Jochisiu Shrine
Jochisiu Shrine — Thunderclap Strike
Location: Akkala Highlands, northeast Hyrule Type: Combat Trial Shrine — Thunder Construct III Difficulty: ★★★★☆ (4/5) — Hard Coordinates: 3986, 1648, 0231 Required Ability: Advanced combat (Ice Arrow stagger, double-dodge timing) Reward: Light of Blessing
Overview
Jochisiu Shrine is Akkala's hardest combat trial — a Thunder Construct III fight in an open arena. The Thunder Construct variant adds a lightning-call phase (where it summons lightning bolts at your position) and an electrified floor slam that punishes anyone who doesn't jump at the right moment. The strategy mirrors Kasio Shrine's Construct III approach (ice arrows for stagger control) but adapts for the electricity-specific mechanics: wooden weapons are mandatory, and the floor slam requires a jump rather than a dodge.
Preparation
| Item | Quantity | Notes | |------|----------|-------| | Ice Arrows | 20+ | Primary stagger control; each freeze = 3-second burst window | | Wooden weapons (40+ attack) | 2–3 | MANDATORY — metal weapons self-conduct when hitting shocked enemy | | Shock Resistance gear | If available | Desert Voe Pants (Gerudo), Thunder Helm; reduces paralysis duration | | Hearty meals | 5+ | Thunder Construct III hits 4+ hearts per undefended strike | | Attack-boost meal | 1 | Pop after first ice stagger for maximum burst |
Metal weapon ban: When hitting an electrified enemy with a metal weapon, the electricity chains back to Link — you take the same damage the enemy does. Wooden spears, Bokoblin clubs, and Korok Leaf fusions are all safe.
Enemy Overview — Thunder Construct III
| Attack | Trigger | Pattern | Counter | |--------|---------|---------|---------| | Lightning bolt | Opening + spacing reset | Fires at Link's position | Dodge left/right — never backward | | Staff combo (3-hit) | Melee range | Left sweep, right sweep, stab | Dodge sideways on sweep 1 → Flurry Rush | | Floor slam | ~50% HP | Jumps up + lands (electric pulse radiates out) | Jump (B button) over the pulse as it expands | | Double lightning shot | ~30% HP | Two consecutive bolts, 0.4s apart | Dodge 1 → dodge 2 → Flurry Rush on third recovery |
Walkthrough
Phase 1: Opening — Lightning Bolt Response
The Thunder Construct III opens the fight from mid-range with a lightning bolt fired at Link's position.
- As you enter the arena, move sideways immediately — never stand still
- The lightning bolt fires at your last detected position — if you're already moving laterally, it misses
- After the bolt lands (explosion + brief recovery): fire one Ice Arrow before it can follow up
- The Construct freezes — sprint in for 4 melee hits with your wooden weapon
- Back off; repeat
Opener Flurry Rush alternative:
If you dodge the lightning bolt with precise timing (sideways 0.3s before it lands), Flurry Rush triggers. 6–8 melee hits in the Flurry window before the Construct recovers. This is the fastest clear opener but requires tight timing — use ice arrows if you're not confident.
Phase 2: Standard Ice Stagger Cycle
The core loop for the full fight:
- Maintain medium range (6–8 meters) — too close = staff combo risk; too far = lightning spam
- Fire Ice Arrow → Construct freezes 3 seconds
- Sprint in: 4–5 wooden weapon hits (not 6+ — too close to recovery window)
- Back off to medium range
- Dodge any immediate response (usually a staff sweep)
- Repeat
Arrow efficiency: At medium range, aim for the torso (large target). Headshots add 2× damage bonus but miss more often at range. Body shots are more consistent.
Phase 3: Floor Slam (~50% HP)
At approximately 50% HP, the Construct III gains a floor slam: it jumps upward and crashes down, sending an electric pulse expanding outward along the floor.
Critical counter — Jump, don't dodge:
- Identify the jump animation (Construct rises off the floor, arms back)
- As it descends: press B to jump — the electric pulse travels along the floor, and a jump clears it entirely
- After the pulse: the Construct is briefly vulnerable (1 second recovery from the slam impact)
- Fire an ice arrow during this recovery for a stagger, then burst
Dodge failure: Dodging sideways during the floor slam doesn't avoid the pulse — the pulse expands in all directions along the floor. Only a jump (or being on elevated terrain) clears it. Dodge-rolling during a floor slam almost always results in paralysis.
Phase 4: Double Lightning (~30% HP)
Below 30% HP, the Construct III upgrades its ranged attack to fire two consecutive lightning bolts in rapid sequence.
Double-dodge opportunity:
- Dodge bolt 1 (sideways) — Flurry Rush may trigger
- Dodge bolt 2 (sideways, 0.4 seconds after bolt 1) — second Flurry Rush if timed
- Two consecutive Flurry Rushes at this stage can end the fight
Fallback: If double-dodge timing fails, simply dodge one bolt and resume ice stagger cycling — no need to force the double-dodge.
Chest — Arena Corner
After the Thunder Construct III falls:
- Check the back-left corner of the arena
- Chest is accessible post-combat
- Contains a Rubber Armor piece or Shock Arrow ×10 — loot scales with progression
Altar
Walk to Rauru's statue and collect your Light of Blessing.
Chest Summary
| Chest | Location | Contents | |-------|----------|----------| | Back-left corner | Post-combat access | Rubber Armor piece or Shock Arrow ×10 |
Tips & Strategy
- Wooden weapons are mandatory: Not optional. Any metal weapon used against the Thunder Construct III results in self-damage every hit. If your strongest weapon is metal, fuse a rock or wood material to an otherwise-metal base — the fusion material's non-conductivity can offset the base weapon's conductivity on some combinations.
- Ice arrows end all debates: The Thunder Construct III's lightning mechanics are completely neutralized during its freeze stagger. Every ice arrow = 3 seconds of safe melee with zero electric risk.
- Jump the slam: The most common Jochisiu death is using a lateral dodge during the floor slam. The pulse is floor-level and radial — jumps clear it. Practice jump timing on the slam animation rather than dodge-reflex.
- Stamina vessel helps: The double lightning phase requires two consecutive dodge-rolls in 0.4 seconds. Higher stamina doesn't affect dodge speed directly, but the inter-dodge window is tight. Well-practiced dodge timing (not stamina-dependent) is the skill requirement.
- Same strategy as Kasio: If you've cleared Kasio Shrine (Necluda's hardest trial), apply the same ice stagger cycle here with the addition of the floor slam jump counter. The core approach is identical.
Required Abilities
- Combat — Ice Arrow stagger cycling, jump timing for floor slam counter, double-dodge for bonus Flurry Rush windows
- No Zonai abilities required
Related Shrines
- Kasio Shrine — Necluda, Construct III combat (same difficulty, different Construct variant)
- Isu Shrine — Akkala, multi-enemy hard combat trial
- Kumamayn Shrine — Lanayru, electric multi-enemy combat (similar elemental theme)
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