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Beast Claw

Beast Claw


Bloodborne Wiki » Weapons » Beast Claw

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 56, last edited: 08 Aug 2024

Gallery Page
  • Basic Information
  • In-Game Description
  • Overview
  • Availability
  • Gem Shapes and Alternate Weapons
  • Gem Advice
  • Key Attacks
  • Durability
  • Notes
  • Beast Claw With Beast's Embrace
  • Overview
  • Key Attacks
  • Merchants
  • Upgrade Table
  • Average Physical Attack Increase (Strength & Skill)
  • Normal Mode Attacks Properties
  • Transformed Mode Attacks Properties
  • Normal Mode Attacks Properties (Beast's Embrace)
  • Transformed Mode Attacks Properties (Beast's Embrace)
  • Key


Basic Information

Image Name Damage QS Bullet Use Durability Stats Req. / Bonus Special Attack Rally / R. Beast Buffable
Beast Claw Beast Claw 75 / - / - / - / -
(Phys.)
- 180 14 / 12 / - / -
D / E / - / D
- / - / 90 / 100 25
(no upgrade)
Yes

Beast Claw ❘ 獣の爪

Right Hand Weapon

In-Game Description

    Beastly weapon wielded by Irreverent Izzy.

    Crafted by chiseling the long bones of an undead darkbeast
    and fastening them to the weapon. The bones are still alive,
    and when unleashed, grant its wielder a spurt of beastly
    power.

    As flesh is flayed and blood is sprayed, the beast within
    awakens, and in time, the wielder of this weapon surges with
    both strength and feverish reverie.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • Beast's Embrace rune unequipped: The Beast Claw is a crafty weapon with a special gimmick. It requires 14 strength and 12 skill to use. The claw receives even bonuses from strength and skill, though it does benefit slightly more from strength. The Beast Claw is buffable and has fast attacks, so it works well with Fire Paper, Bolt Paper, and Empty Phantasm Shell. In transform mode, Beast Transformation is automatically activated without the use of Beast Blood Pellets. Rapid attacks will cause your damage to skyrocket; to really take advantage of this feature, you should raise your Beasthood as much as possible.
  • Normal Mode: Normal mode attacks are more powerful than transformed attacks, but your Beast Transformation is not automatically activated in this state. Use normal mode when you aren't able to attack aggressively; you won't be building the Beast gauge, so you might as well do as much damage as possible with your single strikes. Alternatively, once your Beast gauge is already high from using transformed mode, you can swap back to normal mode to take advantage of the higher damage attacks!
  • Transformed Mode: Transformed mode should be used when you want to activate your Beast Transformation and fill your Beast gauge. Start the battle in this mode, and then shift to normal mode once the gauge is high enough for you. Even better, you can actually change to another weapon after filling the gauge if you like - essentially, you'll be using the transformed Beast Claw as a free Beast Blood Pellet!

Availability

  • Normal: Treasure in (Preset Dungeons): Ailing Loran Labyrinth L2; large treasure room on Upper Floors. If you need further assistance to find the weapon, you can follow the full Ailing Loran L2 Map. Sold by: Bath Messengers
  • Uncanny: Treasure in (Root Dungeons): Ailing Loran; xmmfy2mk, R Ailing Loran L1, side area before layer lamp [tested May 12, 2020]; alternatively found in False Depth Dungeon, fearrfan, Ailing Loran L1, side area before layer lamp [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Lower Loran; found in xeqqu3t7, Lower Loran L1, side area before layer lamp, alternatively in False Depth Dungeon, csdupmbq, Lower Loran L2, side area before layer boss [tested May 12, 2020]

Gem Shapes and Alternate Weapons

  • Right-hand weapons can have up to three gem slots, and some left-hand weapons have one slot. There are different slot shapes, though; not every gem will fit every slot. The slot types are: Radial, Triangular, Waning, and Circle. Your gem's shape needs to match the slot you want to use it in. If you find a really great gem but the shape doesn't properly match your weapon, don't give up hope. There are actually two alternate versions of every right-hand weapon - the Lost and Uncanny versions. They're identical to normal weapons except that they have different slot configurations (► Blood Gems Sockets on the right). These alternate weapons can be found in Chalice Dungeons. There is also an exceedingly rare fifth type of gem shape - Droplet gems. These are "almighty" gems; they can fit in any type of gem slot!

Gem Advice

  • You can convert the Beast Claw into a purely elemental weapon with gems but doing so is a waste of potential damage and precious slots. Elemental scaling is low, so you're not going to see good returns from this stat, and Beasthood will only affect physical types of damage, not elemental ones. Gems that increase your physical damage will be multiplied by Beast Transformation, which is a huge incentive to slot them. The vast majority of this weapon's attacks are physical, so Tempering effects will do much to increase your damage output.
  • Best suited for: Quality builds, Strength builds
  • Arcane conversion: Yes
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The R1 chain is the most useful attack series for normal mode. It's quick and powerful, and you can deal a ton of damage very quickly if your Beast gauge is nearly full. The damage multiplier ramps up to its maximum on the fifth hit of the combo, so look for chances to land all five hits. The sidestep, frontstep, and rolling R1 attacks are all thrusts; they work great against foes with low thrust defense, such as the Celestial Emissaries.

    The charged R2 is reasonably quick and deals very solid damage. It can, of course, stagger many enemies when used from behind, and it's even fast enough to perform a second time against some foes while they are staggered. The dashing R2 is another thrust attack, and it has good power. You can use it to close the distance and quickly kill those pesky Brainsuckers.

    There's no transformation attack for this mode, but it doesn't actually matter much. You'll normally want to transform before engaging the enemy so that you can build your meter up early in the battle; if you want to transform in the middle of the fight, either pick a moment while the enemy is recovering or retreat to a safe location.
  • Transformed Mode: Use of the transformed Beast Claw revolves 100% around the filling of the Beast gauge. Primarily, you'll want to focus on using R2 and L2 attacks. They all give a huge boost to the Beast gauge; use these attacks as often as you can without risking getting hit. Remember that you will take additional damage when your Beast gauge is filled! Even worse, getting knocked down will cost valuable time, and your gauge will deplete.

    The R1 attack chain doesn't fill it very quickly, but it is safer and can be used to maintain the gauge in low stamina situations. One of the biggest challenges for using Beast Transformation is stamina management, so this is very helpful.

    On the topic of stamina management, a really nice feature of the Beast Claw is that you can use the transformed mode with the Blood of Arianna for increased stamina regeneration while in a Beast Transformed state! Normally, you can't use either of those items together with Beast Blood Pellets. In this way, you can use a stamina-boosting effect, the Beast Transformation effect, and even add a weapon buff on top!

Durability

  • Durability of the weapon depletes when used. This means hitting an enemy, destructible object or bouncing off the walls. Hitting undestructible objects and environment does not deplete your durability. Style of an attack or upgrade of the weapon, even different weapon, does not matter - each count as one hit. Every 10th hit against the enemy/object depletes 1 durability. Exception is Tonitrus, which when in self buffed mode, depletes durability at rate of 2 hits. Hitting an enemy in dying animation still counts as hit. Also hitting multiple enemies/destructible objects at once counts as one hit per enemy - hitting 3 enemies at once counts as 3 hits towards durability counter. Shields lose 1 durability every 10th hit. Bounce means when your hit is bounced back off the wall or other objects. Every 5th bounce depletes 1 durability. Not every weapon can be bounced off, Beast Claw belongs into the category which cannot.
  • Damage reduction when heavily worn. When weapon is at 30% of total durability, it reaches the Risk state and AR is reduced by 30% and when it hits 0% of total durability, weapon is Broken, then AR is reduced by 50%. Beast Claw which has 180 points of durability reaches risk state at 54 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Beast Claw +0 it's 2 Blood Echoes per 1 point and for Beast Claw +10 it's 8 (values are rounded), full repair costs for +10 are 1400 Blood Echoes.

Notes

  • Unique Coffin Item Treasure (available) in (Root Dungeons): Uncanny Beast Claw in Ailing Loran [All Layers] and Lost Beast Claw in Lower Loran [All Layers] and Sinister Lower Loran [All Layers], could be found in each bonus room and can only be looted once. For entire unique items list of each chalice follow to the Unique Items in Chalice Dungeons wiki page.
  • If you ring your Beckoning Bell in the Hunter's Dream (need to unlock Gehrman/MP fight), and a person you summon has a Beast Claw equipped, it'll unlock the Beast Claw in your shop. This only works in the Hunter's Dream, and it doesn't work for any other weapon or weapon variants (Lost Beast Claw doesn't unlock the Lost version in host's shop, for instance). [TY TSMP]
  • Weapon's Rally: A lot of attacks multiply the rally number by their attack damage multiplier. Some of them are special-cased to have a different amount of rally, both multipliers can be seen in the Normal & Transformed Mode Attacks Properties tables below. Rally number (in flat HP) can be raised by upgrading the weapon, as seen in the Upgrade Table below.
  • Every ATK with this weapon will fill Beasthood meter, which increases Phys DMG but also lowers player's defenses.
  • Heavy ATKs (L2/R2) fill beasthood meter faster.
  • Self Buff Limitation: Just as you can apply only one buff for the weapons, you cannot have more than one self buff active at the same time. Only exception is Beasthood generated by the Beast Claw. Therefore you can't combine effects of the items such as Arcane Items Messenger's Gift and Old Hunter Bone. Consumables Beast Blood Pellet, Blue Elixir, Lead Elixir and even special blood vials with self buff effect like Blood of Adeline, Blood of Adella, Blood of Arianna. So beware when going into the fight that you can't use two of before mentioned items and "cannot use" animation will be performed when trying so which can cost you the fight.
  • You can find concept art of the Beast Claw in Bloodborne Official Artworks, on page 246.

Beast Claw
Model Art Icon
In-game Description Print Beast Claw

Blood Gems Sockets

  • Beast Claw
  • RadialTriangleRadial
  • Uncanny Beast Claw
  • RadialWaningRadial
  • Lost Beast Claw
  • RadialTriangleWaning

Beast Claw With Beast's Embrace

Overview

  • Beast's Embrace rune equipped: With the Beast's Embrace rune equipped, the Beast Claw's alternate moveset becomes accessible. This is still the same weapon, so its stat requirements and scaling remain the same; you'll need 14 strength and 12 skill to use it. Attacks are a bit slower with this new moveset, but still quite fast. You can also still buff this weapon, which will deal a whole lot of damage in combination with a highly filled Beasthood gauge. Both modes will automatically activate Beast Transformation while the rune is equipped. So, although attacks are a bit slower, the normal mode will also deal more damage as your meter builds. The Beast's Embrace rune will already add a good chunk to your Beasthood meter, but you can add more still by equipping Beast runes. Just be sure to keep your insight low, as this will subtract from your Beasthood.
  • Normal Mode: Normal mode attacks are weaker than the transform mode, and some attacks are actually slower. This is not to say that this mode is bad, but you'll usually want to go for whatever is optimal. One of the main reasons you'd probably want to use this mode is so you can hold a firearm, which isn't possible in the transform mode. The other reason would be for its more traditional way of staggering enemies. Other than that, you'll probably want to switch to transformed mode.
  • Transformed Mode: The Beast Claw is an amazing weapon when transformed. Attacks are faster, or about equally as fast those in the normal mode. There's also a lot of variety, but you won't be able to use a shield, torch or left hand firearm, since this mode uses both hands.

Key Attacks

  • Normal Mode: The R1 chain isn't as fast as the transform mode's, but they are still fast in their own right. Rolling and quickstep R1s deal less damage than they do without the rune, but cost less stamina to use. In addition, they transition very smoothly into the R1 chain, which will allow you to hit aggressive enemies with high super armor more than once before needing to dodge.

    In a sea of physical attacks, you do have at least one thrust type attack at your disposal; this would be the dashing R2. It's not ideal for every situation since you'll need the proper spacing to use it, but it's still an option if physical attacks aren't exactly cutting it. The standard R2 doesn't have good enough range to justify how stationary it is. That being the case, you may find more use in the leaping R2 for strong single hits.

    The charged R2 deals good damage with massive impact. This can stagger enemies from behind, but it has limited range, so you'll need to be close, especially after the startup. If you aren't using this for staggering opponents, you can dish out more damage with the transformation attack. Transformation attacks have more application than just hitting enemies while switching modes. These will fill your Beasthood gauge much quicker than any other move, and while they don't combo quickly between modes, they're fast enough to stun lock weaker enemies.
  • Transformed Mode: The R1 chain is faster and longer than the normal mode's. This extra speed costs more stamina, but a look at the tables will show this isn't much of an increase. The backstep R1 will hit twice; it uses the same amount of stamina as a single R1, but will deal more overall damage. For quick, single hits, you can use quickstep and rolling R1s. These attacks are all much better than they are without the Beast's Embrace rune, dealing more damage for less stamina.

    This mode doesn't have a charge attack, but it does have a R2 chain in its stead. This chain is very powerful, and its modifier increases with every hit until the third. It is also very slow, so it's really only useful against enemies with little super armor. The leaping R2 is an interesting attack, both visually and mechanically. It will briefly send your character into the air, before crashing down some distance ahead. During the period where you are airborne, you can actually change your desired direction, which you can use as a fake out. Much more interestingly, if this attack connects with an enemy from behind, It can stagger!

    The L2 is a beastly roar with a wide area of affect. As an attack, it deals very little damage, but that isn't its purpose. You can use this to build up Beasthood by hitting multiple enemies. The roar has two hitboxes centered on your character; the smaller one will build up large amounts of Beasthood, while the larger adds a more minimal amount. You'll want to use this in the middle of crowds and the closer the better - if you can avoid taking damage. It will shove away weaker enemies, but with stronger foes, you'll want to use it carefully; don't go intentionally running into groups of enemies!

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 34000 34000 34000 34000 34000 10200 Acquire Weapon
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - - - - - None
Patches, the Spider [Chalice Dungeons Rare] - - - - - - None

Upgrade Table

Name Blood Gem
Sockets
Rally Physical ATK Blood ATK Arcane ATK Fire ATK Bolt ATK Strength Icon Skill Icon Bloodtinge Icon Arcane Icon Blood Stone Shard Twin Blood Stone Shards Blood Stone Chunk Blood Rock Blood Echoes Icon
Beast Claw +0 0 / 3 25 75 - - - - D E - D - - - - -
Beast Claw +1 1 / 3 26 82 - - - - D E - D 3 - - - 180
Beast Claw +2 1 / 3 27 89 - - - - D E - D 5 - - - 220
Beast Claw +3 2 / 3 28 96 - - - - D E - D 8 - - - 260
Beast Claw +4 2 / 3 29 103 - - - - D E - D - 3 - - 300
Beast Claw +5 2 / 3 30 110 - - - - D D - D - 5 - - 360
Beast Claw +6 3 / 3 31 117 - - - - D D - D - 8 - - 400
Beast Claw +7 3 / 3 32 124 - - - - D D - D - - 3 - 440
Beast Claw +8 3 / 3 33 131 - - - - C D - D - - 5 - 480
Beast Claw +9 3 / 3 34 138 - - - - C D - D - - 8 - 520
Beast Claw +10 3 / 3 35 150 - - - - C D - D - - - 1 560
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Beast Claw requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 3720 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Beast Claw +0 0.40 0.25 0.00 0.35
Beast Claw +1 0.42 0.26 0.00 0.37
Beast Claw +2 0.44 0.27 0.00 0.39
Beast Claw +3 0.46 0.28 0.00 0.40
Beast Claw +4 0.48 0.29 0.00 0.42
Beast Claw +5 0.50 0.30 0.00 0.44
Beast Claw +6 0.52 0.31 0.00 0.45
Beast Claw +7 0.54 0.32 0.00 0.47
Beast Claw +8 0.56 0.33 0.00 0.48
Beast Claw +9 0.58 0.34 0.00 0.50
Beast Claw +10 0.60 0.35 0.00 0.52
Scaling
Scaling determines how much additional damage a weapon deals. You gain a percentage of the weapon's base damage as additional damage, indicated by a "+" next to the weapon's base damage.

Average Physical Attack Increase (Strength & Skill)

  • This table will show you the approximate damage increase you will gain per point of a stat with a +10 weapon. There are three main ranges: base to 26, 26 to 50, and 51 to 99. The Damage per Point is how much each point of the stat will raise your attack power in that range. The Estimated Attack Gained is how much attack power will gain from that range in total.
Stat Range (Strength) Damage per Point Estimated Attack Gained Stat Range (Skill) Damage per Point Estimated Attack Gained
15 to 25 2.64 29 13 to 25 1.54 20
26 to 50 1.28 32 26 to 50 0.72 18
50 to 99 0.27 13 50 to 99 0.16 8

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Physical 15 1.00 Light
→ R1 (2nd) 1.02 15 1.02 Light
→ → R1 (3rd) 1.04 15 1.04 Light
→ → → R1 (4th) 1.06 15 1.06 Light
→ → → → R1 (5th) 1.08 15 1.08 Light damage multiplier resets following this attack
R1 (backstep) 0.95 15 (+10) 0.95 Light
R1 (rolling) 0.88 Thrust 15 (+10) 0.88 Light
R1 (frontstep) 0.88 Thrust 15 (+10) 0.88 Light
R1 (sidestep) 0.95 Physical 15 (+10) 0.95 Light
R1 (dash) 1.00 20 (+X) 1.00 Light
R2 1.25 35 1.25 Normal
R2 (charged) 1.80 50 1.80 Heavy continuously hold the button to execute
R2 (backstep) 1.20 25 (+10) 1.20 Light
R2 (dash) 1.25 Thrust 40 (+X) 1.25 Normal
R2 (forward leap) 1.50 Physical 50 1.50 Normal tap forward on the stick just as you press R2 to execute
Plunge Attack 1.50 Thrust 50 1.50 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.

Transformed Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 0.90 Physical 14 0.90 Light
→ R1 (2nd) 1.00 20 2.00 Light
→ → R1 (3rd) 0.90 14 0.90 Light
→ → → R1 (4th) 1.00 20 2.00 Light
→ → → → R1 (5th) 0.90 14 0.90 Light
R1 (backstep) 0.90 15 (+10) 1.10 Light
R1 (rolling) 0.90 15 (+10) 0.90 Light
R1 (frontstep) 0.90 15 (+10) 0.95 Light
R1 (sidestep left) 1.05 15 (+10) 1.05 Light
R1 (sidestep right) 0.95 15 (+10) 0.95 Light higher damage but same cost compared to rolling attacks
R1 (dash) 0.90 20 (+X) 0.90 Light
R2 1.35 50 1.35 Normal good for building Beast gauge
R2 (charged) 1.90 60 3.00 Massive continuously hold the button to execute; creates a 1.05 damage Shockwave
R2 (backstep) 1.15 40(+10) 1.15 Normal wide hit box; useful
R2 (dash) 1.10 40 (+X) 1.10 Normal
R2(forward leap) 1.40 50 1.40 Normal tap forward on the stick just as you press R2 to execute
L2 1.20 40 1.20 Normal good for building Beast gauge
→ L2 (2nd) 1.20 40 1.20 Normal
→ → L2 (3rd) 1.20 40 1.20 Normal
Transform Attack 1.25 25 (+X) 2.00 Light press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Thrust 50 1.50 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.

Normal Mode Attacks Properties (Beast's Embrace)

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Physical 15 1.50 Light
→ R1 (2nd) 1.00 Physical 15 1.50 Light
→ → R1 (3rd) 1.00 Physical 15 1.50 Light
→ → → R1 (4th) 1.10 Physical 15 1.65 Normal
R1 (backstep) 0.95 Physical 12 (+10) 1.35 Light
R1 (rolling) 0.90 Physical 12 (+10) 1.35 Light
R1 (frontstep) 0.90 Physical 12 (+10) 1.35 Light
R1 (sidestep) 0.90 Physical 12 (+10) 1.35 Light
R1 (dash) 1.05 Physical 20 1.60 Normal
R2 1.20 Physical 25 1.80 Normal good for building Beast gauge
R2 (charged) 1.40 Physical 40 2.50 Massive continuously hold the button to execute; good for building Beast gauge
R2 (backstep) 1.15 Physical 20 (+10) 1.50 Normal
R2 (dash) 1.25 Thrust 30 (+X) 1.90 Heavy
R2 (forward leap) 1.30 Physical 35 1.95 Normal tap forward on the stick just as you press R2 to execute; good for building Beast gauge
Transform Attack 0.60 + 1.20 Physical 25 (+X) 0.9 + 2.2 Normal press L1 while performing another action to execute; forced Guard Break; good for building Beast gauge
Plunge Attack 1.30 Thrust 35 1.95 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.60 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.

Transformed Mode Attacks Properties (Beast's Embrace)

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Physical 18 1.50 Light
→ R1 (2nd) 1.00 18 1.50 Light
→ → R1 (3rd) 1.00 18 1.50 Light
→ → → R1 (4th) 1.05 18 1.60 Light
→ → → → R1 (5th) 1.10 18 1.65 Normal
R1 (backstep) 0.6 + 0.95 18 (+10) 0.75 + 1.35 Light
R1 (rolling) 0.95 13 (+10) 1.40 Light
R1 (frontstep) 0.95 13 (+10) 1.40 Light
R1 (sidestep) 0.95 13 (+10) 1.40 Light
R1 (dash) 0.6 + 1.05 25 (+X) 0.9 + 1.6 Normal
R2 1.20 30 2.00 Normal good for building Beast gauge
→ R2 (2nd) 1.30 40 2.00 Normal good for building Beast gauge
→ → R2 (3rd) 1.40 50 2.20 Massive good for building Beast gauge
R2 (backstep) 1.20 25 1.80 Normal
R2 (dash) 0.6 + 1.25 35 (+X) 0.9 + 1.9 Normal
R2 (forward leap) 0.6 + 1.4 50 0.9 + 2.1 Normal tap forward on the stick just as you press R2 to execute; can change direction during startup
L2 0.30 Blunt 50 0 Normal low damage but great for momentarily stunning groups; good for building Beast gauge
L2 (AoE) 0.10 Blunt 0 0 Normal wider area; can stagger opponents; builds Beast gauge
Transform Attack 1.25 Physical 30 (+X) 2.20 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Physical 50 2.10 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.60 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.
Attack: Attacks are named for the input command required to execute them.
Attack Damage Multipliers: Each attack has a different multiplier. Your attack's power is equal to the attack power of your weapon times this multiplier. Higher multipliers mean stronger attacks. Type: Damage type determines which gems will boost your attack and which defense the enemy will use to reduce the damage. If multiple types are listed, the attack has two separate damage components that are calculated separately. Stamina: Each attack costs a different amount of stamina. Numbers in parentheses indicate the cost of the additional action required to execute the attack. For example, a backstep attack requires a backstep, which costs 10 stamina. Impact: When you hit an enemy, it will be stunned momentarily. Impact is an assessment of how heavy the stun will be. The scale is Light > Normal > Heavy > Massive. Attacks with Massive Impact often cause knockdowns.

Key

Damage

Requirements

Stat Bonuses

Special Attack

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are V / W / X / Y / Z:
  • V is Physical damage
  • W is Blood damage
  • X is Arcane damage
  • Y is Fire damage
  • Z is Bolt damage
The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
  • W is the Strength required
  • X is the Skill required
  • Y is the Bloodtinge required
  • Z is the Arcane required
The Stat Bonuses rating indicates the level of bonus you receive based on the associated Stat when you use a weapon. This rating can be S , A , B , C , D , or E (in order from most to least bonus for the associated stat). For more information about the scaling as a whole and its values visit the Scaling wiki page. The special attack attributes for a weapon are
W / X / Y / Z:
  • W is the Slow Poison attack
  • X is the Rapid Poison attack
  • Y is the VS. Kin attack
  • Z is the VS. Beasts attack
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