Sage Powers Guide — All 5 Sage Abilities & When to Use Them

Beginner
sage-abilities
sages
tulin
yunobo
sidon
riju
mineru
companion-powers

Sage Powers Guide — All 5 Companions & Their Abilities

The five Sages join Link as companions after completing each temple. Each has a unique passive ability that you can activate on demand by approaching them and pressing A. This guide covers all five sage powers, their optimal uses, and tips for getting the most from each companion.


How Sage Abilities Work

  • Activation: Walk up to the Sage's avatar floating near you, press A
  • Cooldown: Each ability has a recharge period before it can be used again
  • Passive presence: Sages float near Link automatically during exploration — you don't need to summon them
  • Order: You get sages in the order of temples completed (Tulin first from Wind Temple, Yunobo from Fire Temple, etc.)

Tulin — Gust of Wind

Companion: Tulin (young Rito warrior) Temple: Wind Temple (Hebra region) Ability: Fires a powerful burst of wind that extends paragliding distance and boosts upward momentum

What It Does

  • Activating Tulin's Gust while paragliding boosts forward momentum significantly
  • Chained: You can activate Gust, glide until it recharges, activate again — effectively extending paragliding range indefinitely
  • Also pushes small enemies and light objects backward

Best Uses

  1. Cliff climbing supplement — at the top of a climb where stamina runs out, Tulin's Gust can extend your reach without needing an updraft
  2. Long-distance gliding — chain Tulin Gusts to cross regions that would otherwise require landing
  3. Speed climbing: Vertical updraft launches → Tulin Gust at peak → more distance → repeat
  4. Combat: Knock back small enemies (Bokoblins) temporarily

Why It's the Best Sage Power

Tulin is the most universally useful sage ability — the extended glide translates directly into exploration efficiency. Get Tulin first by doing the Wind Temple first.


Yunobo — Rolling Charge

Companion: Yunobo (young Goron) Temple: Fire Temple (Eldin region) Ability: Yunobo transforms into a ball and charges forward, smashing into obstacles and enemies

What It Does

  • Yunobo rolls in a straight line forward from his floating position near Link
  • Destroys cracked boulders, rock walls, and weak structures
  • Deals damage to any enemy in his path
  • Can be aimed before activation (point in the direction you want him to charge)

Best Uses

  1. Breaking cracked rock walls — many caves and secrets are behind cracked walls. Yunobo is the primary tool for opening them (alternative to bombs)
  2. Eldin cave exploration — Death Mountain is full of cracked rock obstacles. Yunobo makes Eldin exploration dramatically faster
  3. Enemy crowd control — Yunobo rolling through a Bokoblin camp stuns multiple enemies
  4. Crystal/ore mining — large ore deposits can be broken by Yunobo's charge instead of weapon hits (saves weapon durability)

Sidon — Water Shield

Companion: Sidon (Prince of the Zora) Temple: Water Temple (Lanayru region) Ability: Surrounds Link with a water barrier that absorbs one hit (or can be shot forward as a water projectile)

What It Does

  • Defensive mode: Sidon surrounds Link with a water cloak that absorbs the next incoming hit (one-time, then recharges)
  • Offensive mode: If you swing a weapon while the water shield is active, it fires the water forward as a projectile — deals damage and activates water-based effects

Best Uses

  1. Fire enemy counters — the water projectile instantly extinguishes fire enemies (Fire Chuchu, Fire Keese, fire-covered Bokoblins)
  2. Boss fights — the one-hit absorption gives a free tank in fights with dangerous one-shot attacks
  3. Charged attack enhancement — charging a weapon swing while Sidon's water is active fires the water forward, doubling your effective hit
  4. Mucktorok weakpoint: The Water Temple boss requires repeated water hits — Sidon's water makes the fight trivial

Riju — Lightning Strike

Companion: Riju (Gerudo chief) Temple: Lightning Temple (Gerudo region) Ability: Creates a lightning field around Link — next weapon hit within the field triggers a massive lightning strike at the target

What It Does

  • Activate Riju's ability to surround Link in an electric field
  • The NEXT melee weapon hit within the field fires a targeted lightning bolt at the struck enemy
  • The lightning bolt has significant AOE — hits nearby enemies too
  • Recharges after use

Best Uses

  1. Enemy crowd combat — the lightning AOE clears groups. Hit the center enemy and the bolt hits everyone nearby
  2. Waterblight enemies — lightning + water = massive conductivity damage
  3. Charged attacks combo — use Riju's lightning field, then perform a spin attack (hold Y → release) for a spinning lightning AOE
  4. Queen Gibdo boss fight — Riju's lightning is specifically effective against Gibdo enemies (designed connection)

Mineru — Construct Mech

Companion: Mineru (ancient Sage of Spirit) Temple: Spirit Temple (Depths / Construct Factory) Ability: Mineru provides a giant Construct mech that Link can ride and control

What It Does

  • Mech access: Activate Mineru's power to summon the Construct mech (a giant stone/Zonai robot)
  • Link rides inside the mech's chest cavity
  • The mech can be modified with Fuse — attach Zonai devices, weapons, and tools to its arms
  • Provides: massive melee power, fall protection, water walking, Zonai device wielding

Best Uses

  1. Difficult terrain — the mech walks through water, lava-adjacent areas, and deep mud without damage
  2. Depths exploration — the mech protects against Gloom (you don't touch the ground inside it)
  3. Construct Boss fights — the mech can fight Constructs and other large enemies effectively
  4. Custom builds — Fuse a Rocket to each arm for instant aerial launch, Fuse weapons for melee combat

Mineru Limitations

  • The mech is large — doesn't fit in caves or narrow spaces
  • Slower than on-foot movement
  • Requires finding the right Zonai device combination to be effective in combat

Sage Power Priority Order

For general gameplay efficiency:

  1. Tulin — most universally useful for all exploration
  2. Riju — best combat impact (lightning AOE stacks with any build)
  3. Sidon — best defensive utility + fire-counter
  4. Yunobo — best for Eldin area and cave exploration
  5. Mineru — best for specific situations (Depths, large enemy fights)

Note: All five powers are worth using. The order reflects general utility across all game content.


Quick Tips

  • Tulin first — doing the Wind Temple first means Tulin's Gust upgrades your exploration for the rest of the game. It's the most impactful sage for general play.
  • Riju for Lynel fights — activate Riju's lightning → perform charged attack spin → the lightning hits the Lynel twice (melee + bolt). One of the highest burst-damage combos in the game.
  • Sidon as emergency tank — before any scary fight, activate Sidon's water shield. It's a free hit absorb. Always have it charged entering boss rooms.
  • Yunobo for ore mining — instead of swinging at ore deposits (weapon durability loss), use Yunobo's charge. Free mining.
  • Mineru for Gloom floors — in the Depths, Mineru's mech means you never touch the Gloom-covered floor. One of the most practical Depths exploration tools.

See also: Sage Abilities Guide | Temple Tips Guide | Rito Village Guide

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