The most effective shove and push positioning combos in Terrinoth: Heroes of Descent involve using a support hero's action to move an enemy directly into the attack range of a high-damage ally before that ally's turn even begins. This core tactic, which we'll call the 'Setup & Spike,' is the single most important concept for controlling the flow of combat, neutralizing high-priority threats, and achieving clean, efficient victories against the Overlord's toughest minions.

More than just dealing damage, forced movement is about manipulating the game's most critical resource: action economy. By repositioning a foe, you can deny them their attack, break their defensive synergies, and force them to waste their own actions just to get back into the fight. This guide breaks down exactly how to execute these combos, which heroes excel at them, and the advanced strategies that separate novice players from master tacticians.

Why Positioning is Everything in Terrinoth

In Terrinoth, every space on the board matters. An enemy that ends its turn one space away from your Healer is a harmless nuisance; an enemy that ends its turn adjacent is a party-wiping threat. Shove and Push abilities are your primary tool for dictating these engagements rather than simply reacting to them.

At its core, positional control is offensive, not defensive. A well-timed shove achieves several goals simultaneously:

  • Action Denial: Forcing a melee enemy like a Flesh Ripper two spaces away means it must spend one of its precious actions on movement just to re-engage. You've effectively nullified half its turn without needing a Stun or Immobilize effect.
  • Threat Funneling: You can push enemies into the threat range of your party's Knight, who is equipped to handle the damage, while moving them out of the threat range of your squishier Scout or Mage.
  • Synergy Breaking: The Overlord loves pairing units. A classic example is the Goblin Shaman who provides a powerful buff to all adjacent allies. Shoving the Shaman away from his bodyguard of Cave Spiders instantly weakens the entire group, making them significantly easier to eliminate.
  • Armor Bypass: Some of the most powerful combos involve pushing enemies into environmental hazards, which often deal direct damage that ignores high Armor values. A heavily armored Ironbound Cyclops might shrug off your Scout's arrows, but it can't ignore the acid pit you just pushed it into.

The Core 'Setup & Spike' Combo Explained

The 'Setup & Spike' is the foundational two-hero combo for positional play. It requires a 'Setter' (usually a support or tank) and a 'Spiker' (a high-damage hero). The goal is simple: the Setter acts first, shoving a target into the Spiker's waiting clutches.

Step 1: Identify the Target and the 'Kill Zone'

Before you move a single miniature, survey the board. Identify the highest-priority target—often a ranged damage dealer like a Dark Sorcerer or a key support unit. Next, locate your Spiker. Their 'Kill Zone' is the set of squares from which they can unleash their most devastating attack. Your entire goal is to move the target from its current position into that Kill Zone. Always account for your Spiker's movement; the Kill Zone isn't just where they are now, but where they can be on their turn.

Step 2: The 'Shove' — Executing the Forced Movement

This is the Setter's moment to shine. Using an ability with a Shove or Push effect, they move the target. Let's say your Setter is Valerius the Vindicator, and his target is a Barghest. Valerius moves adjacent and uses his 'Shield Bash' ability. This attack not only deals minor damage but also lets him Shove the Barghest one space. He chooses the direction of the shove carefully, placing the monster on the exact square you identified in Step 1.

Step 3: The 'Spike' — Unleashing the Damage

Now, your Spiker, perhaps Lyra the Shadow, begins her turn. Thanks to Valerius, the Barghest is now perfectly positioned. Lyra doesn't need to waste an action moving. She can immediately use her full turn to execute a high-damage ability like 'Twin Fang Strike,' likely eliminating the threat before it can activate. This sequence is far more efficient than Lyra spending an action to move and then making a weaker, single-action attack.

Key Heroes and Abilities for Positioning Mastery

Not all heroes are created equal when it comes to battlefield manipulation. Some are born setters, with abilities designed specifically to move friends and foes alike. Building a party with at least one of these heroes is essential for unlocking advanced strategies.

Hero NameClassKey AbilityMovement EffectStrategic Notes
Valerius the VindicatorKnightShield BashShove 1The most reliable Setter. Low distance, but can be used after moving.
Grizelda StonehandBrawlerIron KickPush 2Excellent for crossing larger gaps. Ignores Guard, preventing retaliation.
Master ElaraElementalistGale BurstPush 1-3 (line)Can reposition multiple enemies at once, but requires careful aiming.
Corvus the RangerScoutPinning ShotImmobilize & Grants Push 1Doesn't move the target himself, but enables any adjacent ally to Push them.
Brother GherinnHealerDivine JudgmentPush 1 (adjacent to target)A surprise push from your Healer can be a game-changer. Low damage.
Terrinoth®: Heroes of Descent in-game screenshot

Terrinoth®: Heroes of Descent in-game screenshot

Advanced Applications and Environmental Combos

Once you've mastered the basic 'Setup & Spike,' you can begin incorporating the environment and more complex enemy mechanics into your plans. True mastery comes from seeing the dungeon itself as a weapon.

Using Hazards to Your Advantage

Many scenarios, particularly in the later acts, feature environmental hazards: pools of acid, spike traps, lava pits, or chasms. A single shove into one of these can often deal more damage than a standard attack. In the Sunken Crypts of Kal'tharr scenario, the map is littered with acid pits that deal 2 undodgeable damage to any figure starting its turn there. Shoving a high-health, high-armor foe like a Merriod into one of these pits is the most efficient way to take it down. The damage is guaranteed and saves your heroes' powerful attacks for other targets.

Terrinoth®: Heroes of Descent in-game screenshot

Terrinoth®: Heroes of Descent in-game screenshot

Body Blocking and Creating Choke Points

You can use shoves to turn enemies against each other. Is a narrow, 1-space hallway providing a perfect choke point for the Overlord's forces? Shove a large monster like a Giant into the doorway. Its massive base will completely block its smaller allies, forcing them to waste turns trying to get around while your ranged heroes pick them apart from safety.

This also works in reverse. If an enemy is blocking your path, you can sometimes use a push from an ability like Master Elara's 'Gale Burst' to clear a path without having to spend actions destroying the obstacle.

Breaking Enemy Formations

The Overlord's most dangerous groups rely on proximity. A pack of Cave Spiders is annoying, but a pack of Cave Spiders next to a Goblin Shaman who gives them all +1 damage is a nightmare. Your first priority should be using a Push to break that formation. Use Grizelda's 'Iron Kick' to punt the Shaman two spaces away. Suddenly, the synergy is broken. The spiders are just regular spiders again, and the Shaman is isolated and vulnerable.

Common Mistakes to Avoid

Forced movement is a powerful tool, but a clumsy shove can be worse than no shove at all. Watch out for these common pitfalls:

  • The Accidental Assist: Be careful not to shove an enemy into a better position. Pushing a Flesh Ripper out of your Knight's reach and directly next to your unprotected Mage is a classic blunder.
  • Forgetting Retaliate: Some enemies, like the Barghest, have the 'Retaliate' keyword. This means they deal damage back to anyone who attacks them from an adjacent space. Since most shoves are tied to attacks, you might trigger this ability and take unnecessary damage.
  • Wasting a Spike on a Shove: Don't have your primary damage dealer use their turn on a weak shove ability if it means they can't follow up with a powerful attack. Let the Setter do the setup.
  • Miscalculating the Landing Zone: Always count the spaces carefully. Ending a push one square short of a lava pit is a completely wasted action. Double-check your hero's ability card and measure the distance before you commit.
Terrinoth®: Heroes of Descent in-game screenshot

Terrinoth®: Heroes of Descent in-game screenshot

Frequently Asked Questions (FAQ)

Can you shove an enemy into a space occupied by another enemy? No. Per the official rules, you cannot displace another figure, friendly or enemy, with a shove or push. The target must be moved into an empty space.

Do push and shove effects trigger traps that activate on entering a space? Yes. Forced movement is still movement. If you push a monster onto a spike trap tile, the trap will trigger immediately. This is one of the most effective ways to deal with multiple low-health enemies.

Which hero is best for a beginner learning shove combos? Valerius the Vindicator is the most straightforward. His 'Shield Bash' is a simple, reliable Shove 1 that's easy to understand and use. He's also durable enough to survive being on the front lines where shoves happen.

Does the size of a monster affect whether you can shove it? Generally, no. A standard Shove 1 ability can move a massive Giant just as easily as it can a tiny Goblin, unless the monster has a specific keyword like 'Immovable' that prevents forced movement.

The Final Take

Shove and push abilities are not flashy ultimate powers. They are subtle, tactical tools that, when used correctly, elevate your entire team's performance. Stop thinking about combat as a static exchange of damage. Start seeing the board as a dynamic puzzle where every enemy can be moved, manipulated, and led into a fatal trap. By mastering positional combos, you transform from a reactive player fighting off monsters into a proactive general commanding the entire battlefield.