Link's Abilities
TotK's five core abilities redefine how you explore, fight, and solve puzzles. Master all five and no obstacle in Hyrule can stop you.
Ultrahand
Grab, move, and attach objects
How to Unlock
Great Sky Island - In-isa Shrine (the second shrine in the tutorial area, northwest of the Temple of Time). Automatically granted as part of the main quest.
Ultrahand is Link's most versatile ability in Tears of the Kingdom. Press L to grab nearly any object in the environment and move it freely in 3D space. Objects can be attached to each other to build structures, vehicles, bridges, and machines. Rotate objects with the right stick while holding them. Release to place. Press L again while holding to detach previously glued objects. Ultrahand is the foundation of TotK's building system and is used in nearly every shrine, puzzle, and creative solution in the game. It can grab rocks, logs, planks, metal plates, Zonai devices, and most loose objects. The grab range is approximately 5 meters from Link's position, and the 3D rotation system allows exact angle adjustments across all three axes. Ultrahand does not consume stamina or Zonai energy — it is purely time-limited by player precision. Mastering Ultrahand's rotation and attachment system is the single biggest skill gate in the entire game.
Tips
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Hold ZL while adjusting an object to lock its horizontal axis — makes precise platform placement much easier.
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Two fans facing backward on a flat platform creates a fast ground vehicle. Add a steering stick for control.
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You can grab objects through thin walls and fences if you stand close enough.
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Attach a plank or log across a gap before crossing — faster than building a full bridge.
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Rotate objects to fit them at precise angles. Essential for shrine puzzles requiring exact alignment.
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Grab explosive barrels from enemy camps and hurl them back for free AoE damage with zero weapon durability cost.
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Stack multiple Hover Stones for rapid altitude gain without consuming Zonai energy.
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Ultrahand works on objects partially buried in the ground — grab and pull upward to extract them.
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Use Ultrahand to move raft-stuck objects in water areas for building watercraft on the spot.
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You can grab and reposition lit campfires and cooking pots (including the fire itself).
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Press B while holding an object to cancel and drop it gently — useful when fine positioning fails.
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Attaching objects at slight angles rather than perfectly flat can make vehicles more aerodynamic for fan-powered craft.
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Combat application: grab a Bokoblin club from an enemy mid-fight and hurl it back at the camp for a free multi-hit.
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Speedrun use: Ultrahand combined with Recall on a large object creates an instant altitude gain chain that can skip entire dungeon approach sequences.
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Synergy with Autobuild: any assembly you make with Ultrahand is automatically saved to Autobuild history — build once anywhere and recreate it everywhere with one button.
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Common mistake: releasing an object too early before it is fully attached. Hold L and confirm the glue flash before releasing — the blue-to-white flash means the attachment is locked.
Advanced Techniques
Hoverbike Assembly
Attach two fans to a steering stick at opposing angles (roughly 30-degree tilts). This creates the meta hoverbike that flies indefinitely, reaches any altitude, and fits through most gaps. Build once, Autobuild forever. The fan angles determine the hover height — steeper angles mean lower hover, shallower angles mean higher cruise altitude. Fine-tune by adjusting the second fan to a slightly higher angle than the first for a gentle upward bias.
Weapon-Part Construction
Combine multiple found materials into a complex construction using Ultrahand, then Fuse the entire assembly onto a weapon for multi-effect melee hits. For example: Ultrahand-assemble a Shock Emitter attached to a spiked boulder, then Fuse the whole thing to a two-handed weapon for electric + heavy impact on every swing.
Object Catapult
Place a long plank on a fulcrum (rock or sphere), load one end with a heavy object, then strike the other end to launch the heavy object at distant targets. The weight differential determines launch distance — heavier objects on the loaded end send lighter projectiles further. Works with ore deposits as free ammunition in rocky areas.
Mobile Siege Platform
Construct a wide platform base using flat Zonai boards, attach Big Wheels on each corner for ground movement, mount a Steering Stick at the front for directional control, and arm it with Cannons or Beam Emitters facing forward. Drive it directly into enemy camps — the rolling bombardment clears most standard enemies before you ever step off the platform. Add Flame Emitters on the sides for 360-degree AoE coverage against surrounding mobs.
Elevator Build
Attach a rocket pointing upward to a flat platform. Stand on the platform, hit the rocket to activate, and ride it straight up for massive vertical gain. For a reusable elevator, instead use a Hover Stone stack — grab multiple Hover Stones with Ultrahand, stack them vertically, then Ascend through them at each level for a controlled step-by-step climb without burning rocket fuel.
Puzzle Shortcut — Object Slide
In shrine puzzles requiring balls to roll into holes or along rails, grab the ball with Ultrahand and manually guide it to the destination rather than relying on the intended ramp mechanism. This bypasses most ball-routing puzzle designs in 5 seconds instead of 3 minutes. Works on any sphere or cube puzzle item.
Related Items
Fuse
Attach materials to weapons, shields, and arrows
How to Unlock
Great Sky Island - Ukouh Shrine (the very first shrine in the tutorial, southeast area). Automatically granted as part of the main quest.
Fuse combines any material with your equipped weapon, shield, or arrows to change their properties and boost damage. Attach a rock to a sword for a heavy stone hammer. Fuse a Ruby to a weapon for fire damage. Attach a Bokoblin Horn to an arrow for homing shots. Fuse extends weapon lifespans by transferring damage output to the fused material. Every fusion adds the material's fuse attack power to the weapon's base damage. Materials can be unfused from weapons via the inventory menu (hold Y on the weapon), recovering the material before the weapon breaks. Fuse is the core combat progression system — your effective damage scales with material quality, not just weapon rarity. This means even a basic Traveler's Sword with a Silver Lynel Saber Horn attached deals more damage than most endgame weapons without fusion. Fuse also fundamentally changes weapon class behavior: fusing a round rock to a one-handed sword converts it to a heavy smashing weapon that staggers enemies and breaks ore deposits. Understanding what each material type does to a weapon's attack pattern is the key to maximizing combat efficiency.
Tips
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Unfuse materials from weapons (Inventory > hold Y) to recover them before the weapon breaks. Never lose a good gem.
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Ruby = fire, Sapphire = ice, Topaz = lightning, Opal = water burst, Amber = physical burst. Gems fuse to weapons AND arrows.
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Fuse a Puffshroom to an arrow for a stealth smoke bomb that blinds enemies and causes friendly fire.
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Brightbloom Seeds fused to arrows light up large areas in the Depths instantly — essential for Depths navigation.
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Silver Lynel Saber Horns add +55 attack power — the highest fuse damage in the game.
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Fuse a fan to a shield for boosted shield-surfing speed across flat terrain.
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Bomb Flowers fused to arrows create explosive arrows. Fused to shields, they detonate on parry for massive AoE.
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Muddle Bud arrows confuse enemies for 30 seconds, making them attack each other — excellent for large camps.
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Dazzlefruit arrows create a blinding flash on impact, stunning all nearby enemies.
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Fuse a Zonai Spring to a weapon for extreme knockback on hit — sends enemies flying.
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Combat application: against a Lynel, fuse Gibdo Bones to an arrow for maximum physical arrow damage, then activate Riju's thunder aura before each shot — this combination delivers the highest single-hit arrow damage in the game.
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Puzzle-solving use: fuse a Brightbloom Seed to a shield for passive ambient light in the Depths without consuming arrows.
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Speedrun use: Gibdo Bones fused to multishot bows with Riju's thunder is the standard speedrun boss-kill setup, capable of deleting most bosses in under 10 arrows.
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Synergy with Ultrahand: build a construct with Ultrahand, then Fuse the entire build onto a two-handed weapon for multi-object compound melee hits.
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Common mistake: breaking a weapon while a rare material is fused to it. Always check weapon durability before combat — unfuse expensive materials from low-durability weapons before they snap.
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Fusing monster horns to arrows creates elemental, homing, or high-damage specialty arrows without consuming your gemstone supply.
Advanced Techniques
Lynel Horn Weapons
Farm Lynels for their horns. Silver Lynel Saber Horn (+55), Silver Lynel Mace Horn (+45), and Blue-Maned Lynel Saber Horn (+32) are the top fuse materials in the game. Attach to your highest-durability one-handed weapon for endgame damage. Since horns survive weapon breaks (unfuse before the weapon snaps), a single Silver Lynel horn can be transferred through dozens of weapons.
Bomb Shield Parry
Fuse a Bomb Flower to your shield. On a perfect parry, the bomb detonates — dealing massive damage to the attacker with zero durability loss to the shield. Works on every non-explosion-immune enemy. Against Lynels, the bomb parry deals enough damage to stagger them from full charge, allowing a free follow-up attack window.
Elemental Shield Tanking
Fuse a Flame Emitter to a shield. On parry, it shoots fire in a cone. Works with Frost Emitter (freeze cone) and Shock Emitter (electric burst). Turns your shield into an offensive weapon that simultaneously defends and attacks. The Shock Emitter parry is particularly powerful — it electrifies and paralyzes all nearby metal-armored enemies simultaneously.
Arrow Material Stacking
Different arrow fusions serve different purposes: Keese Eyeballs for homing, Bomb Flowers for AoE, elemental fruits for type damage, Gibdo Bones for high physical damage. Carry 5+ materials and swap fusions based on the encounter. Open the quick-fuse interface (hold ZR, then press up/down on the material selector) to change fusions mid-combat without opening full menus.
Rock Hammer Mining
Fuse any stone or rock-type material to a weapon to create a mining hammer. This breaks ore deposits in one hit instead of multiple swings. Essential for Zonaite farming in the Depths. Combine with Yunobo's Rock Roar on large ore clusters to mine an entire vein in under 5 seconds.
Construct Armor Fuse
Fuse a large Zonai construct piece (like a Stone Slab or Zonai Metal Plate) to a shield to maximize its defense rating. Large flat objects dramatically increase the shield's parry window by widening its collision box — useful for players who struggle with tight parry timing against fast enemies like Gibdos.
Related Items
Ascend
Pass through solid ceilings and floors
How to Unlock
Great Sky Island - Gutanbac Shrine (the third shrine in the tutorial, northeast area). Automatically granted as part of the main quest.
Ascend lets Link swim upward through any solid ceiling above him. When close enough to a ceiling, activate Ascend and Link phases straight through it, emerging on top. The ceiling can be stone, wood, dirt, ice, metal, enemy structures, or even Zonai constructs you built yourself. This ability bypasses nearly every vertical obstacle in the game. There is no cooldown and no energy cost — Ascend is unlimited. The green targeting circle on the ceiling shows exactly where you will emerge. If the circle turns red, the ceiling is too thick or the surface above is blocked. Ascend has a maximum thickness limit of approximately 8 meters of solid material — structures thicker than this cannot be phased through. The ability also works on the underside of Sky Islands, the wooden floors of enemy fortresses, cave ceilings, and even the ice underside of frozen water surfaces. Ascend is arguably the most game-breaking traversal tool in TotK for players who learn to use it creatively, enabling access to areas that normally require 2-3 stamina wheels of climbing.
Tips
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If there is a cave or hollow beneath a high ledge, Ascend from inside to emerge on top — no climbing required.
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Many shrines can be accessed from underneath by Ascending through the rock above the entrance.
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Ascend works through most Zonai constructs you build — create a platform and Ascend through it for a personal elevator.
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When falling into a pit, hole, or well, Ascend straight up through the ceiling to escape instantly.
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Some Sky Islands have flat stone undersides reachable by floating up with a vehicle and then Ascending through.
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The green circle on the ceiling shows your exit point. Move around to find the best emergence position.
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Ascend through tree canopies to reach the top of large trees for a vantage point or to access Korok seeds hidden on branches.
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Works through wooden floors of enemy tree forts and watchtowers — skip all the ladders and guards entirely.
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Combat application: if knocked into a ravine or pit during combat, Ascend back up immediately to maintain the high ground advantage.
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Puzzle-solving use: in shrines with multi-level platforms, Ascend through intermediate floors to reach the top in a single phase rather than navigating each level.
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Speedrun use: Ascend combined with a shallow cave ceiling near a dungeon entrance skips entire approach sequences that can take 5+ minutes on foot.
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Synergy with Recall: Recall a platform up toward a ceiling, Ascend through the ceiling as it passes, and emerge above in a single continuous motion.
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Common mistake: triggering Ascend on a ceiling that leads into an enclosed space with no room to stand. Check the minimap or visual clues to ensure there is open space above before phasing through.
Advanced Techniques
Talus Weak Point Shortcut
When a Stone Talus swipes you under its body, immediately Ascend through it and land directly on the ore deposit weak point. Attack from above for massive damage without the usual climbing phase. This technique works on all Talus variants — Stone, Luminous, Igneo, and Frost — and can halve the fight duration compared to conventional climbing approaches.
Sneak Into Enemy Forts
Many enemy fortresses have wooden floors you can Ascend through. Enter from the foundation beneath and emerge inside the fort — skipping all external defenses, archers, and lookouts. This is particularly effective at the Monster Strongholds marked on the map, which typically have elevated wooden platforms and a Bokoblin or Moblin boss on the top floor.
Mountain Cave Shortcut
Find a cave entrance on a mountain face, navigate inside, then Ascend through the peak top. Far faster than climbing the exterior, which can consume 2-3 full stamina wheels. Most large mountains in TotK have at least one cave system that reaches close to the summit — check for cave entrances on the south or east faces where erosion typically creates openings.
Vehicle + Ascend Combo
Build a platform vehicle that raises you close to a high ceiling, then Ascend through. Reaches areas that would take 3 stamina wheels to climb. Especially useful for reaching high Depths ceilings where the cavern roof connects to a surface-level dungeon or fortress floor. A simple hover stone stack or balloon-lifted platform provides the altitude needed.
Drop Attack Combo
Ascend through a floor, emerge on top, then immediately jump and perform a plunging attack down on enemies below. The height bonus from Ascend makes the drop attack deal extra damage. This is especially effective against Moblins and Lizalfos who tend to cluster directly below elevated platforms.
Sky Island Base Access
Fly a hoverbike beneath a Sky Island and position yourself under a flat section of the island base. Ascend through the island floor to emerge on the Sky Island surface without landing on the edge or climbing. This technique bypasses the treacherous jump-and-grab approach on Sky Islands with sheer cliff edges and no landing surfaces.
Related Items
Recall
Reverse the movement of any object
How to Unlock
Temple of Time on the Great Sky Island - given automatically after completing all three tutorial shrines (Ukouh, In-isa, and Gutanbac) and entering the Temple of Time.
Recall reverses the recent movement history of any object you target. A falling boulder flies back up the path it fell. A rolling log rolls backward. A launched projectile returns to its origin. The ability replays approximately the last 8 seconds of an object's movement in reverse. Link can ride objects while they are being Recalled, making it a powerful traversal tool. Recall has no energy cost and no cooldown. Target an object with ZL+L to see its movement trail highlighted in yellow. If the object hasn't moved recently, Recall has no effect. The reverse movement is exact — the object follows its original path frame by frame. Recall is one of the most creatively open abilities in the game: it can transform any falling or moving object into a free elevator, and any enemy projectile into a return weapon. The 8-second history window means slow-falling objects like Sky Island debris provide longer and higher return rides than fast-falling objects. Understanding how to maximize the fall distance before triggering Recall is the key to getting the most altitude out of each activation.
Tips
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Target a platform or boulder that fell from a height. Recall it and ride it back up to the source — free elevator.
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Recall water wheels to spin them backward. Many shrine puzzles require this exact technique.
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Recall has a time limit on reversal (~8 seconds of history). For maximum height, use it on objects that fell a long distance.
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Drop an object from a high point, let it fall, then Recall it and jump on it as it returns upward — massive altitude gain.
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Recall works on enemy projectiles. Large boulders thrown by Hinoxes and Taluses can be sent right back at them.
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In shrines with moving platforms, Recall a platform at the right moment to reach areas the platform did not originally visit.
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Find debris that fell from a Sky Island. Recall it while standing on it to ride it up — free elevator to the sky.
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Lizalfos throw elemental bombs. Recall them mid-air to return them for their own elemental damage.
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Combat application: Recall an enemy's thrown weapon immediately after it passes you — it flies back and strikes the thrower before they can react.
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Puzzle-solving use: in shrines with timed platforms, use Recall to reverse a platform that already passed your target position rather than waiting for the full platform cycle to repeat.
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Speedrun use: the Sky Island debris elevator technique (drop object, max fall, Recall + ride) can gain 50+ meters of altitude in under 10 seconds — a key movement tech in early-game routing.
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Synergy with Fuse: fuse a Bomb Flower to an object, throw it, let it travel far, then Recall it just before impact — the bomb returns to the target zone with extra momentum.
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Common mistake: targeting the wrong object due to multiple objects nearby. Recall always targets the closest eligible object in your crosshair. Clear the area or reposition to ensure you target the correct one.
Advanced Techniques
Height Gain Technique
Drop an object from the highest point you can reach. Let it fall as far as possible (up to 8 seconds of fall time). Then Recall it and quickly jump onto it — you ride it back up the entire fall distance. This is the best way to gain altitude without Zonai energy. Heavy flat objects like metal slabs and Zonai boards fall straight down, making them easier to land on during the Recall ride compared to spheres or irregular shapes.
Projectile Return
When a Hinox or Stone Talus throws a large rock at you, dodge it, then target it with Recall. The rock flies back at the thrower along its original trajectory, dealing massive impact damage. Against a Hinox, a returned rock deals approximately 40-60 damage and staggers the Hinox, creating an attack window. This technique also works on Frost Gleeok ice blasts and Thunder Gleeok lightning balls.
Sky Island Debris Elevator
Chunks of rock fall from Sky Islands periodically. Stand on one and Recall it to ride it back up to the Sky Island it came from. This works on any overworld debris that originally fell from the sky. The trick is positioning — stand at the drop zone directly beneath a Sky Island and watch for freshly fallen debris. Large chunks give longer rides; small pebbles may not carry Link's weight effectively.
Recall + Ultrahand Combo
Build a small platform, throw it as far or as high as you can with Ultrahand, then Recall it and ride it back. This effectively allows you to "throw yourself" across large gaps or up to ledges that normal jumping cannot reach. The throw distance determines the Recall travel distance — throw at maximum extension for the furthest horizontal travel.
Reversed Zonai Platform Routing
In shrines with Zonai platforms on rails, let the platform complete its full path, then Recall it from the endpoint. It reverses back along the rail — but now you can jump off at any intermediate point the platform passed through, not just the start and end. This unlocks access to mid-rail positions that the puzzle designer intended as unreachable shortcuts.
Water Wheel Puzzle Master
Recall is the intended solution for every water wheel puzzle in TotK's shrines and overworld. The trick is targeting the wheel at peak rotation in the forward direction, then Recall it so it spins backward at full speed. If the puzzle requires water to flow upward (Zora Domain area puzzles), combining Recall on the wheel with Sidon's water shield creates a sustained reverse-flow effect long enough to fill elevated reservoirs.
Related Items
Autobuild
Recreate previously built constructions instantly
How to Unlock
Great Abandoned Central Mine in the Depths - found during the "Camera Work in the Depths" main quest. Travel to the large Depths area beneath Central Hyrule and follow the quest marker to the mine. The ability is granted by a Steward Construct after a short quest sequence. Can be discovered independently by exploring the Depths before triggering the quest.
Autobuild automatically recreates any vehicle or structure you have previously assembled with Ultrahand. It stores your last 30 constructs and can rebuild them instantly using nearby materials. If the required materials are not nearby, Autobuild substitutes them using Zonai Charges from your inventory. Open the Autobuild menu with L, select a saved design, and watch it assemble in seconds. You can favorite up to 8 designs to pin them at the top of the menu for quick access. Autobuild is the game's answer to the tedium of rebuilding the same vehicle over and over — build your hoverbike once, Autobuild it everywhere. It is not available from the start of the game and must be unlocked in the Depths. Autobuild remembers exact spatial relationships between parts — the angles, attachment points, and orientations are all preserved. This means a perfectly tuned hoverbike with fans at the optimal 28-degree tilt is rebuilt identically every time. The 30-design history operates on a first-in-first-out queue, so intentionally building 30 different things will push your earliest designs out. Use the Favorite system to permanently protect your best 8 designs from being overwritten.
Tips
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The hoverbike (2 fans + 1 steering stick) is THE meta vehicle. Build it once, favorite it, Autobuild it everywhere.
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Favorite your best 8 designs in the Autobuild menu. Favorites persist at the top for instant access.
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Autobuild stores up to 30 recent constructs. Older designs are pushed out as new ones are built — protect important designs by favoriting them immediately.
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Stock up on Zonai Charges by defeating Construct enemies and using Zonai Dispensers throughout Hyrule.
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Autobuild can substitute missing Zonai parts with Charges, but it cannot substitute natural materials (logs, planks, boulders). Park near natural material sources when building log or plank designs.
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If natural materials are nearby when you Autobuild, it grabs them automatically — saving your Charges.
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Design specialized builds: a boat for water, a rocket sled for terrain, a glider for height. Save all of them as favorites.
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Autobuild works in shrines. If a shrine requires a specific construction, Autobuild a matching design from history.
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The Zonai Charge cost scales with the number and rarity of devices in the build — a 3-part hoverbike costs far less than a 12-part battle platform.
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You can Autobuild mid-combat to instantly deploy battle platforms, cannon wagons, and siege vehicles.
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Combat application: Autobuild a cannon platform directly in front of a boss during a fight lull — the cannon fires immediately when placed, dealing damage before the boss can react.
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Puzzle-solving use: in shrines that reset between attempts, Autobuild the solution from your first successful build in subsequent runs, completing a 5-minute puzzle in under 30 seconds.
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Speedrun use: a pre-built hoverbike favorite lets runners skip overworld traversal almost entirely — the hoverbike reaches any map location in under 2 minutes.
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Synergy with Ultrahand: after Autobuilding a vehicle, use Ultrahand to add additional parts (like extra cannons or rockets) for on-the-fly upgrades without losing the base build record.
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Common mistake: not favoriting your best designs before exploring freely. The 30-design queue fills up quickly during shrine-building sessions and can erase a perfectly tuned hoverbike.
Advanced Techniques
Quick Deploy Battle Platform
Design a platform with fans and a mounted cannon. Favorite it. In combat, open Autobuild and deploy it instantly — you get an elevated gun platform in 3 seconds. For maximum effectiveness, angle the cannon slightly downward at a 15-degree tilt so it fires at ground-level enemies from the elevated platform without requiring height correction.
Specialized Vehicle Library
Maintain a library of purpose-built vehicles: hoverbike (general traversal), airplane with wing (long horizontal distance), flat-bottomed boat (water areas), rocket sled (ground speed), balloon platform (vertical ascent). Favorite the top 5 and swap based on terrain. A 6th slot for a mining cart design (flat platform + Big Wheels) serves well in the Depths ore field areas.
Charge-Efficient Builds
Keep builds small to minimize Charge costs. The hoverbike (3 parts) costs only ~3 Charges. A 10-part battle wagon costs ~12 Charges. Build lean unless you need firepower. For extended exploration sessions in the Depths, a 3-part hoverbike and a 3-part light sled are the only designs you need — everything else is situational.
Shrine Solution Recall
When a shrine requires a specific construction (bridge, elevator, vehicle), check your Autobuild history. Many shrine solutions reuse the same 3-4 assembly patterns. Keep a simple 2-plank bridge, a single-fan cart, and a 1-rocket elevator in your favorites to solve the majority of construction shrines without building from scratch.
Material Magnet
When Autobuilding near scattered materials, the ability scans a large radius and pulls in matching components. Position yourself near a Zonai Dispenser dump to Autobuild for free using dispensed parts. Drop a full Large Zonai Dispenser sphere, collect the parts, then Autobuild your hoverbike from the pile — zero Charge cost if all parts are present on the ground.
Battle Wagon Deployment
Pre-build a battle wagon with 4 Big Wheels, a Steering Stick, 2 forward-facing Cannons, and a rear Flame Emitter. Favorite it. When approaching a large enemy camp (Bokoblin Fortress, Coliseum, Lynel plateau), Autobuild it 20 meters from the camp edge and drive in. The wagon absorbs damage while the cannons clear the camp. The Flame Emitter handles any flanking enemies. No weapon durability spent.
Related Items
Powers of the Sages
Each sage companion grants a unique ability after completing their temple. These powers complement Link's core abilities and are essential for advanced combat and exploration.
Tulin's Gust
Tulin (Rito) — Wind Temple
Cooldown
Approx. 5–8 seconds after activation. Tulin visually hovers nearby when charged.
Summon Tulin to create a powerful gust of wind that propels Link forward while paragliding. Each activation gives a significant boost in distance and height during glide. Tulin hovers nearby and charges over time — look for the prompt when the ability is ready. The gust knocks nearby enemies back and deals minor wind damage. Tulin's Gust is one of the most frequently used sage abilities due to how often TotK requires traversal by air. Each gust extends glide range by approximately 30-40 meters and provides a modest height gain of 5-8 meters. In areas with natural updrafts (Rito Village, Hebra peaks, Wind Temple approach), Tulin's Gust can chain with the updraft to create near-unlimited glide range. The ability does not consume stamina or Zonai energy — its only limit is the recharge cooldown and Tulin's proximity to Link.
How to Unlock
Complete the Wind Temple and defeat Colgera. Tulin joins as a Sage of Wind.
Tips
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Activate while already gliding for maximum horizontal distance — do not wait to fall first.
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Chain multiple gusts by landing briefly on a surface to let Tulin recharge, then jump and glide again.
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Tulin's Gust extends paraglider duration significantly — use it to cross gaps that would otherwise require a Sky vehicle.
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The gust works in reverse too — activate while facing away from a target to retreat fast during combat.
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Pairs extremely well with the Glide Armor set bonus (faster paraglider speed) for cross-map traversal.
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Use in combat to close distance on airborne enemies like Aerocuda or to knock smaller enemies off ledges.
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Combat application: activate Tulin during a Gleeok fight to rapidly reposition between its three heads, minimizing the time spent on the ground where it can stomp and tail-swipe.
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Puzzle-solving use: blow seeds, leaves, or lightweight objects off pressure plates and into their target receptacles by activating Tulin while facing the object.
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Speedrun use: Tulin is the primary movement ability for all speedrun categories — a runner who understands Tulin chaining can cross the entire Hyrule map without touching the ground.
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Synergy with Ascend: ascend to a mid-level platform, glide outward with Tulin gust, then Ascend through the next ceiling for a combined vertical + horizontal mobility chain.
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Common mistake: activating Tulin's Gust before reaching full glide extension. Always jump and open the paraglider first, then activate the gust at the peak of the initial glide arc for maximum combined distance.
Sidon's Water Shield
Sidon (Zora) — Water Temple
Cooldown
Approx. 6 seconds after detonation or 10 seconds after charged blast.
Summon Sidon to coat Link in a protective layer of water that reduces incoming damage by approximately 30%. The shield persists until Link takes a hit, at which point it detonates — blasting nearby enemies with a burst of water and dealing splash damage. After detonation, the shield recharges over time. A second activation while the water shield is active charges it into an offensive mode: Link's next melee hit or roll detonates the shield as a concentrated water blast. Highly effective against fire-type enemies and Gloom attacks. The water shield is one of the most passively impactful sage abilities in the game — because it recharges quickly and is always available, players who keep it permanently active take significantly less cumulative damage over any extended fight compared to players who ignore it. Against Gloom Hands specifically, the water detonation hits all five hands simultaneously, making it the best crowd-control tool for the most dangerous ambient encounter in TotK.
How to Unlock
Complete the Water Temple and defeat Mucktorok. Sidon joins as a Sage of Water.
Tips
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Always keep Sidon's shield active — it reduces all incoming damage passively, including fall damage.
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Against Fire-Like and Gloom Hands, the water detonation on hit deals bonus elemental damage.
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Activate a second time to charge the shield into a water blast projectile — excellent for mid-range combat.
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The shield negates Gloom accumulation from floor contact, making Depths exploration much safer.
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Detonation hits multiple enemies in a radius — useful for grouped small enemies like Bokoblins and Lizalfos.
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Recharges quickly — get in the habit of re-activating after every shield break.
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Combat application: against a Lynel, the water detonation on parry or hit staggers the Lynel slightly, creating a brief opening for a follow-up attack. Combined with a Bomb Shield parry, the double detonation can stun-lock a Lynel for 2-3 free swings.
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Puzzle-solving use: the charged water blast can activate water-pressure targets in shrines and overworld puzzles that are normally only solvable with Cryonis (which does not exist in TotK).
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Speedrun use: the damage reduction from Sidon's shield allows runners to absorb hits that would normally require healing stops, keeping movement continuous without inventory pauses.
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Synergy with Riju: activate Sidon's shield, then fire Riju-augmented thunder arrows. When the shield detonates (from a stray hit), the water burst adds elemental combo damage to the already lightning-charged targets.
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Common mistake: forgetting to re-activate Sidon after his shield breaks. The shield break is visually dramatic but brief — many players don't notice it dropped and continue fighting without the 30% damage reduction.
Yunobo's Rock Roar
Yunobo (Goron) — Fire Temple
Cooldown
Approx. 8 seconds. Yunobo visible nearby when charged.
Summon Yunobo to roll into a large flaming rock ball that Link can aim and launch at targets. The rock ball breaks cracked walls, destroys ore deposits in one hit, and deals massive stagger damage to enemies — particularly effective against Stone Taluses. Link can also ride Yunobo's charge for a short burst of speed. Yunobo's Rock Roar deals fire damage and sets enemies on fire. It can one-shot most miniboss-tier enemies when aimed at weak points. The fire damage from Yunobo's charge ignites grass, wooden structures, and ice blocks — a useful environmental tool for clearing obstacles. Against fire-immune enemies (Igneo Talus, fire Lizalfos), the charge still deals full physical impact damage even though the fire element is negated. Yunobo's trajectory is a straight line from Link's facing direction — pre-aim before activation for precision targeting.
How to Unlock
Complete the Fire Temple and defeat Marbled Gohma. Yunobo joins as a Sage of Fire.
Tips
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Aim Yunobo carefully — the charge is fast and stops at the first solid obstacle. Clear the path first.
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Yunobo's charge destroys ore nodes instantly — essential for efficient Depths Zonaite farming.
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Launch Yunobo at the ore deposit on a Stone Talus back for a nearly instant kill.
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Riding Yunobo briefly at launch gives Link a speed boost and extra forward momentum for gap crossing.
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Combine with fire-weak enemy types (White Bokoblins, ice enemies, Frost Gleeok) for massive bonus damage.
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Use to break cracked walls throughout the game — many optional areas and chests are blocked by these walls.
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Combat application: in the Death Mountain and Eldin regions, fire-immune enemies are common. Pre-aim Yunobo at enemy clusters to maximize the physical impact damage even when the fire element is resisted.
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Puzzle-solving use: crack open sealed doors and breakable rock panels using Yunobo — a faster solution than finding a hammer weapon.
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Speedrun use: Yunobo's forward momentum boost when riding his initial launch can be chained with paraglider deployment for a pseudo-dash that covers ground faster than sprinting.
*
Synergy with Recall: launch Yunobo at an ore vein wall, then Recall the wall fragments to clear a path and pick up the ore simultaneously.
*
Common mistake: launching Yunobo into an uncleared path. If there is a rock, tree, or low wall between Link and the target, Yunobo will stop on it instead of reaching the intended destination. Always check the line of sight before activating.
Riju's Thunder Strike
Riju (Gerudo) — Lightning Temple
Cooldown
Approx. 5 seconds per activation. Aura lasts ~5 seconds while active.
Summon Riju to create a lightning aura around Link. While the aura is active, any arrow Link fires detonates into a powerful lightning strike on impact, electrifying the target and all enemies within a radius. The lightning bypasses armor and deals bonus damage to metal-equipped enemies. The aura lasts approximately 5 seconds per activation and can be maintained by rapid activations. Riju's Thunder is one of the most powerful offensive sage abilities — a single strike can down a Lynel in a few hits when combined with Bomb Flower arrows. The lightning strike triggers on every arrow type, including multishot bows. A Savage Lynel Bow (5 arrows per shot) combined with Riju's aura fires 5 simultaneous lightning strikes per activation, making it the highest burst DPS combination available to any non-glitch player. The radius of the lightning strike hits approximately 8 meters from the impact point, making it an excellent crowd-control tool even against large, spread-out enemy groups.
How to Unlock
Complete the Lightning Temple and defeat Queen Gibdo. Riju joins as a Sage of Thunder.
Tips
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Activate Riju's aura, then immediately fire an arrow at a boss weak point — the lightning multiplies arrow damage massively.
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Metal-equipped Bokoblins and Lizalfos are paralyzed by lightning — clear camps in seconds with a single aura activation.
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Combine Riju's aura with Bomb Flower arrows for AOE lightning + explosion on every shot.
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The lightning strike hits all enemies in a radius — aim near enemy clusters rather than at a single target.
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Gibdo Bones arrows deal the highest physical damage. With Riju's lightning, they become the best DPS arrows in the game.
*
Riju's aura activates instantly — use it to interrupt boss patterns at critical moments.
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Combat application: the Lynel kill combo — activate Riju, mount Lynel with a flurry rush, fire arrows at Lynel's head while mounted. Each mounted arrow hit triggers a full lightning strike. A Savage Lynel Bow can deliver 10+ strikes per mount.
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Puzzle-solving use: some overworld metal targets require lightning activation — use Riju's arrow strike instead of waiting for a thunderstorm.
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Speedrun use: Riju + Savage Lynel Bow + Gibdo Bones is the standard boss-deletion setup in any% runs, capable of killing most bosses in under 10 seconds once the Lynel farming phase is complete.
*
Synergy with Sidon: Sidon's water detonation on an electrified enemy group amplifies damage through wet-electrocution — water plus lightning equals a significant damage multiplier on soaked targets.
*
Common mistake: wasting Riju's 5-second aura on a single shot. Rapid-fire as many arrows as possible during the aura window — practice firing 3-4 arrows before the aura expires to maximize damage per activation.
Mineru's Construct
Mineru (Zonai (Ancient)) — Spirit Temple
Cooldown
No cooldown — limited by Construct energy gauge. Refill with Zonai Charges.
The most unique sage ability — Mineru provides a large mechanical construct body that Link pilots from the head. The construct can hold Zonai devices in each arm slot (weapons, shields, cannons, emitters). The construct has its own energy gauge separate from Link's. While piloting, Link is protected from most hazards and attacks. The construct can be expanded by attaching Zonai devices to its arms using Ultrahand. This is the most customizable sage ability, functioning as a personalized battle mech that evolves with the player's available Zonai parts. Mineru's construct body absorbs all incoming damage directed at Link while piloting, making it functionally invincible against most standard attacks as long as the construct's energy lasts. The construct also provides immunity to Gloom floor damage, lava damage (for a limited time), and fall damage, making it uniquely useful for navigating the Depths and Death Mountain. The two arm slots can be swapped out between fights by using Ultrahand while in the area — bring multiple weapon loadouts for different encounter types.
How to Unlock
Complete the Spirit Temple (Construct Factory) and defeat Seized Construct. Mineru joins as a Sage of Spirit.
Tips
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Equip a Beam Emitter and a Flame Emitter to the construct's arms for ranged fire + beam DPS combo.
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The construct's energy depletes while using equipped devices — bring Zonai Charges to refill during extended fights.
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Attach a Spring to one arm for massive knockback melee hits that stagger even large enemies like Lynels and Hinox.
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The construct can wade through lava and Gloom floors safely — use it for areas that otherwise drain health rapidly.
*
Equip Rocket arms for a burst-jump that bypasses climbing entirely in construct mode.
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Mineru's construct excels against Lynel encounters — the construct body absorbs all Lynel charge damage.
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Combat application: equip a Cannon to one arm and a Beam Emitter to the other for a versatile loadout that handles both distant and close-range targets simultaneously.
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Puzzle-solving use: Mineru's large construct body can push, hold, and activate mechanisms too heavy or large for Link to interact with — particularly useful in the Spirit Temple and late-game Depths constructs.
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Speedrun use: the construct absorbs damage that would otherwise require healing stops, allowing runners to maintain movement through hazardous areas without pausing.
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Synergy with Ultrahand: while mounted in Mineru's construct, you can still use Ultrahand to grab and reposition objects — the construct's height gives you a higher grab angle, reaching objects on shelves or elevated platforms that Link alone cannot reach.
*
Common mistake: depleting Mineru's construct energy before a boss fight by using the arm devices freely. The construct energy gauge is shared between all equipped devices — conserve it by deactivating Beam Emitters between attacks and only firing in precise bursts.
Purah Pad Abilities
Five built-in tools available from the start — unlock the Sensor+ and Travel Medallion upgrades through Robbie's questline.
Camera
The Camera on the Purah Pad lets Link photograph enemies, items, locations, and objects. Photos are stored in the Album. The Camera is used with Sensor+ to track photographed subjects by proximity signal. Any subject photographed can be registered in the Hyrule Compendium for permanent tracking.
Lookout Landing — received from Josha after the opening Hyrule Castle visit. Automatic story unlock.
Sensor+
Sensor+ lets Link designate a tracked target from the Hyrule Compendium and receive proximity alerts via beeping signal. The closer you are to the tracked subject, the faster the beep. Track enemies, materials, equipment, or locations. Only one target tracked at a time. Essential for farming specific materials from enemies you have photographed.
Lookout Landing — upgrade the Purah Pad with Robbie after Camera unlock.
Travel Medallion
Creates a custom fast travel point anywhere on the surface map. Unlike Shrines, Lightroots, or Towers, the medallion can be placed in any location — mid-field, inside enemy camps, at resource nodes. Only one Travel Medallion point can be active at a time. The full upgrade from Robbie allows up to three stored medallion templates.
Found in the Depths via a chest near the Robbie quest chain — or purchased from the Bargainer Statue for 100 Poes.
Scope
The Scope is the Purah Pad's telescope function providing a zoomed-in view for scouting terrain, enemies, and loot at distance. Holding ZL while scoping marks locations on the map — pinpointing landmarks, enemy camps, and resource nodes without physically visiting them.
Lookout Landing — one of the first Purah Pad upgrades from Robbie early in the game.
Hyrule Compendium
The in-game encyclopedia storing entries for every enemy, material, equipment piece, and treasure photographed by Link. Each entry shows habitat, behavior, drops, and category information. The Compendium is the database Sensor+ draws from for tracking. Completing specific Compendium sections unlocks rewards from Robbie and Josha.
Unlocked automatically with the Camera at Lookout Landing. Missing entries purchasable from Robbie for 100 Rupees each.
Combat Techniques
Advanced movement and combat skills that combine Link's abilities with traditional swordplay.
Perfect Dodge
Press dodge (ZL + direction + jump) at the exact moment an attack lands
A perfectly timed dodge that triggers Bullet-Time — Link draws his bow in slow motion for a few seconds, allowing precise arrow shots with no stamina cost. Backflip (ZL + back + jump) is ideal for horizontal attacks. Side Hop (ZL + left/right + jump) works for vertical slams. The most important combat technique in the game — mastering it makes nearly every encounter safer and more efficient.
Flurry Rush
Triggered automatically after a Perfect Dodge — press Y rapidly
Flurry Rush is the reward for executing a Perfect Dodge — Link performs a rapid multi-hit combo against the momentarily off-balance enemy. Each Flurry Rush hit deals full weapon damage. Against Lynels, Flurry Rush is one of the primary DPS methods. Only works on standing, active enemies.
Perfect Parry
Press A at the exact moment an attack is about to land while holding ZL
A perfectly timed shield parry that reflects projectiles and staggers melee attackers. Tighter timing than Perfect Dodge. A successful parry staggers most enemies for three to five seconds — longer than Flurry Rush stagger. Against ranged enemies, a perfect parry reflects arrows back at the attacker.
Lynel Mount
Land on a Lynel's back after a headshot stun — press A to mount
After stunning a Lynel with a headshot arrow, sprint to its side and press A to mount. Link delivers five free melee strikes that do NOT consume weapon durability. After five hits, the Lynel bucks Link into the air — draw your bow immediately for bullet-time. The Lynel Mount loop is the most important Lynel combat technique for efficient weapon durability management.
Bullet-Time Bow
Jump from a height then draw bow (ZR) while airborne
Drawing the bow while airborne triggers Bullet-Time — the world slows down and Link can aim with precision. Stamina drains during bullet-time so shots must be taken quickly. Triggered from any airborne state — a normal jump, a Lynel buck, paragliding, or a Skyview Tower launch. The foundation of arrow-based boss combat in Tears of the Kingdom.
Stealth Strike
Crouch behind an unaware enemy and press Y for sneak attack
A stealth attack delivered from behind an undetected enemy. Stealth strikes deal eight times the normal weapon damage — the highest single-hit multiplier in the game. Combined with a strong fused weapon, a stealth strike can instantly defeat most standard enemies and deal enormous damage to minibosses.
Drop Attack (Plunging Strike)
Jump above an enemy then press Y while airborne directly above them
Pressing attack while falling directly above an enemy triggers a plunging strike — Link drives the weapon downward for bonus damage based on fall height. Drop attacks can bypass shields and are effective for reaching weak points of tall enemies. Combined with Ascend for quick height gain, drop attacks are efficient for opening burst damage.
Two-Handed Charged Spin
Hold Y with a two-handed weapon — release when fully charged for spin
Holding and releasing Y with a two-handed weapon triggers a full-circle spinning slash that hits all surrounding enemies. The damage output is the highest single melee attack available without Flurry Rush. The Master Sword's charged spin deals bonus damage against Gloom-afflicted enemies in the final boss and creates a projectile wave.
Shield Surfing
Hold ZL (shield out) then jump and press A while on a slope
Shield surfing uses Link's equipped shield as a sled to slide rapidly down slopes. Speed scales with slope angle and shield type. Consumes shield durability at a moderate rate — avoid with rare or high-value shields. A fan fused to a shield creates a powered shield-surf that works on flat terrain.
Elemental Melee Range Extension
Fuse elemental emitter or fruit to melee weapon — attack normally
Fusing a Flame, Frost, or Shock Emitter to a melee weapon causes each swing to project a cone of elemental energy forward, extending effective attack range by two to three meters. A one-handed sword with a Flame Emitter becomes a close-range flamethrower on each swing. Effective against elemental-armored enemies like Like Likes and Talus variants.
Whistle Sprint
Hold down on the D-pad repeatedly while running
Rapidly pressing the whistle button (down D-pad) while running causes Link to sprint without consuming stamina — a well-known movement tech that bypasses the stamina system entirely for flat overland traversal. The whistle sprint works by rapidly toggling the whistle state, which resets the stamina drain timer each cycle. While slower than maximum sprint, it covers unlimited distance without stamina depletion and is the fastest stamina-free movement option available before acquiring a horse or Zonai vehicle.
All-Sage Activation Combo
Activate all five Sage abilities in sequence at the start of a boss fight
Activating all five Sage abilities in rapid succession at the start of a major encounter creates a brief window where their combined effects overlap: Sidon's water shield provides damage reduction, Riju's thunder aura charges arrows, Yunobo's fire ball deals opening burst damage, Tulin's gust enables rapid repositioning, and Mineru's construct can absorb incoming damage. This coordinated opening burst is the highest damage window available in TotK outside of a fully optimized Lynel loop. Most bosses can be brought to their second phase threshold in the first all-sage activation cycle if a Silver Lynel Bow with Gibdo Bones is used during Riju's thunder window.
Dragon Part Fusion
Fuse Dragon Scales, Claws, Horns, or Fangs to weapons or arrows
Dragon parts are the highest-tier permanent elemental fuse materials in the game. Dinraal (fire), Naydra (ice), and Farosh (thunder) each drop four part types: Scale (lowest value), Claw, Fang, and Horn (highest value). Fusing a Dragon Horn to a weapon creates a permanent, non-depleting elemental weapon that deals full elemental damage on every hit without consuming any charge. Unlike Emitter fusions which eventually deplete, Dragon Horn fusions last indefinitely. The Light Dragon also drops parts — Shard of Light Dragon's Horn fused to the Master Sword is the highest damage weapon configuration in the game.
Recall Puzzle Shortcut
Target a previously moved object with ZL+L and activate Recall
Many shrine and overworld puzzles can be completely bypassed using Recall on objects that have already moved through the puzzle area. Water wheels, falling platforms, rolling balls, and sliding panels all record their movement history. Instead of completing a puzzle the intended way, Recall a platform back through its full travel path and ride it to the destination — skipping switches, gates, and timed sections entirely. Mastery of Recall puzzle shortcuts reduces average shrine completion time by 40–60% for players who know which object to target.
Ultrahand Object Toss and Ride
Grab an object with Ultrahand, throw it upward, release, then jump and Recall
A combined Ultrahand-Recall altitude technique: grab a flat object (metal slab, Zonai board) with Ultrahand, throw it as high as possible, release Ultrahand, then immediately Recall it and jump onto it as it returns downward — except it travels upward in reverse. The toss height determines the maximum altitude gain. This technique is repeatable — catch the object, throw again for another cycle — and provides consistent altitude gain anywhere in Hyrule without Zonai energy expenditure. It requires precise timing to land on the object as it begins its Recall ascent.
Armor Set Bonuses
Equip all three pieces of a set to unlock a passive bonus. Most require upgrading to level 2 at a Great Fairy.
Barbarian Set
Attack Up (Level 3)
Each piece adds one level of Attack Up. With all three worn, Link's attack is boosted to Level 3 — approximately fifty percent increase to melee weapon damage. The highest flat attack bonus from any armor set.
Climbing Set
Climb Speed Up + Climbing Jump Stamina Up
Dramatically speeds up wall and cliff climbing. The set bonus at Level 2 adds Climbing Jump Stamina Up — the mid-climb jump costs significantly less stamina. Combined, this makes previously impossible vertical climbs achievable with a single stamina wheel.
Stealth Set
Night Speed Up
Reduces noise Link makes while moving, lowering enemy detection radius. Set bonus at Level 2 adds Night Speed Up — Link moves faster than normal between 9 PM and 5 AM in-game time. Exceptional for nighttime exploration and ambushes on sleeping enemies.
Flamebreaker Set
Fireproof
With all three pieces, Link becomes Fireproof — immune to catching fire from environmental sources, fire attacks, and volcanic heat. Fireproof prevents the burning status effect entirely. Essential for Death Mountain and the Fire Temple.
Snowquill Set
Unfreezable
With all three pieces, Link becomes Unfreezable — immune to being frozen solid by ice attacks and frost-based effects. Distinct from basic cold resistance. Specifically prevents the frozen status that leaves Link completely immobile. Critical against Frost Gleeoks, Ice Wizzrobes, and ice-element enemies.
Rubber Set
Shock-Proof
At Level 2 upgrade, Link becomes fully Shock-Proof — immune to paralysis from lightning strikes, Shock Like discharges, and the Thunder Gleeok's aerial lightning storm. One of the most powerful set bonuses, making Thunder Gleeok and Thunder Wizzrobe fights dramatically safer.
Zonaite Set
Enhanced Charge
Enhanced Charge causes Zonai Charge items to restore approximately 1.5x more energy to the Energy Cell when consumed. The most efficient armor for extended Zonai vehicle usage, stretching every Charge further.
Depths Set
Gloom Resistance
Provides Gloom resistance per piece, reducing the rate at which Gloom drains maximum hearts on contact. With all three pieces, Gloom damage rate is reduced by approximately sixty percent. Not full immunity but dramatically extends survivability in Gloom-heavy Depths areas.
Glide Set
Skydiving
Increases paraglider speed significantly. The set bonus adds Skydiving — Link falls faster and more controllably during freefall. Essential for the Colgera boss fight and precise sky dives from high altitude.
Phantom Set
Defense Up + Attack Up
Provides the highest base defense of any armor plus a strong attack bonus with the full set worn. Unlike Barbarian Set (attack only) or defensive sets (defense only), the Phantom Set offers a genuine balance — excellent all-purpose set for players who want both offense and defense.
Yiga Set
Yiga Clan Disguise
The full Yiga Set grants a disguise that prevents Yiga Clan members from recognizing Link. While wearing all three pieces, Yiga Footsoldiers will not attack on sight. The disguise breaks immediately if Link takes hostile actions.
Miner's Set
Self-Glow (Depths visibility)
Emits a persistent glow that illuminates the immediate area around Link. With all three pieces, the combined glow provides meaningful visibility in the Depths without requiring Brightbloom Seeds. Essential for Depths exploration before enough Lightroots are activated.
Hero of the Wild Set
None (cosmetic — iconic green tunic)
The iconic green tunic Link wore in Breath of the Wild. Provides solid defense per piece with no special set bonus in TotK. Enormous cosmetic and nostalgic value. Considered a collector's set for series veterans.
Soldier's Set
Defense Up
Provides solid defense per piece and a Defense Up bonus when all three pieces are worn. Reduces incoming damage by approximately ten to fifteen percent. A reliable mid-game defensive option before Depths sets or late-game armor becomes available.
Ancient Hero's Aspect
Cosmetic — Zonai ancestor appearance
Transforms Link's appearance into the ancient Zonai hero who sealed Ganondorf ten thousand years ago. Moderate base defense, no set bonus since it is a single piece. Value is entirely cosmetic for lore enthusiasts.
Food Effects & Elixirs
Cooked meals and elixirs apply timed buffs. Use dragon parts to extend durations up to 30 minutes.
Hearty
Hearts — Full Restore + Bonus Yellow Hearts
Hearty meals fully restore all of Link's red hearts and add temporary bonus yellow hearts. These yellow hearts act as extra buffer HP beyond the maximum heart count and last until consumed by damage. A single Hearty meal with several Big Hearty Radishes can add fifteen or more bonus yellow hearts.
Example: Five Big Hearty Radishes → Hearty Fried Wild Greens (+20 yellow hearts, full restore)
Energizing
Stamina — Restore Stamina Wheel
Energizing meals restore Link's stamina wheel partially or fully. Critical for long climbs, extended paragliding, and swimming where running out of stamina mid-action results in falling. Does not increase maximum stamina — refills what exists.
Example: Five Stamella Shrooms → Energizing Mushroom Skewer (full stamina restoration)
Enduring
Stamina — Extra Stamina Capacity (Bonus Yellow Wheels)
Enduring meals add temporary bonus stamina wheels beyond Link's maximum, similar to how Hearty adds yellow hearts. These bonus wheels drain before regular stamina. Endura Carrots are the best single Enduring ingredient, each adding roughly half a stamina wheel.
Example: Five Endura Carrots → Enduring Fried Wild Greens (+2.5 bonus stamina wheels)
Mighty
Attack Up (Levels 1–3)
Mighty meals boost Link's attack damage with all weapons. Level 1 (one or two ingredients) adds roughly twenty percent. Level 3 (five Mighty ingredients) adds approximately fifty percent — identical to the Barbarian Set bonus but without defense sacrifice.
Example: Five Mighty Bananas → Mighty Simmered Fruit (Level 3 Attack Up, several minutes)
Tough
Defense Up (Levels 1–3)
Tough meals boost Link's defense rating. Level 3 Tough reduces incoming damage by approximately forty percent. The defensive equivalent of Mighty attack boost — can be the difference between a two-hit kill and survival in endgame boss encounters.
Example: Five Ironshrooms → Tough Mushroom Skewer (Level 3 Defense Up, several minutes)
Sneaky
Stealth Up (Levels 1–3)
Sneaky meals significantly reduce the noise Link makes while moving, shrinking enemy detection radii. Level 3 Sneaky combined with the Stealth Set at Level 2 makes Link nearly undetectable while crouch-walking.
Example: Five Silent Shrooms → Sneaky Mushroom Skewer (Level 3 Stealth Up)
Hasty
Speed Up (Levels 1–3)
Hasty meals increase Link's movement speed while running. Level 3 Hasty provides a significant speed boost for faster repositioning in combat, covering terrain, and escaping dangerous situations.
Example: Five Swift Carrots → Hasty Veggie Stir Fry (Level 3 Speed Up)
Electro
Shock Resistance (Levels 1–3)
Electro meals provide resistance to electrical damage and paralysis, reducing stun duration from lightning strikes. Useful against Thunder Gleeoks, Shock Lizalfos, Thunder Wizzrobes, and in stormy weather.
Example: Five Voltfruit → Electro Simmered Fruit (Level 2–3 Shock Resistance)
Fireproof (Meal)
Fire Immunity (prevents burning status)
Fireproof meals prevent Link from catching fire, providing the same immunity as the Flamebreaker Set. Particularly useful before acquiring the Flamebreaker Set — early Death Mountain exploration is possible with Fireproof Elixirs made from Smotherwing Butterflies.
Example: Three Smotherwing Butterflies + two monster parts → Fireproof Elixir (medium duration)
Spicy
Cold Resistance (Levels 1–3)
Spicy meals provide cold resistance, preventing passive heart drain from cold environments. Level 1 handles moderate cold (most of Hebra surface). Level 3 Spicy handles the coldest areas in the game.
Example: Five Sunshrooms → Spicy Mushroom Skewer (Level 3 Cold Resistance)
Chilly
Heat Resistance (Levels 1–3)
Chilly meals provide heat resistance, preventing passive heart drain from hot environments like the Gerudo Desert. Level 2 Chilly handles the full Gerudo Desert heat at midday. Stacks with the Desert Voe Set for complete heat immunity.
Example: Five Hydromelons → Chilly Simmered Fruit (Level 2–3 Heat Resistance)
Sunny
Gloom Resistance + Max Heart Restoration
Sunny meals restore maximum hearts drained by Gloom damage — a unique effect not available from any other meal type. Gloom-drained max hearts cannot be recovered by regular food or potions. Only Sunny meals and Lightroots restore lost max hearts. Critical for Depths exploration and Phantom Ganon encounters.
Example: Five Sundelions → Sunny Veggie Rice Balls (max heart restoration)
Sticky
Climbing Grip (Levels 1–3)
Sticky meals improve Link's grip while climbing, reducing or eliminating stamina drain during rainstorms. At Level 3, Link can climb in rain without losing grip — normally impossible without the effect. Sticky is the only way to climb slippery rain-soaked surfaces outside of waiting for the rain to stop.
Example: Five Sticky Lizards → Sticky Elixir (Level 3 Climbing Grip, climbing in rain)
Bright
Self-Illumination (Depths visibility)
Bright meals cause Link to emit a glow that illuminates the area around him in dark environments, including the Depths. Functions similarly to the Miner's Set glow but as a timed food effect. Useful as a backup when the Miner's Set is not equipped or when additional illumination is needed beyond what the armor provides.
Example: Five Brightcaps → Bright Mushroom Skewer (self-illumination for Depths)
Demon King Powers
Abilities used by Ganondorf and his constructs — understanding them reveals how to counter each phase.
Gloom
Ganondorf / Depths environment
Gloom is the corrupted manifestation of Ganondorf's dark power that permeates the Depths and is weaponized by Phantom Ganon and Gloom-type enemies. Gloom damage reduces Link's maximum heart count permanently until restored by Sunny meals or Lightroots. Fundamentally different from regular damage — you can have full HP and still lose maximum hearts.
Counter Strategy
Carry Sunny meals to restore lost max hearts during fights. Equip the Depths Armor Set for Gloom resistance. Activate Lightroots before entering Gloom-heavy areas. Avoid standing in Gloom puddles. Against Phantom Ganon, prioritize perfect dodges to avoid max heart drain entirely.
Secret Stone — Dragon Transformation
Ganondorf
Ganondorf swallowed his Secret Stone to transform into the Demon Dragon. Unlike Sages who retained consciousness (like Zelda as the Light Dragon), Ganondorf's malice corrupted the transformation, creating the Demon Dragon form as the final boss phase — granting enormous scale, flight, and Gloom power at the cost of rational mind.
Counter Strategy
Ride the Light Dragon (Zelda) and skydive onto the Demon Dragon to attack Gloom eyes. Destroy all body eyes first, then the final eye on the head. Use the Light Dragon's healing aura to restore health between dives. The Master Sword deals bonus damage to each eye.
Phantom Army Summoning
Ganondorf (Phase 2)
In Phase 2 of the Demon King fight, Ganondorf summons up to five Phantom Ganon clones to fight alongside him. Your five Sage companions engage the Phantoms automatically, but may need assistance if overwhelmed. The Phantoms use the same melee patterns as Phantom Ganon encounters throughout the game — dark sage-weapon combos with Gloom damage.
Counter Strategy
Use all five Sage abilities actively to help companions against the Phantoms. Yunobo's fireball and Riju's thunder deal AoE damage hitting multiple Phantoms simultaneously. Assist Sages who appear stunned or overwhelmed before returning focus to Ganondorf.
Gloom-Infused Weapons
Phantom Ganon / Demon King
Phantom Ganon and Demon King Ganondorf wield dark Gloom-infused copies of the five Sage weapons. These deal both regular damage and Gloom damage simultaneously — every hit reduces both current hearts and maximum hearts. Among the few weapons in the game that cannot be added to Link's inventory.
Counter Strategy
Perfect dodge every attack to trigger Flurry Rush and avoid all Gloom damage. Shield parry with a Bomb Flower fused shield for massive counter-damage. Bring Sunny meals for mid-fight max heart restoration. The Depths Armor reduces max heart drain from each hit.
Demon Dragon Gloom Breath
Demon Dragon (Ganondorf final form)
The Demon Dragon breathes Gloom fire in wide sweeping arcs during the final aerial battle. Unlike ground-based Gloom, Gloom breath is airborne and must be dodged during skydiving transitions between the Light Dragon and Demon Dragon. The breath leaves temporary Gloom trails in the air that linger for several seconds.
Counter Strategy
Time your skydive jumps between dragons to avoid Gloom breath sweep trajectories. The breath sweeps horizontally — dive vertically to pass through the gap between sweep passes. If the Light Dragon is nearby when breath approaches, land on it immediately for safety and health recovery.
Elemental Dragon Command
Ganondorf (story — Gloom corruption)
Ganondorf's Gloom corruption spread to three of Hyrule's Dragons — Dinraal (fire), Naydra (ice), and Farosh (thunder) — destabilizing the regions they inhabit. Once the Regional Phenomena are resolved, the Dragons return to passive state and become farmable for Dragon parts (scales, claws, horns, fangs) used in the most powerful fuse combinations.
Counter Strategy
After resolving Regional Phenomena, farm Dragon parts by landing on the Dragon's back and striking specific body parts. Dragon parts are the highest-tier fuse materials in the game and grant permanent elemental effects on fused weapons.
Frequently Asked Questions
How do you unlock Ultrahand in Tears of the Kingdom?
Ultrahand is the first ability you unlock on the Great Sky Island. Complete the Ukouh Shrine tutorial near the Temple of Time to receive it. Ultrahand lets you grab, move, rotate, and attach objects together for building.
What is the best ability in TotK?
Ultrahand is widely considered the most versatile ability since it enables building vehicles, bridges, and combat machines. However, Fuse is essential for combat as it lets you attach materials to weapons for massive damage boosts.
How do you get Autobuild in Tears of the Kingdom?
Autobuild is unlocked by defeating Master Kohga in his first boss fight at the Great Abandoned Central Mine in the Depths. Follow the quest marker from the Lookout Landing chasm to reach him.
Can you use Ascend through any ceiling?
Ascend works through any solid ceiling or platform above Link, including natural terrain, buildings, and sky islands. It does not work through grates, fences, or surfaces that are too thin. The maximum vertical distance is approximately 20 meters.
The Legend of Zelda: Tears of the Kingdom
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