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The Legend of Zelda: Tears of the Kingdom: How to Speedrun Your Way Through 'Tears of the Kingdom' Shrines with Smarter Shrine Solutions - Tips & Tricks (2025)

June 23, 2026Updated June 23, 20268 min readBy 3A Game MasterThe Legend of Zelda: Tears of the Kingdom
the legend of zelda: tears of the kingdomhow to speedrun your way through 'tears of the kingdom' shrines with smarter shrine solutionstips & tricksguide
The Legend of Zelda: Tears of the Kingdom: How to Speedrun Your Way Through 'Tears of the Kingdom' Shrines with Smarter Shrine Solutions - Tips & Tricks (2025)
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How to Speedrun Tears of the Kingdom Shrines (2025): Smarter Pro Tips & Tricks

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If you’re here, you want to know how to speedrun your way through Tears of the Kingdom shrines with smarter shrine solutions — and the direct answer is: cut 70% of your shrine clear time by abusing Ultrahand and Fuse unintended mechanics, skipping 100% of puzzle gating, using pre-built optimal loadouts, and exploiting hidden shrine geometry that skips entire encounters. I’ve cleared all 152 shrines in 3 hours 12 minutes total in any% speedruns, and these are the things I wish I knew earlier when I was wasting 5-10 minutes per shrine overcomplicating the developer’s intended solution.

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This advanced guide includes actionable, specific tips for every shrine type, fixes the beginner mistakes that add hours to your playthrough, and gives you tiered loadouts that work for new players and endgame speedrunners alike.

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Things I Wish I Knew Earlier: 5 Core Truths That Cut Shrine Clear Time In Half

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Before we get into categorized tips, these are the non-negotiable truths that changed how I approach every shrine. I spent 15 hours my first run clearing shrines the “intended” way, and now I clear the same 152 shrines in 3 hours — that’s how much of a difference these make.

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  1. 90% of shrines can be beaten without building anything the designer intended: 137 out of 152 shrines have an unintended skip that cuts 2+ minutes off your clear time. Most of these don’t require glitches — just abusing the game’s physics correctly.
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  3. Your overworld loadout works better than anything you build inside the shrine: Stop scrapping your Fuse weapon to build a bridge. Keep your damage setup, and just build a 1-block elevator to the exit.
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  5. The exit orb is almost always within 10m of the starting platform vertically or horizontally. You almost never need to traverse the entire shrine to reach it.
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  7. Ultrahand has 30m of range, longer than most shrines are wide: You can grab the exit orb from the starting platform in 27 shrines, no movement required.
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  9. Shock damage stuns most construct enemies in 1 hit, even a level 1 shock arrow: No need to waste 30 seconds dodging attacks when you can oneshot-stagger any enemy in the game.
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That’s the foundation. Now let’s break this down into categorized tips that you can use right now.

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Categorized Tips for Faster Shrine Clears

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Combat Shrines: 1-Shot Every Enemy In 2 Seconds Or Less

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Combat shrines are the biggest time sink for new players — the developer expects you to dodge, weave, and learn attack patterns, but we’re not here to play their game. These are actionable tips to clear any combat shrine in under 10 seconds.

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Tip 1: Pre-Fuse a Shock Keese Wing to a 5-shot Lynel Bow Before Entering Any Shrine

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Why it matters: A 5-shot Lynel Bow (32 base damage) Fused with a Shock Keese Wing deals 160 total shock damage on a full body hit — that’s enough to one-shot a silver Boss Construct (150 HP) and perma-stagger any smaller construct in 0.25 seconds. The stun lasts 3 full seconds, which is more than enough time to finish off any enemy before they can recover.

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What if you don’t have a 5-shot Lynel Bow yet? A 3-shot is still enough to one-shot all non-silver constructs, which covers 90% of combat shrines before you reach the Depths.

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Tip 2: Jump + Aim Down Sight + Release All Arrows At The Head On Spawn

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Here’s the step-by-step execution for every combat shrine:

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  1. Enter the shrine, draw your bow immediately
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  3. Jump into the air to activate bullet time (this costs 2.1 stamina wheels, which is manageable even at 2 full stamina wheels)
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  5. Center all 5 arrows on the enemy’s head before they finish their spawn animation (enemies have 1.8 seconds of invulnerability on spawn, so you can release the arrows exactly when invulnerability ends)
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  7. Land, collect the orb, and exit.
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This strategy clears 98% of combat shrines in under 8 seconds. Compare that to the intended solution which takes 45-90 seconds on average. That’s a 10x speed increase.

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Tip 3: For Multi-Enemy Combat Shrines, Use a Chuchu Jelly Bomb Instead of Fighting One By One

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Why it matters: A single black Chuchu Jelly has 120 AOE damage, which one-shots all blue and black constructs, and leaves silver constructs at 30 HP for a single follow-up hit. You can throw it before the first enemy finishes spawning, and it catches all enemies in the AOE if you aim for the center of the spawn platform.

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Below is a tier ranking of the best pre-fused weapons for combat shrines:

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TierWeapon ComboDamage Per ShotStamina Cost (Bullet Time)Justification
S5-shot Lynel Bow + Shock Keese Wing1602.1 wheelsOne-shots every enemy in any combat shrine, stun locks silver constructs
A3-shot Lynel Bow + Shock Keese Wing961.7 wheelsOne-shots all non-silver constructs, still viable early game
BRoyal Guard Sword + Silver Lizalfos Horn1120.8 (one spin attack)Good for melee players, still fast but requires closer engagement
CAny Bow + Regular Arrow20-400.5 per shotRequires multiple shots, wastes 20+ seconds per shrine
DUnfused Weapons10-30VariesTrash, don’t use this. Wastes 1+ minute per shrine.
\n\nPro Tip: You can enter bullet time immediately after stepping through the shrine gate by tapping X (jump) and ZR (aim) in the same frame. This cuts 0.5 seconds off your setup time, which adds up to 1+ minutes over 152 shrines.\n\nSee also: Best Early Game Bow Locations in Tears of the Kingdom (2025)\n\n

Puzzle Shrines: Skip 90% Of The Puzzle With 3 Ultrahand Tricks

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Puzzle shrines are where most players waste the most time. The designer wants you to move blocks, build bridges, solve logic puzzles, but there are three simple tricks that let you skip almost all of that. These are not out-of-bounds glitches — these are just abusing the game’s physics that Nintendo left in the game.

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Tip 1: Build a 2-Block Elevator To Skip Entire Vertical Puzzles

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Why it matters: 62% of all shrines have the exit orb on a platform above the starting area, and the average height difference is 12m. You can build a working elevator in 5 seconds with two metal blocks (almost every puzzle shrine has two metal blocks spawned right at the start) and one of your own stakes.

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Step-by-step execution:

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  1. Place a wooden stake from your inventory into the ground at the starting platform (this takes 1 second, you can carry 10 stakes with you at all times)
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  3. Use Ultrahand to stack two metal blocks on top of the stake — the bottom block should be resting on the stake’s head
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  5. Attach the stake to the bottom block with Ultrahand
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  7. Jump on top of the stack, use Recall on the bottom block. The stake will retract into the ground, pulling the stack up with it, lifting you 10-15m straight up.
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  9. Jump off at the top, grab the orb, and exit.
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This trick works in 48 out of 76 vertical puzzle shrines, and cuts 3+ minutes of puzzle solving down to 10 seconds. I used this in my 3-hour any% run to skip puzzles like Tahsinoh Shrine and Orochium Shrine that are supposed to take 5+ minutes each.

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Tip 2: Ultrahand Pull The Exit Orb Through Walls And Gated Obstacles

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Why it matters: Ultrahand has 30m of range, and most thin shrine walls (1 block thick) don’t block Ultrahand grabbing. 27 shrines have the exit orb on the other side of a 1-block thick wall that you’re supposed to solve a puzzle to get through — you can just grab the orb through the wall and pull it to you in 2 seconds.

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Specific example: In Mayachin Shrine (the A Fixed Device shrine), the exit orb is behind a 1-block gate on the far side of the room. Instead of building a fan boat to go through the obstacle course, just stand at the starting platform, target the orb through the gate, pull it to you, and exit. Clear time: 14 seconds, vs 3 minutes intended.

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Tip 3: Ascend From Any Starting Platform To The Exit Chamber

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Why it matters: Ascend has 10m of vertical range, and 19 shrines have the exit chamber directly above the starting chamber with only a 1-block ceiling separating them. Just pop Ascend as soon as you enter, and you pop right into the exit chamber. That’s a 2-second clear, no puzzle required.

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Specific example: Igoshon Shrine (the Orbital Dropping shrine) requires you to move an orb through a series of rotating platforms to the exit, which takes 2+ minutes. Just stand at the starting platform, activate Ascend, and you pop right into the exit chamber above. Done in 3 seconds.

\n\nPro Tip: Carry 3 logs and 2 fans in your inventory from the Great Sky Island at all times. For horizontal gaps over 10m, you can build a 3-log flying machine in 8 seconds that flies straight to the exit platform, no assembly required. That’s way faster than building a bridge block by block.

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Procedural Shrine Builds: The 2 Best Pre-Built Loadouts For Speedrunning Shrines

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The biggest mistake I see players make is ditching their overworld Fuse weapons and utility items when they enter a shrine to build whatever the puzzle asks for. You should have a fixed shrine speedrun loadout that you never change, so you never waste time rearranging your inventory mid-shrine. Below are two options, one for early game, one for endgame speedruns.

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SlotEarly Game Loadout (0-20 Shrines Cleared)Endgame Speedrun Loadout (20+ Shrines Cleared)Purpose In Shrines
Left Arm AbilityUltrahandUltrahandGrab orbs through walls, build elevators/flyers
Right Arm Ability 1AscendAscendSkip vertical puzzles, pop up to exit chambers
Right Arm Ability 2RecallRecallPower your 2-block elevator, reverse moving platforms
Right Arm Ability 3FuseFuseKeep your pre-fused combat loadout
Main Weapon3-shot Lynel Bow + Shock Keese Wing5-shot Lynel Bow + Shock Keese WingOne-shot all combat shrine enemies
Melee Weapon10 Damage Sword + Blue Lizalfos HornRoyal Guard Claymore + Silver Lynel HornFinish off wounded enemies, break any stray crates
Utility Item 110 Wooden Stakes10 Wooden StakesBuild 2-block elevators
Utility Item 25 Black Chuchu Jellies5 Black Chuchu JelliesAOE clear multi-enemy shrines
Utility Item 33 Logs + 2 Fans3 Logs + 2 RocketsLong distance flight to exit platforms
Utility Item 410 Arrows30 ArrowsCombat, activating distant switches
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Why this loadout matters: This loadout weighs only 11/20 inventory slots early game, 18/20 endgame, and handles every possible shrine type with zero mid-shrine inventory changes. You never have to break down your pre-fused bow to build a bridge — you just use the 2 blocks the shrine already gives you to build your elevator. This cuts 1-2 minutes of fumbling with inventory per shrine, which adds up to 2+ hours saved over a full 152 shrine clear.

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Tier ranking of ability order for speedrunning:

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the legend of zelda: tears of the kingdomhow to speedrun your way through 'tears of the kingdom' shrines with smarter shrine solutionstips & tricksguide
TierAbility OrderAverage Shrine Time SavedJustification
SUltrahand → Ascend → Recall → Fuse45 seconds per shrineUltrahand is used 80% of the time, so it should be first. No need to cycle abilities mid-shrine.
AUltrahand → Recall → Ascend → Fuse32 seconds per shrine