Flurry Rush Guide — Perfect Dodge Timing & Combat Mastery
Flurry Rush Guide — Perfect Dodge Mastery
Flurry Rush is TotK's most powerful combat mechanic — a multi-hit counter that triggers when Link perfectly dodges an attack. The slowdown, the hit count, and the positioning advantage make it better than any other offensive option in most fights. This guide covers timing windows, every enemy's dodge-able attacks, and how to maximize Flurry Rush damage.
How Flurry Rush Works
Trigger: Perfect dodge (correct direction at correct timing) → time slows → button prompt → press Y repeatedly → Link performs a rapid multi-hit combo.
Timing: Dodge (jump) at the moment the attack would hit Link. Window: approximately 5–10 frames before impact.
Directions:
- Backflip (ZL + B while moving backward): Best for wide swings, frontal attacks
- Sidehop (ZL + B while moving sideways): Best for thrusts, charge attacks, lateral swings
Flurry Rush properties:
- Time slowdown: ~3 seconds real time
- Hit count: 5–8 hits depending on weapon type
- Each hit uses one weapon swing's durability
- Link is invulnerable during the rush animation
- Enemy stays staggered for the full duration
Slowdown Mechanics
During the slowdown window:
- Aim and fire arrows with precision (useful against distant groups)
- Switch weapons before pressing Y (brings out the new weapon for the rush)
- Identify next target while current rush completes
Weapon switching trick: After triggering the slowdown → open inventory → equip your best weapon → press Y for the rush. You bypass normal mid-combat switching and deal Flurry Rush hits with your highest-attack weapon.
Timing Cues by Attack Type
Bokoblin Attacks
| Attack | Best Dodge | Cue | |--------|-----------|-----| | Club swing | Backflip | Arm rises and pulls back | | Rock throw | Sidehop | Throwing motion starts | | Charge | Sidehop | Feet plant, body leans |
Bokoblins are the best Flurry Rush training enemies — predictable wind-ups, visible cues, forgiving window.
Lizalfos Attacks
| Attack | Best Dodge | Cue | |--------|-----------|-----| | Dart strike | Backflip | Head lowers, body compresses | | Tail whip | Sidehop | Tail winds back | | Elemental spit | Sidehop (or parry) | Neck puffs out |
Lizalfos have faster attacks than Bokoblins — tighter timing window. The dart strike has a shorter wind-up than most enemies.
Moblin Attacks
| Attack | Best Dodge | Cue | |--------|-----------|-----| | Spear thrust | Sidehop | Weapon pulls back | | Club overhead | Backflip | Both arms raise | | Grab attempt | Backflip | Arms extend outward |
Moblins are slower — generous timing window. Excellent for practicing backflips.
Lynel Attacks
| Attack | Best Dodge | Cue | |--------|-----------|-----| | Sword combo (hit 3) | Backflip on LAST hit | Watch the combo chain | | Fire breath | Sidehop away from arc | Mouth opens, heat shimmer | | Charge | Sidehop at last moment | Full sprint toward Link |
Lynel Flurry Rush windows exist but are tight. The combo's final swing is the easiest hit to perfect dodge — let hits 1 and 2 miss via positioning, then backflip hit 3.
Boss Attacks (Temple Bosses)
Most temple bosses have stagger phases rather than Flurry Rush phases. However:
- Colgera (Wind Temple): Dive through the ice rings → Flurry Rush window after each ice ring hit
- Mucktorok (Water Temple): After knocking it out of its sludge suit → short Flurry Rush window
- Queen Gibdo (Lightning Temple): Ground pound after stagger → Flurry Rush trigger window exists
Flurry Rush Optimization
Hit Count by Weapon Type
| Weapon Type | Approx Flurry Hits | |-------------|-------------------| | One-hand sword | 8 hits | | One-hand axe | 6 hits | | Spear (two-hand) | 7 hits | | Claymore (two-hand) | 5 hits | | Dagger (one-hand) | 10 hits |
Highest DPS Flurry Rush: One-hand swords and daggers (more hits per rush). For raw single-rush damage: high-attack two-handers (fewer hits but each hits harder).
Best Fuse for Flurry Rush
Fusing attack-boosting materials maximizes Flurry Rush:
- Lynel Blade fuse (30+ attack): Each Flurry hit gains the fuse bonus
- Silver Monster Horn fuse: High bonus attack applied per hit
- Black Lizalfos Tail: High attack bonus with elemental damage
Worst fuse for Flurry Rush: Bomb fuses — the explosion triggers once, not per hit. The bonus doesn't multiply with Flurry hits.
Flurry Rush + Charged Attack
After completing a Flurry Rush:
- Enemy is briefly staggered from the rush
- Immediately hold Y → charged attack
- Release → lands on staggered enemy
- Maximum damage window: Flurry (8 hits) + charged (1 heavy hit) in sequence
This combo handles most standard enemies in a single cycle.
Practice Method
Bokoblin Training Loop
- Find a Red Bokoblin camp (Dueling Peaks area — always has several)
- Engage one Bokoblin
- Goal: trigger Flurry Rush on their club swing (easiest attack)
- After each successful Flurry Rush → let the next Bokoblin attack → attempt again
- When you can reliably Flurry Rush the club swing → move to the rock throw (harder timing)
Progress indicators:
- Failing consistently → too early or too late. Adjust by one frame.
- Slowdown triggers but no Y prompt → you moved at the right time but wrong direction.
Sidehop Drill
For attacks that require sidehops (spear thrusts, Lizalfos darts):
- Face a Moblin or Lizalfos
- Move sideways → dodge at thrust extension
- The sidehop window is slightly tighter than backflip — practice this separately
Common Mistakes
Dodging too early: The most common error. The window is at impact — not at wind-up. Waiting until the attack almost lands is counter-intuitive but correct.
Dodging in the wrong direction: Some attacks require specific dodge direction. A backflip won't work on a spear thrust (the spear follows you). Sidehop moves Link out of the attack's linear path.
Not pressing Y fast enough: After the slowdown triggers, Y must be pressed immediately. The window is ~1.5 seconds before it expires. Press as soon as you see the slowdown.
Continuing into a risky second dodge: After Flurry Rush ends, enemies often immediately counterattack. Re-establish defensive positioning before trying for another dodge — don't chase.
Quick Tips
- Bokoblins are the training dummy — every mechanic can be practiced on Red Bokoblins safely. Perfect dodge + Flurry Rush on a Red Bokoblin before applying to Silver Bokoblins or Lynels.
- The slowdown is for decisions, not panic — during slowdown, stay calm. Switch to your best weapon, aim an arrow, identify the next target. Use every second.
- Wrong direction = no rush — if time slows but no Flurry Rush prompt appears, you dodged correctly timed but wrong direction. Adjust direction, same timing.
- Spears give more hits than claymores — if carrying both a spear and a claymore, the spear out-damages the claymore in Flurry Rush hits on most enemies (more swings). Switch to spear before rushing.
- Flurry Rush is free durability spending — 8 Flurry hits cost 8 durability points regardless of damage dealt. A high-attack weapon with a Lynel Blade fuse makes each of those 8 hits worth far more than 8 normal hits.
See also: Combat Basics Guide | Parry Guide | Lynel Tips Guide
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