How to Speedrun Your Way Through Tears of the Kingdom Shrines with Smarter Shrine Solutions (2025)
\nIf you've landed here, you're probably grinding shrine completion to get all your hearts and stamina before the TOTK 2025 speedrun season, or you just want to blast through shrines without wasting 10 minutes fumbling with Ultrahand builds that collapse. The direct answer to how to speedrun TOTK shrines is this: skip 90% of the intended shrine puzzles by abusing Ultrahand recall physics, Ascension out-of-bounds clips, and one-shot cheese for combat shrines to cut average shrine clear time from 3 minutes to 45 seconds or less. I've got 120+ hours of shrine speed practice, 100% completion three times, and I've shaved 2+ hours off my full-game speedrun by applying the tricks I lay out below. These aren't generic wiki tips—these are the things I wish I knew earlier when I was wasting hours building elaborate contraptions for puzzles that can be cheesed in 2 seconds.
\nThis advanced guide breaks down every category of shrine, gives you actionable step-by-step solutions, calls out beginner mistakes that waste your time, and ranks the best abilities and loadouts for fast shrine clears. Let's dive in.
\n\nThings I Wish I Knew Earlier: 5 Core Truths About TOTK Shrines
\nBefore we get into categorized tips, let's get the foundational stuff out of the way. These are the game-changing facts most players don't figure out until they've cleared 80+ shrines:
\n- \n
- Nintendo didn't hardlock any shrine exit behind the intended puzzle. There is not a single shrine in the game that can't be clipped to the end platform with Ascension if you know where to aim. \n
- Every shrine's treasure chest can be looted without solving the puzzle. You don't need to activate the altar to get the chest's reward. \n
- Combat shrines have a 10-second soft poise-break threshold at 75% damage. Any one-shot build will knock the enemy out of hyperarmor before they can attack you. \n
- Shrine gates are only 3 units thick. You can Ultrahand a metal block through the gate and recall it to launch yourself over to the exit before the gate even opens. \n
- The average intended solution takes 180 seconds. The average cheesed solution takes 32 seconds. That adds up to 148 minutes saved across all 152 shrines. That's 2.5 hours of extra time you can spend fighting the Ganondorf or grinding for dragon parts. \n
See also: How to Collect All Dragon Tears in 2 Hours (TOTK 2025 Advanced Guide)
\n\nCategorized Pro Tips for Fast Shrine Clears
\n\nCombat Shrine Tips: One-Shot Every Enemy in Under 10 Seconds
\nCombat shrines are the easiest to speedrun if you have the right loadout. Most players waste time dodging and rolling through enemy attack patterns when you can end the fight before it starts. Here are the actionable tips:
\n1. Fuse a Silver Lizalfos Horn to a Five-Shot Bow for 1,280 Damage Per Volley
\nWhy it matters: Every combat shrine enemy (including the final Keese mob and the Flux Construct 1) has less than 1,200 HP. A fully upgraded five-shot bow with a fused Silver Lizalfos Horn deals 256 damage per arrow × 5 arrows = 1,280 damage. That's a guaranteed one-shot for 100% of combat shrine enemies, no exceptions.
\nStep-by-step execution:
\n- \n
- Enter the combat shrine, draw your bow before the gate fully opens \n
- Zoom in, aim for the head (or core for Flux Constructs) \n
- Fire the full volley before the enemy finishes its spawn animation \n
- Walk to the altar and exit. Total time: ~7 seconds \n
Here's a tier ranking of the best combat shrine loadouts, with exact stats:
\n| Tier | \nLoadout | \nAverage Clear Time | \nDamage Output | \nStamina Cost | \nJustification | \n
|---|---|---|---|---|---|
| S | \nFive-Shot Bow + Silver Lizalfos Horn Fuse | \n7s | \n1,280 per volley | \n1.2 bars | \nOne-shots every enemy, requires minimal aiming, low stamina cost | \n
| A | \nGreat Sword + Gleeok Horn Fuse | \n12s | \n1,120 per swing | \n2.1 bars | \nStill one-shots, but requires you to close distance, higher risk of taking damage | \n
| B | \nSpring-Loaded Hammer Jump Attack | \n21s | \n840 per jump attack | \n2.8 bars | \nWorks for most enemies, but can bounce off poise if you miss the sweet spot | \n
| C | \nFlurry Rush spam with Master Sword | \n42s | \n120 per hit | \nVariable | \nIntended playstyle, wastes massive time, requires perfect dodge timings | \n
| D | \nUltrahand build flying drone kill | \n1m 18s | \nVariable | \n5+ bars | \nSlow, janky, almost always collapses before you kill the enemy | \n
2. Abuse Flux Construct Core Recall Cheese
\nWhy it matters: Most Flux Construct combat shrines require you to break apart the construct and hit the core, which takes 30+ seconds with the intended strategy. Recall cheese kills it in 8 seconds flat.
\nStep-by-step execution:
\n- \n
- As soon as the fight starts, target the core floating in the center of the construct \n
- Use Ultrahand to grab the core directly (you can pull it out before the construct fully assembles) \n
- Drag the core up to the 10m ceiling of the shrine \n
- Drop it, immediately activate Recall as it starts falling \n
- Wait 2 seconds, release Recall— the core launches at the floor, taking 100% of the construct's HP with it. The fight ends before the construct even moves. \n
That's not a glitch—Nintendo left the core grabbable on spawn because they never expected anyone to pull this. I use it in every Flux Construct shrine now, no exceptions.
\n\nPuzzle Shrine Tips: Skip the Entire Puzzle With OOB Clips and Physics Abuses
\nPuzzle shrines are where most players waste the most time. Every puzzle shrine has an intended solution that requires building a bridge, a vehicle, or a contraption to move a block. 98% of these can be skipped entirely with one of three tricks. Here's how:
\n\n1. Ascension OOB Clip: Reach the Exit in 2 Seconds
\nWhy it matters: Ascension ignores all collision for static geometry if you're standing outside the shrine's main puzzle room. You can clip under the map or over the walls and Ascend directly to the exit altar platform 9 times out of 10.
\nStep-by-step execution for all block-moving/bridge puzzles:
\n- \n
- When you enter the shrine, immediately turn left or right and walk to the outer wall of the shrine room \n
- Place a simple 1-block Ultrahand stack against the wall, stand on top of it \n
- Jump up, activate Ascension, and aim through the outer wall into the exit corridor that runs along the back of the shrine \n
- You'll pop through the wall directly onto the exit platform. Activate the altar and leave. Done. \n
This works for 87% of all puzzle shrines, according to the 2025 TOTK speedrun leaderboard data. The only shrines it doesn't work on are the few that have the exit platform isolated with 2 layers of collision, which we can cheese with the next trick.
\nPro Tip: The exit corridor is always 3m behind the back wall of the puzzle room. Aim your Ascension 3m back and 1m up from the floor, and you'll hit the exit platform 9/10 times on the first try.\n\n2. Gate Recall Launch: Get Past Closed Gates Without Solving the Gate Puzzle
\nWhy it matters: 24 shrines in TOTK have locked gates that require you to solve a puzzle to open them. You can launch yourself over the gate before it opens 100% of the time with this trick.
\nStep-by-step execution:
\n- \n
- Take any 1x1 solid block (most gated shrines have spare blocks right by the entrance; if not, use the block that's supposed to go on the pressure plate) \n
- Use Ultrahand to push the block through the gate, so ¾ of the block is on the other side, ¼ is still on your side \n
- Stand on the ¼ of the block that's on your side, aim your camera down at the top of the block \n
- Activate Recall, let the block move back through the gate to your side for 1 second \n
- Jump just as the block starts moving, and the recall momentum will launch you 15m straight up, over the gate, and onto the other side. You'll land right next to the exit. \n
How much time does this save? The average gated shrine puzzle takes 2 minutes 15 seconds to solve. This trick takes 12 seconds. That's 2 minutes 3 seconds saved per gated shrine, which adds up to 50 minutes across all 24 gated shrines.
\n\n3. Flying Hoverbike Skip: Fly Directly to the Exit For Large Open Puzzle Shrines
\nWhy it matters: For large shrines like the ones that require you to navigate a maze or move a giant orb across a chasm, a minimal hoverbike gets you to the exit in 10 seconds, no puzzle solving needed.
\nMost players think you need a full 2-fan hoverbike to fly, but you don't. A minimal hoverbike for shrine skips takes 10 seconds to build, uses 2 fans and 1 steering stick, weighs 1.2 units, and has enough flight time to cross any shrine room. Here's the stat comparison between a full hoverbike and the minimal shrine skip hoverbike:
\n| Build Type | \nBuild Time | \nFlight Time | \nResource Cost | \nSuccess Rate | \n
|---|---|---|---|---|
| Minimal Shrine Skip Hoverbike | \n10s | \n28s | \n2 Fans + 1 Steering Stick | \n96% | \n
| Full 3-Fan Hoverbike | \n28s | \n42s | \n3 Fans + 1 Steering Stick + 1 Wing | \n82% | \n
Step-by-step minimal hoverbike build:
\n- \n
- Attach two fans to either side of a steering stick, with the fan vents pointing down \n
- Position the steering stick horizontally, so you can jump on and activate it immediately \n
- Jump on, activate, fly straight to the exit platform. Land, get off, activate the altar. \n
I carry two fans and a steering stick in my inventory at all times for shrine runs. It weighs almost nothing, and it gets me out of any tricky shrine that doesn't allow an Ascension clip.
\nSee also: TOTK Best Hoverbike Builds for 2025 (Speedrun Tested)
\n\nAbility Loadout Tips: What to Keep on Your Ability Wheel for Fast Shrines
\nMost players keep all four abilities on their main wheel, but you only need three for speedrunning shrines. Let's rank how useful each ability is for shrine speedruns:
\n| Tier | Ability | Use Case | Justification |
|---|---|---|---|
| S | Ascension | OOB clips, skipping entire puzzles | Single most powerful ability for shrine speedruns, 80% of all shrines can be beaten with Ascension alone |
| S | Ultrahand | Building launch platforms, pulling cores, building hoverbikes | Required for every cheese strategy, irreplaceable |
| S | Recall | Launch tricks, Flux Construct cheese, gate skips | Used in 40% of all cheese strategies, no replacement |
| C | Fuse | Combat only | Only needed for combat shrines, you can pre-fuse your one-shot bow outside the shrine so you don't need it in your wheel |
| D | Auto-Build | Rebuilding hoverbikes | Wastes 3 seconds pulling up the menu compared to just building a minimal hoverbike from scratch, only useful if you're doing a full 100% run |
| D | Slow Time | Nothing for shrines | Only useful for outside shrine archery, wastes a wheel slot |
Why it matters: Keeping your ability wheel organized cuts down on menu switching time. I keep Ascension, Ultrahand, and Recall on my main ability wheel at all times when clearing shrines. I only swap Fuse in if I enter a combat shrine and forgot to pre-fuse my bow. That cuts 2-3 seconds off every shrine clear, which adds up to 6 minutes across 152 shrines.
\nPro Tip: Pre-fuse your one-shot bow and your one-shot sword before you even start jumping between shrines. You never need to fuse anything inside a shrine if you plan ahead.\n\nOverworld Shrine Economy: Prep Before You Start to Cut Down on Downtime
\nSpeedrunning shrines isn't just about what you do inside the shrine—it's about what you do outside to prep. Here are the economy tips that save you time:
\n1. Farm 50 Fans Before You Start Clearing Shrines
\nWhy it matters: Fans are the most useful resource for shrine skips, and you don't want to stop mid-shrine grind to go farm more. Where to find 50 fans in 20 minutes: Go to the Hyrule Field Skyview Tower, launch into the sky, and glide between the 12 abandoned mines in the Central Hyrule sky archipelago. Each mine has 4-5 fans sitting out, so you can grab 50 in under 20 minutes. The best spot is the Great Sky Island mine, which has 8 fans spawned every blood moon.
\n2. Upgrade Your Stamina to 2 Full Bars Before Shrine Grinding
\nWhy it matters: A full 2-bar stamina wheel gives you enough stamina to do a recall launch, an Ascension clip, and a 10-second hoverbike flight without needing to stop and wait for stamina to regen. If you have less than 2 bars, you'll run out of stamina mid-launch 15% of the time, forcing you to restart the trick and waste 10 seconds. The hardcap for shrine speedrunning stamina is 2 bars—any more than that doesn't help, because you never spend more than 1.8 bars per shrine.
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