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Princess Zelda
Character Information
Race:
Title(s):
Princess of Hyrule (Zelda)
Sheikah Warrior (Sheik)
Occupation:
Ruler
Weapon(s):
Rapier
Baton
Dominion Rod
Harp (Sheik)
Shiekah Slate (AoC)
Bow of Light (AoC)
Craft(s):
Transformation magic
Weakness:
Darkness
Useful Weapon Skill:
VS Legend (Zelda)
VS Time (Sheik)
Voice Actors:
Saori Seto (HW)
Patricia Summersett (EN) (AoC)
Yu Shimamura (JP) (AoC)
First Appearance: Hyrule Warriors
Height: 166 cm (5' 5")

Weight: 56.3 kg ( 124 lbs )

Princess Zelda (ゼルダ姫, Zeruda-hime) is a playable character in Hyrule Warriors. Her roles in the Legend of Zelda franchise vary with each incarnation, though the relationship dynamics between her and Link are kept more or less the same.

Her alter ego as Sheik (シーク, Shiiku), introduced in Ocarina of Time, appears as a separate playable character.

Zelda's Hyrule Warriors appearance functions as a special costume in Samurai Warriors Chronicles 3.

Role in Game[]

Hyrule Warriors[]

Princess Zelda is first shown playing her Harp in an open meadow, enjoying the calm serenity of the grassy planes and the music from her harp. However, a massive cloud made of dark mist and black slime start to approach, and her attempt to escape is futile as she is, seemingly crushed by the wave of darkness. She later wakes up in her bed, telling her bodyguard Impa she had the same dream again. Impa claims it must be a prophesy of some kind.

While making their rounds through the castle, Zelda and Impa make their way pass the training yard where the new recruits are taking basic combat training. There Princess Zelda makes eye contact with Link. After that it is announced that an army, led by Volga and Wizzro are approaching the castle. Zelda's forces head out to intercept this army, with Zelda herself leading the charge alongside Impa.

During the battle with Wizzro's forces Zelda gets separated from the main group, and Link and Impa fight through enemy groups in order to get to her. Once reunited she suggests they seek the aid of the Great Fairy to help them win the battle. With the Great Fairy's help, they were able to deal a devastating blow to enemy morale. Impa then requests Zelda leave the battlefield and leave the rest up to her and Link.

After it is presumed Princess Zelda has gone missing, in actuality she has gone into hiding, using her magic to alter her appearance and don a new persona in order to avoid being pursued by Cia's forces. While in disguise she reunites with Link and Impa at the Eldin Caves, introducing herself as Sheik. From that point on Sheik acts as a battle strategist for Impa and Links forces.

Once they escape the Eldin Caves, Sheik, Link, and Impa come across Lana at the Farron Woods. The Great Deku Tree is under attack by Wizzro's forces, and she requests aid from Impa's forces to repel them. After the Great Deku Tree is set on fire, Sheik helps Link locate the Great Fairy fountain in Faron Woods to put out the flames engulfing the forest deity.

Later Sheik and the others make their way to the Valley of Seers to confront Cia. When Sheik and Link make their way to Cia's primary location, alongside Lana and Impa, Cia places a spell on them to make them immobile before her. She then reveals that Link is in the possession of the Triforce of Courage, while Sheik poses the Triforce of Wisdom, which is only ever in possession of the Hyrule Royal Family. Cia rips the Triforce pieces from Link and Sheik respectively and combines them with her fragment: the Triforce of Power.

Cia uses the power of the completed Triforce to open portals through space and time, bringing fragments of other lands to their Hyrule. The group part ways to each area, in order to seal the magical portals linking them together. Sheik and Impa making their way to Death Mountain.

Impa shows great levels of distrust towards Sheik at this point, having been wary of her since the beginning, to the point of not following Sheik's suggestions and nearly getting hurt in the process. After seeing Sheik in possession of the Triforce of Wisdom, a royal family heirloom that only Zelda had, Impa begins to call her out on the fact she is not a true sheikah. However, they are interrupted by a fairy, requesting help, ending Impa's rantings. They learn that Darunia, Chief of the Gorons, have imprisoned Princess Ruto at Death Mountain.

They make their way to Death Mountain, taking on a large Goron Army. The Fairy claiming that Darunia had gone mad after coming in contact with Princess Zelda. After his defeat at Impa and Sheik, he comes to his senses and releases Princess Ruto. From there, they head to Lake Hylia in order to combat this supposed Zelda and her army.

After defeating Princess Zelda in battle, it is revealed that she was actually Wizzro in disguise. When asked how they were able to see through it Sheik proclaims it was easy, and envelops herself in a glowing light. She then reveals herself to be the true Princess Zelda, much to Impa’s relief.

From this point on Sheik no longer plays a role in the story, and players are given the option to play as Zelda or Sheik for a Stage. In the event players select Sheik, she will state Zelda's personal lines in various story-based conversations. When playing as Zelda or Sheik, her role as commander of the Hyrulean Army is shifted over to Princess Ruto.

With her true identity revealed Princess Zelda, along with everyone else, make their way to the Temple of the Sacred Sword to get the Master Sword, believing it to be the only ideal way to combat Cia's forces. They are greeted at the temple by hostile holy spirits; however, it is revealed they are being controlled by Wizzro. After his defeat, players venture to the Temple of Souls to combat Cia.

During the battle Cia uses her dark magic to harness Links arrogance, creating several Dark Links to combat the Hyrulean Army. While fighting these Dark Links Ganondorf shows up with his own army, attempting to combat both Cia's and Zelda's forces. Zelda becomes immobile with fear due to Ganondorf's Dark Aura, resulting her needing to be aided by Link. Link is able to defeat Ganondorf, causing him to retreat.

Zelda's forces make one final attempt to take down Cia, again combating her at the Valley of Seers. Zelda's forces struggle at first, however the Great Fairy comes to her aid, telling them to make their home base at her Fountain. From there Zelda and the Great Fairy combine powers to create a massive magical explosion, dealing a huge damaging blow to Cia's forces.

Cia then infuses Volga with intense dark magic, causing him to go on a rampage, Zelda then attempts to approach him and reason with him. After speaking with him, she convinces him to shed the dark magic altering his mind but dies in the process much to Zelda's dismay.

After Cia's eventual defeat, the portals finally close, and all the warriors from their alternate timelines are sent back home. It is believed that all is right with Hyrule, however none are prepared for when Ganondorf's forces arrive with Zant and Ghirahim in tow. Being caught off guard Ganondorf's forces storm the castle, and defeat both Zelda and Link, Ganondorf taking their Triforce pieces.

With her Kingdom stolen from her, Zelda, Link, and Impa flee with what little exists of her army in an attempt to regroup. Reuniting with Lana at the Gerudo Desert, they are ambushed by Zant and Ghirahim's forces. The two work to get Lana separated from the main Hyrulean army, however she uses magic to bring Darunia, Ruto, Agitha, Midna, and Fi back from their respective eras to assist Zelda's forces. From there they defeat Zant and Ghirahim's forces.

With this boost in Morale, Zelda's army once again does battle with Ganondorf's forces. After a grueling battle Zelda's forces manage to defeat Ganondorf, only for him to transform into the Dark Beast Ganon. She imbues her powers into the Bow and Arrow item, permanently transforming them into the Light Arrows for the remainder of the battle.

They are eventually able to defeat Ganon, however in order to permanently seal his power the Master Sword must be placed back into its pedestal at the Temple of the Sacred Sword. Zelda travels with Link to return the sword, however his attempt at placing it in the pedestal is met with trouble as dark magic is spewing from it, preventing the Master Sword from being placed into it. Zelda moves to Links aid, and together they place the Master Sword where it belongs, permanently sealing away Ganondorf's soul fragment in their era.

Hyrule Warriors: Age of Calamity[]

Zelda is first seen coming out of the castle to check on Impa following after Link rescued her from a mob of monsters, only to then meet Terrako, the small Guardian that time-traveled back to before the Great Calamity to warn them of its impending return. It appears to recognize Zelda, but she is unable to recognize it. Still, wondering why it is here, Zelda goes with Link and Impa to the Royal Science Academy to have Robbie and Purah look it over, only to be attacked on the way there by a Guardian Stalker infected with Malice. After destroying it and reaching the Academy, Zelda is shocked when shown the images of Hyrule Castle Town burning from the Great Calamity attacking it, and realizes they need to prepare for its return soon than they are though. With Impa, Link, and Terrako joining her, she travels to recruit Princess Mipha of the Zoras, Daruk of the Gorons, Revali of the Rito, and Urbosa of the Gerudo to become the Champions who would pilot the Divine Beasts against the Calamity.

After all four Champions are assembled, they are sent with Link, Zelda, and Impa into the Korok Forest to recover the Master Sword, meeting and helping out Hestu along the way. However, once in the grove where the Master Sword resided, Link and Zelda are attacked by Astor, the seer loyal to Calamity Ganon, and the Hollows, Malice-born copies of the Champions. Right before the Hollow of Urbosa could stab Zelda in the face and kill her, the Master Sword responds and banishes the Hollows before Link pulls it from the stone it was embedded in and becomes its wielder, fighting off Astor and his Hollows, forcing him to retreat. After dealing with monster attacks on the way back to Hyrule Castle, Zelda begins to doubt herself, but Urbosa offers her some wise advice to remind her that Link is still the same boy she met before he acquired the Blade of Evil's Bane, and nothing will change that, putting Zelda at ease. Before the monsters appear, Terrako tries to cheer Zelda up by playing Zelda's Lullaby to her, causing her to start remembering him before being interrupted by the attacks.

Further research by Robbie and Purah warns King Rhoam that Zelda's 17th birthday is the day that Calamity Ganon is to return, which prompts him to order Zelda to head to the Spring of Courage to try and awaken her dormant sealing magic. However, once at the Spring, Zelda is unable to awaken her powers before the spring is attacked by more of Ganon's monsters. Though Link and Impa fight them off, especially once Zelda uses her knowledge of the area to help them, she feels more despondent than ever about her powers not awakening, though Impa tries to cheer her up by reminding her of her foresight of the area that helped them escape.

When they return to Castle Town, Zelda decides to head to Mount Lanayru to train at the Spring of Wisdom as soon as she turns 17 to maintain tradition. However, just as she is leaving with Link and Impa to do so, Terrako arrives with the Sheikah Slate with new images extracted from Terrako's memory banks. These memories warn about the attack Calamity Ganon undertakes even as she looks at the images. In her flight to escape the castle, King Rhoam and his Royal Knights appear to sacrifice themselves to buy Link and Zelda the time needed to flee.

After regrouping with Impa and witnessing Calamity Ganon engulf Hyrule Castle, Zelda is then shown images from Terrako's timeline of the Divine Beasts under Calamity Ganon's control. Horrified that the Divine Beasts and the Champions will fall to Ganon as well, Zelda collapses in guilt and grief She blames herself for Hyrule's downfall and condemning the fact that her sealing magic still has yet to awaken. Terrako tries to cheer Zelda up by playing Zelda's Lullaby again, a tear from Zelda falls on it, causing it to suddenly summon several time portals similar to the one it opened to escape into the past. Zelda, Link, and Impa the Divine Beast Vah Medoh's circuity is still flickering blue, indicating Revali is struggling for control of Vah Medoh and the other three are still holding out as much as they could, but the Malice trailing off of Medoh indicated that he was in peril. Realizing there is still hope left to save the Champions and keep the Divine Beasts on their side and quickly depart, Zelda joins Link, Impa, and Terrako with going to rescue them.

After a daring rescue effort, Zelda manages to save all four Champions and their Divine Beasts from the four elememtal Blight Ganons. Zelda realizes that Terrako was the one responsible for summoning the future Champions that ensured Urbosa, Daruk, Mipha, and Revali were kept alive until she and Link could provide rescue. After thanking Terrako, Zelda decides their next point of battle is Akkala Citadel, knowing they have to protect the fortress from falling, or Hyrule will lose one of its vital strongholds and be one step closer to total destruction.

Thanks to the Divine Beasts still being under Hyrulean control, the Citadel is able to hold the line and fight off the siege by Ganon's monsters and corrupted Guardian automatons, barely keeping the fortress intact. Shortly thereafter, Zelda heads to Fort Hateno to fight back the surge of Calamity forces. However, Astor appears again with the revived Blight Ganons to kill the princess. Link stays behind to fight the Blights and Astor, while Impa grabs Zelda and flees. However, after losing her father, Zelda can't bear to see Link fall, and breaks free from Impa and runs back to Link. In the process, she finally awakens her sealing magic granted to her by the Triforce and Hylia, causing the corrupted Guardians to shut down upon being exorcised of the Malice possessing them, and stunning the Blight Ganons. As a result, Link is able to slay the four abominations again, and Purah launches a failsafe that shuts down and/or destroys most of the corrupted Guardians, saving Fort Hateno.

With her sealing power awakened, Zelda rallies the surviving Hyrulean soldiers to her banner, even allowing Kohga to join them with his remaining Yiga clansmen. Zelda launches a successful defense of the Great Plateau, but upon reaching the Temple of Time, is shocked to find King Rhoam there, still very much alive. He reveals that the ancient Sheikah device she gave him earlier before the Calamity struck deployed a Guardian Shield, protecting him and his Royal Knights from the corrupted Guardian Stalkers' lasers, stunning the automatons long enough for Rhoam to order his men to retreat before they recovered and fall back to the Great Plateau and the Temple of Time to regroup. After Rhoam and Zelda makes amends, Rhoam passes command of the army over to her as they prepare to take back Hyrule Castle from the Calamity.

After Purah summons the Divine Beasts, their Champions, both present and future, and the united coalition of Gorons, Zoras, Gerudo, Rito, and Sheikah in the Yiga Clan together, Zelda gives a heartfelt speech to motivate the troops, before with a battle cry to assault Hyrule Castle and take back their homes. Although initially overwhelmed, Calamity Ganon uses a Blood Moon to boost his remaining troops and revive many of his fallen forces. Zelda and her allies manage to overcome this ploy and confront Astor and Harbinger Ganon, the Terrako of that timeline infected by the Malice that followed the Terrako from the Breath of the Wild timeline.

Zelda is forced to watch as Astor, mad with insanity at thinking he could be defeated, orders Ganon to consume Zelda and Link. Except Ganon consumes Astor and Harbinger Ganon to create himself a physical body. Shortly after acquiring his perfected body, Calamity Ganon manages to hit Terrako with several blasts of Malice, corrupting the little Guardian into turning on Link and Zelda, forcing them to fight it to purge the Malice, but leaving Terrako critically damaged. Zelda is horrified, as she finally remembers that Terrako was activated by her when she was little and gave her comfort after her mother passed away. Overcome with anger and fury at what Calamity Ganon has done, Zelda vows that his threat ends here and now.

Fighting into the inner sanctum of the castle citadel, Zelda and the others fight Calamity Ganon, but he proves invulnerable to all their attacks. It is all Zelda can do to keep Ganon's most devastating attacks at bay until the critically damaged Terrako self-destructs against Calamity Ganon and shatters his defenses. Once he has been weakened enough, Link delivers the finishing blow with cleaving Calamity Ganon in half with the Master Sword, before having Zelda move to seal him away once more.

With Calamity Ganon gone, Hyrule begins to recover from the war. At the castle, the only relic Zelda has left of Terrako is the ancient screw that was the last piece she put into him to bring him to life. However, some of the time-travel energy remained on it, and that residual energy is enough to send Teba, Yunobo, Sidon, Riju, and Patricia back to their own timeline now that their services were completed, promising to always remember their time shared with the Champions.

Later, after recovering most of Terrako's scattered parts after it self-destructed, Robbie and Purah are able to repair it, but it initially seems unable to respond to any of them, even when Impa tries smacking it to get it to wake up, until Zelda steps in. Seeing Zelda, Terrako fully recovers, much to everyone's relief, and Zelda takes Terrako in her arms, happy to have him back as she welcomes him home. Terrako begins playing Zelda's Lullaby again to comfort her upon noticing her tears of gladness.

Character Information[]

Development[]

When developing her character for this title, designers felt she needed to come off as a strong figure —both physically and emotionally— and was designed to have an aura of "a poised and confident ruler". The developers felt that a strong Zelda was a natural choice since they wanted to show how normal it was for someone of her character to obtain her seat of power.

Personality[]

Princess Zelda is a dignified figure who calmly assesses any dire situation before making a decision. She has the upmost faith in all of her allies, believing that they have the ability to overcome any obstacle. However, despite her positive nature, she is a stern warrior and has no issues taking to the battlefield herself when necessary. Princess Zelda is a brilliant tactician, able to read the flow of battle and come up with the best solutions needed to ensure victory. However, in the event an unforeseeable act occurs, she can be prone to light panicking, if only for the safety of her troops fighting for her cause. In moments like these, she is able to recover a minute or so after the initial shock.

As Sheik, she is calm, aloof, and speaks only when necessary, and even then, she will say as little as possible. Her prowess as a strategist is still very apparent in this form, able to make quick and insightful suggestions in battle, despite her lower rank when in this form. She comes off as somewhat cold in this guise, but if only to keep people from learning of her true identity.

Quotes[]

See also: Princess Zelda/Quotes, Sheik/Quotes

Gameplay[]

Keys: Y Normal Attack ▲ X Charge Attack A Special Technique B Evade

Hyrule Warriors[]

Standard Attacks
Press X while in the air during certain attacks to dive to the ground, causing a cross shaped energy blast on the ground.

X: Zelda holds her sword skyward and charges it with light energy, which stuns nearby enemies (completely fills her orb meter).
Y, X, X: Zelda performs a black flip while simultaneously performing an upwards slash that launches enemies into the air. After landing she performs a flurry of thrust attacks at the airborne enemies.
Y, Y, X, X: Jumps up and performs a horizontal slash at enemies on the ground, then performs a diving slash attack to quickly get on the ground. Once on the ground, she thrusts her blade upwards, causing a pillar of light energy to erupt in front of her, which launches enemies into the air.
Y, Y, Y, X, X: Performs a series of spinning slashes while dashing left to right many times in a zig-zag pattern, before hovering in the air and performing a flurry of thrusting attacks, ending with final powerful thrust.
Y, Y, Y, Y, X: Jumps forward performing a series of powerful slashing strikes, ending with a powerful upwards diagonal horizontal slash to send enemies flying.
Y, Y, Y, Y, Y, Y: Performs a series of fencing-esque slashing attacks that has Zelda gracefully move slightly forward with each strike. The final strike is a thrust attack that fills up one of her light orbs.
A: Pulls out a golden bow and arrows and fires a single powerful Light Arrow that travels straight forward and knocks back any enemies in its path.
Focus Spirit + A: Rapidly casts Ocarina of Time spells Nayru's Love, Farore's Wind and Din's Fire in succession. This summons a large ice crystal in front of her that shatters, then creates a tornado, followed by an explosion of flame to enemies directly in front of her.
Focus Spirit Finisher: Creates an orb of light that hovers over her enemies' heads and shoots a light arrow at it. This causes an explosion of light energy causing damage to all surrounding enemies.
Weak Point Smash: Pulls out her golden bow and holds it horizontally, and shoots 4 Light Arrows spread out in an arch, damaging both the enemy general and the other surrounding enemies.

Light Orb Exclusive Attacks
If players press X in the air while orbs are active, Zelda will fire Light Arrows towards the ground. Can be done twice in succession and uses up 1 Light Orb per attack. Players can still perform Zelda's dive X attack right after these moves.

Y, X, X: Zelda performs a black flip while simultaneously performing and upwards slash that launches enemies into the air. She hovers in the air and summons a large orb of light energy over her head, and then throws it towards the ground, causing it to detonate. Uses 1 Light Orb.
Y, Y, X, X: Jumps up and performs a horizontal slash at enemies on the ground, then shoots a light arrow towards the ground in front of her that detonates on impact. She then fires another light arrow straight downwards, which knocks back enemies. Uses 1 Light Orb.
Y, Y, Y, X, X: Performs a series of spinning slashes while dashing left to right many times in a zig-zag pattern. She then pulls out a light bow and shoots a series of multiple Light Arrows straight into the sky. The Light Arrows then rain down from the sky as pillars of light in two paths directly in front of her. Uses 1 Light Orb.
Y, Y, Y, Y, X: Hovers in place and summons a large Triforce-shaped platform of light up under her feet. It erupts in a blast of holy light all around her, severely damaging enemies. Uses 1 Light Orb.
Guarding an Attack/Taking Damage + X: If Zelda has a light orb charged up, she can counter attacks after guarding them, or taking damage by quickly pressing X right after. Zelda will slam the tip of her blade into the ground causing a dome of light energy to burst around her, causing enemies to be sent flying. Uses 1 Light Orb (each).

The rapier moveset is a fusion of control and power. Her standard charge attacks are easy to control and good for both small to mid-sized groups of enemies. It is also perfect for one-on-one battles. The Light Orb attacks are great for performing devastatingly powerful attacks that can extend to enemies beyond reach. However, her light orb attacks are fairly difficult to control and once started up, they can't be stopped through dodge canceling. Players will need to prioritize and carefully judge the battlefield when playing as her.

X: Send forth five miniature tornadoes to damage enemies. She then sends out a small, guided tornado that can be controlled and will carry any enemies it his. Guiding this tornado into enemies wrapped in other tornadoes by any of this weapon's attacks will increase the guided tornado's size. The tornado can be dispersed to damage enemies in an amount and radius proportional to its current size by pressing X a second time.
Y, X: Causes electricity to run along the ground around Zelda damaging enemies close to her. Ends by summoning a ball of electricity and tossing it at enemies directly in front of her.
Y, Y, X: Jumps up into the air and generates a musical staff along the ground made of electricity. Electric orbs shaped like musical notes run along the lines directly in front of her, damaging enemies caught in it.
Y, Y, Y, X: Creates gusts of wind that dart left and right directly in front of her, before spinning forward into enemies.
Y, Y, Y, Y, X: Zelda spins around generating a huge tornado, sending her flying into the sky, and sending enemies flying in all directions.
Y, Y, Y, Y, Y, X: Waves the baton around causing musical staffs to form in the air in front of her, damaging enemies within range before spinning at high speeds sending nearby foes airborne.
Y, Y, Y, Y, Y, Y, Y: Performs a series of stationary spinning motions while controlling the wind to attack enemies. Finishes by summoning four small air spouts, and then Zelda sending out a circular wave of wind outwards.
A: Summons 3 mini tornadoes to her left, and 3 to her right, and brings them together via her baton to form one giant tornado to send enemies flying.
Focus Spirit + A: Waves baton in front of her to generate some musical staffs before pointing it directly in front of her, causing a gust of wind to blow forward and greatly damage enemies.
Focus Spirit Finisher: Spins baton about then points it up into the sky, causing a dome of electric energy to form around her to damage enemies.
Weak Point Smash: Forms a triangle out of wind with the baton and thrusts the weapon forward, causing a gust of wind to shoot out into the enemy before her.

Zelda becomes stationary with the baton to conjure wind magic and sound attacks. The music notes can pin opponents or help with crowd clearing. It requires the player to judge distances to make the best of its attacks.

DLC only.

This move set possesses a special skill that, with her C1, Zelda can summon one of two statues to appear and attack on her behalf while using the Dominion Rod. Her other charge attacks capable of changing the statue she uses during battle as well. She has an ability bar up under her Special Bar that shows how long she has till the statue she has will vanish.

X: Allows Zelda to summon an Owl Statue, a Hammer Statue, or make it so there is no statue whatsoever. Cycling from None, Owl, Hammer, then back to None in that order.
Y, X: Summons an owl statue to attack enemies from below, knocking them into the air. Sets statue setting to Owl.
Y, Y, X: Has her hammer statue pound the area three times in front of her. Sets statue setting to Hammer.
Y, Y, Y, X: Zelda's hammer statue leaps into the air and pounds the area from above. Sets statue setting to Hammer.
Y, Y, Y, Y, X: Her owl statue attacks enemies from below via Twilight Portals, juggling them in the air with each strike. Sets statue setting to Owl.
Y, Y, Y, Y, Y, X: Zelda charges forward while riding her owl statue, then finishes it by having her hammer statue pound the area from above. Does not affect statue setting.
Y, Y, Y, Y, Y, Y, Y: How it's executed depends on whatever statue Zelda summons:
(No statue): Zelda swings the Dominion Rod's orb around her, ending with a small burst of dark energy. Deals minimum damage.
(Owl Statue): Zelda has her owl statue perform several short hops, swings it around her in a circular motion, has it performed several more hops, then finishes it with a short sweep from left to right.
(Hammer Statue): Zelda has her hammer statue pound the area in front of her from right to left, perform a circular swing, then pound the area from left to right before pounding the area in front of her.
A: Zelda uses an owl statue to knock enemies into the air, then uses a hammer statue to send them flying.
Focus Spirit + A: Zelda summons a giant owl statue that falls over, damaging any enemies under it.
Focus Spirit Finisher: Zelda summons a giant hammer statue that smashes its hammer, creating a shockwave of dark energy.
Weak Point Smash: Zelda and an owl statue bounces the Dominion Rod's orb in a game of tennis, hitting the enemy captain as they do. Zelda then finishes it by firing the orb at the enemy.

The Dominion Rod is an effective weapon that is good for both dealing with crowds, or taking on enemy officers, depending on the statue she has with her. The Owl statues sweeping, rolling, and spinning attacks are good for dealing with crowds surounding her. Its sweeping roll good at bringing enemies directly infront of her, while the hopping is good for stomping on groups. The Hammer statue is good for dealing damage to officers and bosses, very good at depleting enemy Weak Point Gage's as well as many attacks able to break enemy guard.

The moveset itself is a tad slow and greatly benefits from the Hasty Attacks weapon skill. Her lack of mobility however is the target of many criticisms from many players; however she is easily to control and players are able to rotate her in any direction during her standard attack string. This allows her to intercept and interrupt attacks that could be coming her way. This also enables which ever statue she has out at the time attack enemies nearby off scream while she can focus on ones that had previously been behind her.

Each charge attack finisher of Sheik's moveset uses a different element, causing an elemental note to appear on screen under the Special Bar. Pressing X will change the effect of the charge attack based on the note present. Whichever combo was used most recently is one way to affect which charge attack is performed.

X (Standard): Creates a ring of neutral rainbow energy that slightly damages enemies.
X (Water): Creates a barrier of water around Sheik that blocks up to 4 hearts of damage. It does not have a time limit; it can only disappear after absorbing too much damage, thus breaking the shield. It can be refreshed at any time. (Follows Y, X combo)
X (Fire): Sets a glowing red magic trap onto the ground. After a couple of seconds, a massive fire pillar shoots up from the ground where the rune used to be, dealing damage to any enemies caught in the blast. (Follows Y, Y, X combo)
X (Lightning): Creates a temporary whirlwind around Sheik, damaging enemies if they touch it while she moves. (Follows Y, Y, Y, X combo)
X (Darkness): Creates a vortex of darkness on the ground that sucks enemies in and continuously damages then. (Follows Y, Y, Y, Y, X combo)
X (Light): Creates a massive glowing platform of energy on the ground that, as long as Sheik is standing in it, her Special bar will continuously fill. Slightly stuns enemies when initially formed. (Follows Y, Y, Y, Y, Y, X combo)
Y, X: Creates a waterspout that travels along the ground. Juggles enemies in the air while slowly moving forward.
Y, Y, X: Summons a huge flaming rock to fall from the sky.
Y, Y, Y, X: Creates a massive gust of electrified wind to form directly in front of her
Y, Y, Y, Y, X: Teleports out of sight, then appears in the air and performs a spiraling shadow slash to the ground, damaging enemies below her.
Y, Y, Y, Y, Y, X: Strikes a pose while forming a ring of holy energy around her body that damages enemies.
Y, Y, Y, Y, Y, Y: Performs a series of slashes with her knives, as well as acrobatic kicks, before tossing her knives in front of her, then performing a powerful jumping slash forward to end the combo.
A: Levitates in the air slightly and plays her harp. Damages enemies in a wide radius around her.
Focus Spirit + A: Plays a series of notes, causing trees to sprout out of the ground to damage enemies in front of her.
Focus Spirit Finisher: Tosses her knives into the air, causing them to rain down all around her.
Weak Point Smash: Performs a series of quick rapid slashes before playing her harp causing a magical explosion.

Fighting Style Despite her using all of the elements in each charge attack, all of her attacks are electric elemental. She is capable of inflicting all the game's elemental statuses with her charge attacks, making her one of the more versatile characters in the game. Her water barrier is very effective at blocking attacks from all enemies, including strong enemy units and boss monsters. It is advised that the player always have the shield active when fighting, so that Sheik is able to play her harp in large groups of enemies without worrying about being interrupted from attacks. The water barrier is also very effective against Gibdo and Redead Knight enemies, as it will completely nullify their ability to immobilize her. The attacks that cause the immobilization do not actually deal any damage, either, so the barrier will not weaken to those attacks. Other attacks must still be avoided to maintain the barrier.

The songs played on her harp for her C1 elemental attacks are melodies from Ocarina of Time: Bolero of Fire, Serenade of Water, Nocturne of Shadow, Prelude of Light, and Song of Storms. Her Focus Spirit Cancel Musou attack has her play Saria's Song, which is also a melody from Ocarina of Time.

Sheik's usage of knives and various kicking strikes are references to her "Needle Storm" technique and hand-to-hand combat style in the Super Smash Bros. series.

  • Zelda's usage of the Wind Waker and the Dominion Rod as her alternate weapons alludes to the fact that both items are Sacred Hyrule Royal Family Treasures from the Legend of Zelda franchise.

Hyrule Warriors: Age of Calamity[]

The Sheikah Slate is unique in that the runes used in its combos can interrupt enemy attacks that are meant to be countered with said runes.

Y, Y, Y: Zelda uses Magnesis to swing a metal box around, then summons a Cryonis block, and finishes by casting Stasis on anyone nearby before detonating the spell, blasting enemies away.
X, X, X: Zelda summons a fan of Cryonis blocks, then summons a forward row of Cryonis blocks and hops across them, sending shockwaves that damage enemies. Finally, she ends the combo by summoning an icicle.
Y, X, X, X: Zelda uses Magnesis to swing a metal block from side to side, then slams it on the ground, before summoning a minecart and using Magnesis to guide it to damage any enemies in her path.
Y, Y, X, X, X: Zelda summons a giant bomb and rolls it forward. Then, she summons a cluster of smaller bombs to damage enemies in front of the first bomb before finally summoning another bomb to detonate the first.
Dash + Y: Zelda swings a box with Magnesis around herself.
Dash + X: Zelda sets four Cryonis blocks around herself that last for four seconds.
Air + Y, Y, Y: Zelda drops three icicles upon enemies.
Air + X: Zelda drops a bomb.
A: Zelda uses the camera rune to target any enemies in her way before causing them all to explode.
ZR: Zelda activates Sheikah runes, detonating any Sheikah rune-inflicted attacks.
Remote Bomb: Zelda summons a bomb-shaped robot to walk around, spewing bombs all around it for seven seconds before it detonates. Zelda is invincible during the attack. Pressing B has Zelda regain control as the robot continues forward.
Cryonis: Zelda enters an aiming mode where she drops icicles with X. The ice reticle can be aimed with the left stick.
Stasis: Zelda freezes time on her enemies.
Magnesis: Zelda lifts a massive array of metal objects from the ground that lasts for twenty seconds. The first strike of her Y combo will add a metal block to the array.

Y, Y, Y, Y, Y, Y, Y: Zelda summons a light orb to her front, a slightly higher orb, two orbs, then four orbs, drops down three rays of light, summons a massive vortex of light, and finally fires a volley of arrows.
Dash + Y, Y, Y: Zelda throws out three orbs of light.
X: Zelda creates a vortex of light.
Dash + X: Zelda throws out an orb of light that generates a vortex.
Y, X: Zelda creates several rays of light, then creates a blast of light. In Luminescent mode, this is done by pressing X.
Y, Y, X: Zelda spins backwards before creating a seal of light that detonates. In Luminescent mode, this is done by pressing ZL + B.
Y, Y, Y, X: Zelda fires a barrage of arrows. In Luminescent mode, this is done by pressing Y.
Y, Y, Y, Y, X: Zelda throws an orb of light that generates a vortex.
Y, Y, Y, Y, Y, X: Zelda uses an arrow to summon three orbs, then takes out her bow and fires a beam of light alongside the orbs. In Luminescent mode, this is done by pressing ZL + X, though this version is quicker and does not reveal weak points.
Air + Y, Y, Y: Zelda throws out three quick orbs of light.
Air + X: Zelda fires Light Arrows downwards.
Cryonis: Zelda creates four blocks of ice, then shatters them with light.
Stasis: Zelda freezes enemies in front of her in time. Pressing X has her summon a volley of arrows before she loosens them.
Magnesis: Zelda attempts to grab any available objects.
Remote Bomb: Zelda throws out a series of bombs.
ZR: Zelda activates Luminescent mode, which enables her quick access to her most powerful attacks at the cost of her special attack gauge.

Y, Y, Y, Y, Y, Y, Y:
Dash + Y:
X: Unlike other Strong Attacks, this one depends on the model Zelda is wielding:
Master Cycle: Zelda charges forward.
Master Cycle Hunter: Zelda stops and fires a laser forwards.
Master Cycle Sentinel: Zelda summons a barrier for a brief second. This allows her to block and parry attacks.
Dash + X:
Y, X:
Y, Y, X:
Y, Y, Y, X:
Y, Y, Y, Y, X:
Y, Y, Y, Y, Y, X:
Air + Y, Y, Y:
Air + X:
Cryonis:
Stasis:
Magnesis:
Remote Bomb:
ZR: Zelda activates Overdrive mode, enhancing her attacks.

Weapons[]

Weapon Information (Element: Light)
Description: A sword forged with magical light, making it light as a feather. Use the Strong Attack button to gather the power of light, and strike with devastating strength when using a Combo Attack!
Polished Rapier Skill Slots: 1~2
Rapier - 1st Weapon (HW) Base Attack: 80 1Attack: 88
2Attack: 96 3Attack: 104
4Attack: 112 5Attack: 120
Glittering Rapier Skill Slots: 3~4
Rapier - 2nd Weapon (HW) Base Attack: 150 1Attack: 165
2Attack: 180 3Attack: 195
4Attack: 210 5Attack: 225
Gleaming Rapier Skill Slots: 6~8
Rapier - 3rd Weapon (HW) Base Attack: 280 1Attack: 308
2Attack: 336 3Attack: 364
4Attack: 392 5Attack: 420
8-Bit White Sword? (HW) Skill Slots: 6~8
Rapier - 4th Weapon (HW) Base Attack: 280 1Attack: 308
2Attack: 336 3Attack: 364
4Attack: 392 5Attack: 420
Gleaming Rapier + (Legends) Skill Slots: 7~8
Rapier - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Gloomy Rapier (Legends) Skill Slots: 7~8
Rapier - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Secondary Element: Darkness


Weapon Information (Element: Lightning)
Description: A legendary baton that can control the very wind. Create whirlwinds to disorient your enemies, and then perform a Strong Attack to create an even more powerful tornado!
Wind Waker Skill Slots: 1~2
Baton - 1st Weapon (HW) Base Attack: 80 1Attack: 88
2Attack: 96 3Attack: 104
4Attack: 112 5Attack: 120
Sacred Baton Skill Slots: 3~4
Baton - 2nd Weapon (HW) Base Attack: 150 1Attack: 165
2Attack: 180 3Attack: 195
4Attack: 210 5Attack: 225
Glorious Baton Skill Slots: 6~8
Baton - 3rd Weapon (HW) Base Attack: 280 1Attack: 308
2Attack: 336 3Attack: 364
4Attack: 392 5Attack: 420
8-Bit Recorder (HW) Skill Slots: 6~8
Baton - 4th Weapon (HW) Base Attack: 280 1Attack: 308
2Attack: 336 3Attack: 364
4Attack: 392 5Attack: 420
Glorious Baton + (Legends) Skill Slots: 7~8
Baton - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Liquid Glorious Baton (Legends) Skill Slots: 7~8
Baton - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Secondary Element: Water


  • The first level weapon is both based on and named after the Wind Waker.

DLC only.

Weapon Information (Element: Darkness)
Description: A mysterious rod with the ability to command stone statues. Use a Strong attack to control an statue, and then lead it into battle with Combo attacks
Old Dominion Rod Skill Slots: 1~2
Dominion Rod - 1st Weapon (HW) Base Attack: 80 1Attack: 88
2Attack: 96 3Attack: 104
4Attack: 112 5Attack: 120
High Dominion Rod Skill Slots: 3~4
Dominion Rod - 2nd Weapon (HW) Base Attack: 150 1Attack: 165
2Attack: 180 3Attack: 195
4Attack: 210 5Attack: 225
Royal Dominion Rod Skill Slots: 6~8
Dominion Rod - 3rd Weapon (HW) Base Attack: 280 1Attack: 308
2Attack: 336 3Attack: 364
4Attack: 392 5Attack: 420
Royal Dominion Rod + (Legends) Skill Slots: 7~8
Dominion Rod - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Volcanic Dominion Rod (Legends) Skill Slots: 7~8
Dominion Rod - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Secondary Element: Fire


Weapon Information (Element: Lightning)
Description: A harp that commands magical melodies. It can be imbued with elemental affinity using Combo Attacks. Use the Strong Attack button to tap into elemental powers and cause various effects.
Goddess's Harp Skill Slots: 1~2
Harp - 1st Weapon (HW) Base Attack: 80 1Attack: 88
2Attack: 96 3Attack: 104
4Attack: 112 5Attack: 120
Typhoon Harp Skill Slots: 3~4
Harp - 2nd Weapon (HW) Base Attack: 150 1Attack: 165
2Attack: 180 3Attack: 195
4Attack: 210 5Attack: 225
Triforce Harp Skill Slots: 6~8
Harp - 3rd Weapon (HW) Base Attack: 280 1Attack: 308
2Attack: 336 3Attack: 364
4Attack: 392 5Attack: 420
8-Bit Stepladder (HW) Skill Slots: 6~8
Harp - 4th Weapon (HW) Base Attack: 280 1Attack: 308
2Attack: 336 3Attack: 364
4Attack: 392 5Attack: 420
Triforce Harp + (Legends) Skill Slots: 7~8
Harp - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Shining Harp (Legends) Skill Slots: 7~8
Harp - 3rd Weapon (HW) Base Attack: 500 1Attack: 550
2Attack: 600 3Attack: 650
4Attack: 700 5Attack: 750
Secondary Element: Light

Badge Materials[]

See also: Hyrule Warriors/Badges

Badge Materials
Kokiri Sword I Metal Plate (1x)
Kokiri Sword II Fiery Aeralfos Leather (1x) Metal Plate (1x)
Kokiri Sword III ReDead Bandage (1x) Metal Plate (1x)
Kokiri Sword IV Shield Moblin Helmet (1x) Metal Plate (1x)
Wooden Sword I Metal Plate (1x)
Wooden Sword II Gibdo Bandage (1x) Metal Plate (1x)
Wooden Sword III Piece of Darknut Armor (1x) Metal Plate (1x)
Wooden Sword IV Dinolfos Fang (1x) Metal Plate (1x)
Great Fairy's Sword I Metal Plate (1x)
Great Fairy's Sword II Moblin Flank (1x) Metal Plate (1x)
Great Fairy's Sword III Lizalfos Scale (1x) Metal Plate (1x)
Great Fairy's Sword IV Fiery Aeralfos Leather (1x) Metal Plate (1x)
Stamina Fruit I ReDead Bandage (1x)
Stamina Fruit II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Stamina Fruit III Midna's Fused Shadow (1x) Volga's Helmet (2x) ReDead Bandage (2x)
Digging Mitts I ReDead Bandage (3x)
Digging Mitts II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Digging Mitts III Midna's Fused Shadow (1x) Volga's Helmet (2x) ReDead Bandage (2x)
Din's Fire I ReDead Bandage (1x) Metal Plate (1x)
Din's Fire II Shield Moblin Helmet (1x) Metal Plate (1x)
Din's Fire III Thick Goron Helmet (1x) Goron Armor Breastplate (2x) ReDead Knight Ashes (2x)
Hover Boots I ReDead Bandage (2x)
Hover Boots II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Hover Boots III Midna's Fused Shadow (1x) Volga's Helmet (2x) ReDead Bandage (2x)
Fierce Deity's Mask I Shield Moblin Helmet (1x) Metal Plate (1x)
Fierce Deity's Mask II Midna's Fused Shadow (1x) Volga's Helmet (2x) ReDead Bandage (2x)

Badge Materials
Empty Bottle I Old Rag (1x)
Empty Bottle II Shield Moblin Helmet (1x) Old Rag (1x)
Empty Bottle III Volga's Dragon Spear (1x) Midna's Hair (2x) ReDead Knight Ashes (2x)
Hornet Larvae I ReDead Bandage (1x)
Hornet Larvae II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Hornet Larvae III Volga's Dragon Spear (1x) Midna's Hair (2x) ReDead Knight Ashes (2x)
Nayru's Love I ReDead Bandage (3x)
Nayru's Love II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Nayru's Love III Thick Goron Helmet (1x) Goron Armor Breastplate (2x) ReDead Knight Ashes (2x)
Goron Tunic I ReDead Bandage (2x)
Goron Tunic II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Goron Tunic III Volga's Dragon Spear (1x) Midna's Hair (2x) ReDead Knight Ashes (2x)
Zora Tunic I ReDead Bandage (2x)
Zora Tunic II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Zora Tunic III Volga's Dragon Spear (1x) Midna's Hair (2x) ReDead Knight Ashes (2x)
Magic Armor I ReDead Bandage (2x)
Magic Armor II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Magic Armor III Volga's Dragon Spear (1x) Midna's Hair (2x) ReDead Knight Ashes (2x)
Sacred Shield I ReDead Bandage (2x)
Sacred Shield II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Sacred Shield III Volga's Dragon Spear (1x) Midna's Hair (2x) ReDead Knight Ashes (2x)
Mirror Shield I ReDead Bandage (2x)
Mirror Shield II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Mirror Shield III Volga's Dragon Spear (1x) Midna's Hair (2x) ReDead Knight Ashes (2x)

Badge Materials
Farore's Wind I Monster Tooth (1x)
Farore's Wind II Midna's Hair (1x) Volga's Helmet (1x) ReDead Bandage (3x)
Farore's Wind III Thick Goron Helmet (1x) Goron Armor Breastplate (2x) ReDead Knight Ashes (2x)
Goron's Bracelet I ReDead Bandage (2x)
Goron's Bracelet II Midna's Fused Shadow (1x) Midna's Hair (2x) ReDead Bandage (2x)
Hawkeye I ReDead Bandage (2x)
Hawkeye II Midna's Fused Shadow (1x) Midna's Hair (2x) ReDead Bandage (2x)
Beetle I ReDead Bandage (2x)
Beetle II Midna's Fused Shadow (1x) Midna's Hair (2x) ReDead Bandage (2x)
Whip I ReDead Bandage (2x)
Whip II Midna's Fused Shadow (1x) Midna's Hair (2x) ReDead Bandage (2x)

Badge Materials
Kokiri Sword I Old Rag (1x)
Kokiri Sword II Piece of Darknut Armor (1x) Old Rag (1x)
Kokiri Sword III Goron Armor Breastplate (1x) Old Rag (1x)
Kokiri Sword IV Stalmaster Wrist Bone (1x) Old Rag (1x)
Stamina Fruit I Gibdo Bandage (1x)
Stamina Fruit II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Stamina Fruit III Ruto's Scale (1x) Argorok's Embers (2x) Heavy Gibdo Sword (2x)
Digging Mitts I Gibdo Bandage (3x)
Digging Mitts II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Digging Mitts III Ruto's Scale (1x) Argorok's Embers (2x) Heavy Gibdo Sword (2x)
Din's Fire I Goron Armor Breastplate (1x) Old Rag (1x)
Din's Fire II Stalmaster Wrist Bone (1x) Old Rag (1x)
Din's Fire III Ruto's Scale (1x) Argorok's Embers (2x) Heavy Gibdo Sword (2x)
Hover Boots I Gibdo Bandage (2x)
Hover Boots II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Hover Boots III Ruto's Scale (1x) Argorok's Embers (2x) Heavy Gibdo Sword (2x)
Fierce Deity's Mask I Piece of Darknut Armor (1x) Old Rag (1x)
Fierce Deity's Mask II Ruto's Scale (1x) Argorok's Embers (2x) Heavy Gibdo Sword (2x)

Badge Materials
Empty Bottle I Monster Tooth (1x)
Empty Bottle II Stalmaster Wrist Bone (1x) Monster Tooth (1x)
Empty Bottle III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)
Hornet Larvae I Gibdo Bandage (1x)
Hornet Larvae II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Hornet Larvae III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)
Nayru's Love I Gibdo Bandage (3x)
Nayru's Love II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Nayru's Love III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)
Goron Tunic I Gibdo Bandage (2x)
Goron Tunic II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Goron Tunic III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)
Zora Tunic I Gibdo Bandage (2x)
Zora Tunic II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Zora Tunic III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)
Magic Armor I Gibdo Bandage (2x)
Magic Armor II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Magic Armor III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)
Sacred Shield I Gibdo Bandage (2x)
Sacred Shield II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Sacred Shield III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)
Mirror Shield I Gibdo Bandage (2x)
Mirror Shield II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Mirror Shield III Argorok's Stone (1x) Ruto's Earrings (2x) Heavy Gibdo Sword (2x)

Badge Materials
Farore's Wind I Metal Plate (1x)
Farore's Wind II Ruto's Earrings (1x) Argorok's Embers (1x) Gibdo Bandage (3x)
Farore's Wind III Ruto's Scale (1x) Ruto's Earrings (1x) Heavy Gibdo Sword (2x)
Goron's Bracelet I Gibdo Bandage (2x)
Goron's Bracelet II Ruto's Scale (1x) Ruto's Earrings (1x) Heavy Gibdo Sword (2x)
Hawkeye I Gibdo Bandage (2x)
Hawkeye II Ruto's Scale (1x) Ruto's Earrings (1x) Heavy Gibdo Sword (2x)
Beetle I Gibdo Bandage (2x)
Beetle II Ruto's Scale (1x) Ruto's Earrings (1x) Heavy Gibdo Sword (2x)
Whip I Gibdo Bandage (2x)
Whip II Ruto's Scale (1x) Ruto's Earrings (1x) Heavy Gibdo Sword (2x)

Gallery[]

Trivia[]

External Links[]

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