artemis's one gives you homing arrows that cause Critical damage, for example, and if you've been amping up your Critical chance and damage effects with other boons, this one can rip through boss's health. Demeter's one creates an icy tornado that chills opponents, a giant AOE on full strength, and you can easily catch both Elysium bosses in the same blast and then get in a lot of hits while it rages. You have to experiment a bit to find their strengths, but there isn't a bad Call among them (but ofc you might not want to pair one that requires you to get up close unless you're making a powerful melée build with decent deflection abilities).
Thanks, it helps. I’m new to this game, still need some learning time.