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©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]
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Beasthunter Saif

Beasthunter Saif


Bloodborne Wiki » Weapons » Beasthunter Saif

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 40, last edited: 13 Oct 2024

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


Basic Information

Image Name Damage QS Bullet Use Durability Stats Req. / Bonus Special Attack Rally Buffable
Beasthunter Saif Beasthunter Saif 90 / - / - / - / -
(Phys./Blunt)
- 200 9 / 11 / - / -
E / D / - / D
- / - / 100 / 100 30
(no upgrade)
Yes

Beasthunter Saif ❘ 獣狩りの曲刀

Right Hand Weapon

In-Game Description

    A trick weapon used by the old hunters.

    A second blade is found inside the curve of the main one. In
    its initial form, the saif can be wielded like a long curved
    sword, but when transformed, its blade is contracted,
    allowing for quick, repeated stabs.

    Although this trick weapon allows for adaptive combat, it
    was later replaced by saws and similar weapons that were
    more effective at disposing of beasts.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • Unlike most trick weapons, the Beasthunter Saif does not begin in its folded state - the weapon will instead close when activated. Using it requires 9 strength and 11 skill, the latter of which it scales best with, so skill-focused hunters will find this weapon to be a decent option. Despite what its name might imply, the Beasthunter Saif does not provide any additional damage bonus against beasts, as it lacks a serrated blade. This weapon deals primarily in physical damage, with a few thrust and blunt attacks thrown into the mix. However, these attacks can be slow and are not always optimal for handling enemies with specific weaknesses; it's recommended you carry a secondary option such as a thrust or blunt type weapon, or Molotovs.
  • Normal Mode: This mode exchanges the transform's high speed and low stamina consumption for better range and damage.The vast majority of its attacks are horizontal sweeps, making it incredibly useful for crowd control, though less than favorable for hitting larger enemy weak points. In case that you find yourself surrounded, this mode will serve quite well.
  • Transformed Mode: In its transformed mode, the Beasthunter Saif emphasizes speed and close range combat. Due to its short range, this mode is really only useful for tackling single or clustered targets directly ahead. What makes this mode unique is the initial forward momentum on opening attacks; this paired with its low stamina consumption makes it a fantastic weapon for a hit-and-run playstyle.

Availability

  • Normal: Treasure in (The Old Hunters DLC): Hunter's Nightmare; after climbing the ladder past the Old Hunter with Beast Cutter, follow the left-hand path past the red-eyed Old Hunter with the Beasthunter Saif. It is on the corpse by the ledge that drops back down into Corpse Canal. If you need further assistance to find the weapon, you can follow the full Hunter's Nightmare Map.
  • Uncanny: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]
  • Lost: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]

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

  • Beasthunter Saif outputs almost exclusively physical damage so slotting tempering gems will greatly increase your damage dealt. It's a good option for arcane conversion as well- any elemental type will work decently.
  • Best suited for: Quality builds, Strength builds, Arcane builds
  • Arcane conversion: Yes
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: Large horizontal arcs make up the entirety of the R1 swings. These attacks are good for handling large groups of weak enemies and catching dodging targets. For enemies with high super armor that require single hits, quickstep R1s will prove incredibly useful for jumping in and out of their range. Watch carefully and hang back to regenerate your stamina when necessary; this tactic will consume large amounts of it.

    The standard R2's reach is only slightly better than that of the normal R1 and consumes more stamina. Even so, this can make quite the difference, especially owing to this attack's greater damage modifier. Speaking of high damage modifiers, the charged R2 has the highest across both modes. It can stagger from behind, and though the startup is slow, the attack itself is quick with massive impact.

    The charged R2 is one of the two blunt attacks you can use during this mode. The other is the backstep R2, which is faster and more reliable for dealing this type of damage. A great addition for a hit-and-run play style is the transformation attack; this will send your character back and away from harm, while dealing a decent amount of damage.
  • Transformed Mode: The opening R1 of the transformed mode has great forward momentum, allowing to get in close before enemies can attack. Though the normal R1 chain reduces more enemy super armor per hit, this mode's R1 chain is faster at breaking super armor with its rapid hit succession. Combine these two strategies, and you can lock weaker enemies into an R1 chain before they can react, ending encounters about as quickly as they start; the quickstep R1s are great for this as well.

    The R2 and R1 (backstep) are this weapon's only thrust attacks. Against enemies with high physical defenses that are weak to thrust damage, you're better off using the standard R2. The standard R2 has decent forward momentum - keep a distance away from enemies and hit them with an R2 during their recoveries. When used from behind, the charged R2 can stagger enemies, however, its range is low and can leave you open during the startup and recovery if you miss.

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, Beasthunter Saif 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%. Beasthunter Saif which has 200 points of durability reaches risk state at 60 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Beasthunter Saif +0 it's 3 Blood Echoes per 1 point and for Beasthunter Saif +10 it's 9 (values are rounded), full repair costs for +10 are 1800 Blood Echoes.

Notes

  • This Weapon is part of The Old Hunters DLC.
  • 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.
  • Uncanny and Lost versions are sold in every Chalice Bath Messengers & Patches, the Spider shop, both for the same price.
  • Uncanny and Lost versions available for purchase after obtaining normal version of the weapon.
  • Video: Bloodborne - New DLC Weapon "Beasthunter Saif" Location by tassssssssss.
  • You can find concept art of the Beasthunter Saif in Bloodborne Official Artworks, on page 240.

Beasthunter Saif
Model Art Icon
In-game Description Print Beasthunter Saif
The Old Hunters DLC

Blood Gems Sockets

  • Beasthunter Saif
  • RadialRadialWaning
  • Uncanny Beasthunter Saif
  • Radial RadialTriangle
  • Lost Beasthunter Saif
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] - - 16000 16000 16000 8000 Beasthunter Saif
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - 16000 16000 16000 - Beasthunter Saif
Patches, the Spider [Chalice Dungeons Rare] - - 16000 16000 16000 - Beasthunter Saif
  • Uncanny & Lost Beasthunter Saif: Acquiring any weapon that's new in The Old Hunters DLC will also unlock its Uncanny and Lost variant in Chalice Bath Messengers & Patches, the Spider shop, for the same price as normal variant. Purchasing these variants will then make them available back in the regular Bath Messengers shop.

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
Beasthunter Saif +0 0 / 3 30 90 - - - -- E D - D - - - - -
Beasthunter Saif +1 1 / 3 32 99 - - - - E D - D 3 - - - 240
Beasthunter Saif +2 1 / 3 34 108 - - - - E D - D 5 - - - 280
Beasthunter Saif +3 2 / 3 36 117 - - - - E D - D 8 - - - 340
Beasthunter Saif +4 2 / 3 38 126 - - - - E D - D - 3 - - 400
Beasthunter Saif +5 2 / 3 40 135 - - - - E C - D - 5 - - 460
Beasthunter Saif +6 3 / 3 42 144 - - - - E C - D - 8 - - 500
Beasthunter Saif +7 3 / 3 44 153 - - - - E C - D - - 3 - 560
Beasthunter Saif +8 3 / 3 46 162 - - - - E C - D - - 5 - 620
Beasthunter Saif +9 3 / 3 48 171 - - - - E B - D - - 8 - 660
Beasthunter Saif +10 3 / 3 50 180 - - - - D B - C - - - 1 720
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Beasthunter Saif requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 4780 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Beasthunter Saif +0 0.20 0.40 0.00 0.33
Beasthunter Saif +1 0.21 0.43 0.00 0.35
Beasthunter Saif +2 0.22 0.46 0.00 0.37
Beasthunter Saif +3 0.23 0.49 0.00 0.39
Beasthunter Saif +4 0.24 0.52 0.00 0.41
Beasthunter Saif +5 0.25 0.55 0.00 0.44
Beasthunter Saif +6 0.26 0.58 0.00 0.46
Beasthunter Saif +7 0.27 0.61 0.00 0.48
Beasthunter Saif +8 0.28 0.64 0.00 0.50
Beasthunter Saif +9 0.29 0.67 0.00 0.52
Beasthunter Saif +10 0.30 0.70 0.00 0.55
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
9 to 25 1.56 25 11 to 25 3.79 53
26 to 50 0.72 18 26 to 50 1.76 44
50 to 99 0.18 9 50 to 99 0.39 19

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 1.10 Physical 30 1.00 Normal sweeping arc is good against crowds
→ R1 (2nd) 1.12 Physical 30 1.02 Normal
→ → R1 (3rd) 1.14 Physical 30 1.04 Normal
→ → → R1 (4th) 1.16 Physical 30 1.06 Normal
R1 (backstep) 1.00 Physical 25 (+10) 1.00 Normal
R1 (rolling) 1.00 Physical 25 (+10) 1.00 Normal fast startup after roll
R1 (frontstep) 1.00 Physical 25 (+10) 1.00 Normal useful for hit-and-run tactics
R1 (sidestep) 1.00 Physical 25 (+10) 1.00 Normal useful for hit-and-run tactics
R1 (dash) 1.20 Physical 40 (+X) 1.20 Normal
R2 1.45 Physical 40 1.35 Heavy
R2 (charged) 1.80 Blunt 60 1.90 Massive continuously hold the button to execute;very good damage multiplier
R2 (backstep) 1.30 Blunt 35 (+10) 1.20 Normal good damage
R2 (dash) 1.50 Physical 50 (+X) 1.50 Heavy good against crowds
R2 (forward leap) 1.50 Physical 50 1.40 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.15 Physical 30 (+X) 2.00 Light press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Physical 50 1.40 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 0.95 Physical 20 0.95 Light
→ R1 (2nd) 0.98 Physical 20 0.98 Light
→ → R1 (3rd) 1.00 Physical 20 1.00 Light
→ → → R1 (4th) 1.00 Physical 20 1.00 Light
R1 (backstep) 1.00 Thrust 20 (+10) 1.00 Light
R1 (rolling) 0.95 Physical 20 (+10) 0.95 Light
R1 (frontstep) 0.95 Physical 20 (+10) 0.95 Light useful for hit-and-run tactics
R1 (sidestep) 0.95 Physical 20 (+10) 0.95 Light useful for hit-and-run tactics
R1 (dash) 1.10 Physical 30 (+X) 1.10 Light
R2 1.30 Thrust 35 1.50 Normal thrust damage type; good against specific foes
R2 (charged) 1.60 Blunt 50 1.80 Massive continuously hold the button to execute
R2 (backstep) 1.25 Physical 30 (+10) 1.25 Normal
R2 (dash) 1.40 Physical 45 (+X) 1.40 Normal
R2 (forward leap) 1.40 Blunt 50 1.40 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.10 Physical 30 (+X) 1.50 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Physical 50 1.40 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.
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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