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Minotaur's Labyrinth

Minotaur's Labyrinth — guide

Guide: mechanics, teams, tips
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Author: RAID GURU Editorial Updated: 22.10.2026 Reading: ~1 min 0 reviews

Guide: Minotaur's Labyrinth

In short

Minotaur's Labyrinth is the dungeon where you farm Scrolls for the mastery tree — the single biggest power jump any champion gets. Masteries matter more than almost any gear set, which is why this place never stops being relevant. One caveat shapes everything: Scrolls only drop for champions who still have masteries locked.

Mechanics

  • Tremor — an AoE hit on the whole team; against champions carrying Hex it lands for double damage.
  • The second AoE spreads Hex onto three random champions. That Hex cannot be resisted, so stacking RES on your team does not stop it.
  • Frenzy (passive) — he opens the fight with Frenzy and hits harder. When Frenzy expires he switches to Confusion and takes increased damage. When Confusion expires, Frenzy comes back.
  • Those buffs and debuffs cannot be blocked or stripped by skills — you play around the cycle instead of removing it.
  • Practical read: save your burst for the Confusion window and play defensively while Frenzy is up.

What your team needs

  • Survivability first: roughly 30k HP and 2.5k DEF on everyone eating Tremor, plus a healer, shields or Lifesteal. That is comfy for stage 15; stage 20+ wants more.
  • SPD: about 170+ for stage 15 clears, 200+ if you want fast 20–25 runs.
  • ACC 150–200 only if your damage plan leans on Decrease DEF, Weaken or Poison.
  • Decrease DEF and Weaken are your damage multipliers. Block Damage or Unkillable is the cleanest answer to a doubled Tremor.
  • Cleanse and Block Debuffs help generally, but don't plan around removing Hex — you survive it rather than strip it.

Teams

  • Starter: Kael (damage and poison), Stag Knight (Decrease DEF and ATK), Coldheart (single-target burst), Godseeker Aniri (heal and revive) + the champion you are levelling.
  • Mid-game: Deacon Armstrong (SPD aura, Decrease DEF), Demytha (Block Damage and healing), Urogrim (poison chip damage), Vogoth (soaks the AoEs) + one trainee.
  • Endgame: Acrizia and Gnut (pure single-target damage), Mithrala Lifebane (ACC aura, debuffs), Siphi the Lost Bride (heal and revive), Prince Kymar (cooldown reset) — consistent 20+ clears.

Common mistakes

  • Farming with champions whose masteries are already maxed — no Scrolls drop and the energy is wasted.
  • Levelling five champions at once instead of one student; the Scrolls get spread thin and nobody finishes.
  • Glass-cannon damage dealers with no Lifesteal or healer — they get Hexed and die to the next Tremor.
  • Jumping to stage 20+ before you can clear stage 15 quickly and safely.
  • Spending 800 rubies on Scrolls while you already have a working farm.

Tips

  • Stage 15 is the standard farm once you clear it in 1–2 minutes; higher stages only pay off while your clear speed holds.
  • Run 4 built champions plus 1 trainee — that is the whole farming strategy.
  • Sets: Lifesteal on damage dealers, Speed, Accuracy and Perception on debuffers, Toxic on poisoners, Relentless for damage, Stoneskin for survival.
  • Finish masteries on your Clan Boss core first, everything else after.
  • Full auto is fine here — the fight is a stat check, not a puzzle.

Best champions

rated for: Dungeons
Strongest Accessible: rares and epics

Ratings 0–5 for this content from our database. Full ranking: champion catalog sorted by content.

More details

In the Minotaur's Labyrinth you farm scrolls to develop your Champion's masteries. This is very important for the Clan Boss (Giant Slayer and Warmaster).
You can buy them for 800 gems, or farm them with energy. Once you can comfortably farm Stage 15 in 1-2 minutes, it's more efficient to clear it with energy.
Important note: once a hero has all masteries unlocked, they will not receive scrolls. The strategy is to max out 4 heroes and add a 5th one to level up.

Minotaur's Skills

Tremor. Attacks all enemies. Minotaur deals double damage to enemies with Hex.

Baleful Offspring. Attacks all enemies, Minotaur places a Hex debuff on three random targets. These debuffs cannot be resisted.

Brutal Fury. Passive skill. The Minotaur gains an Enrage buff for three turns at the start of the battle. While Enrage is active, the Minotaur deals more damage. When Enrage expires, the Minotaur gains Confusion. While Confusion is active, the Minotaur takes more damage. When Confusion expires, the Minotaur applies Enrage to himself again. These buffs and debuffs cannot be blocked or removed by skills.

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