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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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Darkbeast Paarl

Darkbeast Paarl


Bloodborne Wiki » Bosses » Darkbeast Paarl

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 41, last edited: 04 Mar 2023

Gallery Page
  • Basic Information
  • Description
  • Preparation
  • Overview
  • Strategy
  • Strategy - AI Loop Exploit
  • Environment
  • Old Hunter Summons
  • Notes
  • Darkbeast Paarl Weak Points
  • Attack Patterns Phase One
  • Attack Patterns Phase Two


Basic Information

Location HP Blood Echoes Icon Physical VS blunt VS Thrust Blood Arcane Fire Bolt Slow Poison RES Rapid Poison RES VS Beasts VS Kin Required
  • Main Story
Old Yharnam 4552 21000 120 144 120 120 90 102 360 999 999 X - No
  • Chalice Dungeons
Root Dungeon Base Level 1600 1724 102 122 102 102 75 85 300 999 999 X - No
  • For enemies that also appear (or exclusively appear) in dungeons, their stats will be shown at the base level, because their exact stats at any given point are calculated from these base values.
Lower Loran L3 20993 119947 163 195 163 163 120 136 480 999 999 X - No
► Defenses: Physical, Blunt, Thrust, Blood, Arcane, Fire and Bolt. Resistances: Slow Poison and Rapid Poison. Bonuses: Beasts & Kin.
Location & Discovery Drop & [Rate]
  • Main Story
Old Yharnam Spark Hunter Badge x1 [100%], Bold Hunter's Mark x2 [100%] (NG+);
+ 1 Insight for encountering the boss; + 3 Insight for defeating the boss.
  • Chalice Dungeons
No effect Lower Loran L3; Lower Ailing Loran Root Chalice [100%];
+ 1 Insight for encounter;+ 3 Insight for defeating the boss.
Base Random gem based on area x1 [100%]
439 discovery, no curse Random gem based on area x1 [100%]
110 discovery, curse Random gem based on area x1 [100%]
439 discovery, curse Random gem based on area x1 [100%]
  • Drop rate with Terrible curse (more information on Save-editing Chalice Dungeons wiki page) and 439 discovery is Random gem based on area x1 [100%].
Multipliers Bonuses Weak against Additional Information
HP Multiplier1Is beastYesLowest defense: ArcaneFrenzy resistance is 999
Arcane Damage Multiplier1Is kinNoSuper Armor value 150
Fire Damage Multiplier1Is weak to serratedYesMain Damage Type Physical, Blunt, Bolt
Bolt Damage Multiplier0.85Is weak to righteousNo
  • All information (HP, Echoes, Defences etc.) from Main Story was datamined directly from game files and can be accessed via spreadsheet | archived. Updated on Jan. 31st, 2022.
  • All information (HP, Echoes, Defences etc.) was datamined directly from game files and can be accessed via archived spreadsheet. Updated on January 11th, 2020.
  • The required bosses must be killed in order to finish the main game story and to proceed to the new game plus and further, whereas the optional ones may be avoided.
  • Root Chalice Dungeons (pools), can appear as a boss in: Lower Ailing Loran Root Chalice and Sinister Lower Loran Root Chalice

Darkbeast Paarl / Loran Darkbeast ❘ 黒獣パール / ローランの黒獣

Boss

Description

    In-game Name (multi-language)
    English: Darkbeast Paarl / Loran Darkbeast; Japanese: 黒獣パール / ローランの黒獣; German: Dunkel Bestie Paarl / Loran-Dunkelbestie; Spanish: Bestia Oscura Paarl / Fera Negra de Loran; French: Paarl Sombrebête / Sombrebête de Loran; Italian: Belva Oscura Paarl / Belva Oscura di Loran
    Internal Name
    Japanese: 嵐の獣(骨); Translation: Storm Beast (bone)
    A malformed beast enveloped in blue lightning. With a long body made of only bones, and a wrinkle-covered skull, people say this beast must be very old, very ancient. Or perhaps, it is a descendent of the city of the plague of beasts.
  • The long, sinuous body of this beast is comprised almost entirely of bones. It attacks its victims with jerky, erratic movements, while discharging electrical currents through its twisted, ancient body. This electric beast emerges from giant skeletal remains. With lightning coursing through its body, it bombards the player with its erratic and off-speed movements.

Preparation

  • Purchase a full load of Molotovs and if you have any Oil Urns, save them for this battle. Be absolutely sure you've obtained the Radiant Sword Hunter Badge from the Healing Church Workshop so that you can stock up on Bone Marrow Ash and Fire Paper; if you haven't already acquired the Flamesprayer from Gilbert in Central Yharnam, do so or buy one from the shop in the Hunter's Dream. The Saw Spear is an excellent choice for this fight as the boss is weak against both thrust attacks and anti-beast weapons; Henryk's attire is useful due to its comparatively high lightning defense. By using the Monocular to aim, you can hit him with Molotovs and Throwing Knives from outside the boss area after encountering him for the first time and triggering him to wake up; by alternating between Oil Urns and Molotovs in this manner, you can reduce his health by more than half before even passing through the Nightmare Fog.

Overview

  • Darkbeast Paarl is an extremely agile and aggressive boss whose attacks can be incredibly difficult to avoid. He will constantly circle you outside the reach of your melee attacks and will immediately back up if you advance toward him, preventing you from being able to hit him or use the blind spot underneath him to avoid his melee swings. He will continuously reposition himself to keep you at mid range while leaping in to strike with wide horizontal sweeps and overhead slams, and will perform combos of up to four hits with massive range and highly-varied timing.
  • Dealing heavy damage to Paarl's head in a short period of time will stagger him and allow you to perform a frontal visceral attack; repeatedly striking his limbs knock him down and dispel his lightning aura, at which point he'll take 50% more damage until he restores it. Almost all of Paarl's physical attacks leave lingering trails of lightning that will damage you on contact; some of them also generate large spherical blasts of electricity either in front of him or to his sides. He uses the same set of attacks during both Phases of the battle, but during the second Phase his swings will generate forward waves of sparks and the radius of the lightning blasts they generate will double.
  • Main type of damage dealt by Darkbeast Paarl is Physical, Blunt, Bolt. All melee attacks in regular mode deal roughly 50% phys or blunt and 50% bolt damage. In “broken” form (without sparks) the bolt part is removed but the phys/blunt part is increased by roughly 30-40%. Damage output in broken form is independent of phase and is comparable to regular phase 3. More information about main damage types for all bosses are on Boss Damage Types wiki page.

Strategy

  • Quickstep forward through Paarl's attacks, and try to focus on one specific part of his body. When he uses his Static Discharge, roll through it and attack while he recovers. Repeatedly attacking Paarl's limbs will stun him and dispel his lightning, allowing you to deal more damage. He'll regenerate the lightning if you let him get away, so focus on staying close by dodging through his attacks. If you alternate attacking different legs, you can stun lock him on the ground with enough damage and skip Phase 2 completely.

Strategy - AI Loop Exploit

    [Shared by altairnaruhodou, strategy video 01, strategy video 02]
  • The first thing to do when you enter the fog is surviving Darkbeast's starter attack, which can become a real problem for lower vitality builds. Not every starter attack in his moveset is dodged the same way; despite this, fortunately for us, most of them are. The way to survive is sprinting in a straight line, directly towards his direction, and pass right through it. That will in almost all cases save you. There are two exceptions to this rule.
  • The two exceptional starter attacks that will kill you if you sprint are: 1. a jump attack where Darkbeast tries to land on you and sparks electricity from his front legs, 2. a forward bodily slam and bite. These two attacks are survived by slow running towards him instead, and rolling forward towards the end of the attack.
  • Survived the starter attack, you will find yourself close to his hind legs. Take advantage of your position and hit either of them. Which one you start from depends on the direction you are most comfortable rotating in in video games. I prefer to rotate in a clockwise motion, so I always start from his left; the trick works, regardless, for both legs and directions.
  • If you are in the correct position, aka in the vicinity of his leg, Darkbeast will make the move you can force him into repeating: he will perform a large horizontal swipe with one of his front claws, rotating in your direction. The catch to triggering this move is being behind or by the side of his leg.
  • What you want to do now is to keep running towards the same leg you hit in the beginning, and hitting it as soon as you are close. In almost all cases, Darkbeast will indefinitely repeat the same move, and he will get stuck circling around you. You, in return, will keep running in circles and hitting the leg.
  • Eventually, Darkbeast is going to collapse and lose his electricity. When he does, immediately run towards the other hind leg, and hit it as many times as possible. You have a window of between three and five R1s before you need to retreat, depending on your weapon of choice: that is because, when he gets on his feet again, he will swipe at you a couple times and risk to kill you. Dodge his frontal attack then, and when he runs away to recharge his electricity, go back to striking the hind leg you just stopped hitting. It should be weakened enough for him to fall again.
  • At this point, you can repeat this cycle indefinitely and take turns breaking the two hind legs to make him fall. If you are lucky enough, he may never even reach phase two. Make sure to remember you are focusing on at all times.

Environment

  • The perimeter is dotted with a few irregular features such as trees and buttresses, but is otherwise completely open and provides no cover at all. Backing Darkbeast Paarl into one of the acute corners can help prevent him from evading your attacks, but be careful not to be cornered yourself, as his wide swings can make it almost impossible to escape.

Old Hunter Summons

Location Requirement
  • Defector Antal: When you drop down onto the narrow fenced path leading to Darkbeast Paarl, take a right to reach this summon point.
  • You can only summon either Antal or Yamamura to assist you, not both simultaneously.
  • Yamamura the Wanderer
    Confederate
    : In plain sight along the path to the Graveyard of the Darkbeast after dropping from the cave exit.
  • In order to summon Yamamura for this fight, you must first kill him in the Hunter's Nightmare and equip the " Impurity" rune. You can summon either Yamamura or Antal to assist you in battle against Darkbeast Paarl, but not both simultaneously.
  • With patch v1.07 you are able to summon NPCs to come to your aid, just like cooperative play, including inside Chalice Dungeons. To do so, first you will need to acquire the “Old Hunter Bell” from the messengers in the Hunter’s Dream. In some areas you may be able to summon up to two NPC Hunters.

Notes

  • Befriend Retired Hunter Djura : Leave him alone during your first trip to Old Yharnam and encounter (or defeat) Darkbeast Paarl first, then enter the area through Church of the Good Chalice or Graveyard of the Darkbeast lamps and climb the tower without Djura detecting you until you reach the top. He will dismount the gatling gun and approach, but will not be hostile and can be engaged in conversation.
  • Despite Darkbeast Paarl having 999 Slow Poison & Rapid Poison resistances it is still vulnerable to such status. [video]
  • All enemies and bosses (except hunter enemies) have 999 frenzy resistance, despite that they are still vulnerable to such status. The only way to see it without modding is to use Shaman Bone Blade on enemy inflicting frenzy to attack others. [test video]
  • Rally immunity: Darkbeast Paarl is immune to rally from bolt damage type.
  • Darkbeast Paarl can be encountered as boss named Loran Darkbeast in Lower Loran Labyrinth Layer Three.
  • It is possible to hit Paarl outside of boss arena prior nightmare fog with range weapon/tool, use Monocular to aim accurately.
  • After Paarl is defeated you can open shortcut to Old Yharnam Lower Parish

Bloodborne Darkbeast Paarl

Pungent Blood Cocktails attract this enemy, making it vulnerable for few seconds.

Boss Defenses
Physical 120 Arcane 90 Rapid Poison RES 999
VS blunt 144 Fire 102 VS Beasts X
VS Thrust 120 Bolt 360 VS Kin -
Blood 120 Slow Poison RES 999

Game CycleHPBlood Echoes Icon
1st (NG) 4552 21000
2nd (NG+) 18014 125559
3rd (NG+2) 19275 138114
4th (NG+3) 19815 156948
5th (NG+4) 20356 188338
6th (NG+5) 20716 251118
7th (NG+6) 21617 313898

Cooperation & Boss' HP


  • Having a summoned ally doesn't alter the health or difficulty of the enemies you'll fight, but it does affect the bosses. To ensure they are still a challenge, boss health, showed in table above, is increased to 1.5x when a second co-op player enters your world, and to 2.0x when a third enters.

Darkbeast Paarl Weak Points

  • In Total and Part HP columns you will find value of the base HP without area multiplier. In Bloodborne each entity has own base HP (and NG) value which is then multiplied by the area (or part of the area) multiplier in which enemy or boss is in.
  • In the HP Percentage column you will find value of how much damage you need to deal to that body part to break it in percentage of total boss HP.
  • Enemies and Bosses can have multiple weak points which some are breakable (listed with multipliers) and take higher damage while broken while some will have only higher damage multipler the whole time (mainly listed in the notes section).
Body Part Total HP Part HP HP [%] Damage X Damage X
after breaking
Head 1800 130 7.22% 1 1.5
Front Leg 1800 150 8.33% 1 1.5
Rear Leg 1800 200 11.11% 1 1.5
  • Notes: Dealing heavy damage to Paarl's head in a short period of time will stagger him and allow you to perform a frontal visceral attack; repeatedly striking his limbs knock him down and dispel his lightning aura, at which point he'll take 50% more damage until he restores it. Hitting his other limbs can keep him down, allowing for chaining it if you are doing enough damage to his limbs.

Attack Patterns Phase One

Key Attack Interrupt Notes
Lunging Sweep No Long-range horizontal slash with an extremely wide arc; quickstep forward through it.
Leaping Burst Slash No Long-range downward slash that creates a forward blast of lighting after 0.5 second delay; quickstep backward or forward.
Soaring Pounce No Long-range jumping slam. Combined hitboxes cover an enormous area; quickstep directly or "diagonally" forward.
Charge Punch No Charges for two seconds and performs a downward punch; the attack creates a frontal sphere of electricity after 0.5 second delay. Quickstep backward.
Burst Combo No Up to four hits; a frontal sweep, two overheads that create spherical blasts of lighting and a horizontal slash. Quickstep backward.
Lunging Bite No Mid-range counterclockwise bite attack; strikes 90-degree arc on his right side. Quickstep backward.
Thunder Slam No Frontal vertical slam that creates a large sphere of lighting 0.5 seconds after the initial impact and trails sparks clockwise in 90-degree arc; quickstep backward.
Static Discharge No Massive spherical area attack centered on his head; quickstep backward 2-3 times, or quickstep once the instant he raises his head to evade using invincibility frames.
  • Phase 1 Strategy: During this Phase you can handle Darkbeast Paarl in one of two ways; either stay underneath him to avoid his dangerous frontal attacks and quickstep through his Static Discharge, or continually back away from him by strafing and quickstepping out of his reach. If you're relying on melee weapons, stay underneath him. In order to reach this position you'll have to quickstep forward around his head, bearing slightly to your left; if you dash directly towards him you'll be blocked by his head and left front leg, leaving you vulnerable to his attacks Make every possible effort to stay directly beneath him and avoid standing to his sides; he'll frequently try to drive you away with close-range swipes and slashes that will knock you down or cause you to stumble, setting you up for further combos or follow-ups. Power up your weapons with Fire Paper and aim for his legs to knock him down, but watch for him to curl up and begin charging electricity - these are signs that he's about to unleash his Static Discharge attack, and you'll need to pay close attention to his posture and audio to time your quickstep correctly. Watch for him to raise his head and listen for his scream - time your quickstep as close as possible to the first frame of either of these cues, and don't attack after he curls up or you risk being hit by the blast. The safest opportunities to recover your health are after quickstepping away from his combos and while underneath him, but be sure you'll recover from the animation before he does.

Attack Patterns Phase Two

Key Attack Interrupt Notes
Forward Static Discharge No Used to end combos. Slams both arms down adn generates and enormous forward spherical area attack; quickstep backward or sideways as late as possible to pass through it.
  • Phase 2 Strategy: Darkbeast Paarl will initiate this Phase by backing away from you and intensifying his lightning aura when his health drops to 66%. From this point onward it is no longer safe to stand in front of him due to his extremely unpredictable attacks, massive frontal lightning blasts and constant bombardment of sparks; your only choice is to stay beneath him. Beware that in this Phase he will sometimes end his combo attacks with his nearly inescapable Forward Static Discharge; the only way to reliably avoid this attack is to stay under him, which will prevent him from using it altogether. Destroying his lightning aura during this Phase will temporarily disable all of his lightning projectiles and area attacks until he restores it; take full advantage of this opportunity to deal as much damage as you can while he's weakened. The only safe times to heal are when you're directly beneath him and during the startup of his Static Discharge.

Base Level: Blood Echoes, HP, Damage and Def. Multipliers

  • For enemies that also appear (or exclusively appear) in dungeons, their stats will be shown at the base level, because their exact stats at any given point are calculated from these base values. The basic formula is: Total Value = Base x A x B x C x D. Multipliers written down below were datamined directly from the game files. Multiplier A represents depth (1 - 5) of the chalice dungeon; multiplier B is layer (1 - 4) of the specific chalice dungeon; multiplier C is used when dungeon is Pthumeru Ihyll; multiplier D is for calculating blood echoes when additional curse rite is used.
Blood Echoes Multipliers HP Multipliers Damage Multipliers Defense Multipliers
Total Value = Base x A x B x C x D Total Value = Base x A x B x C Total Value = Base x A x B x C Total Value = Base x A x B x C
Multiplier A - Depth
Depth 1: 1.399999976158142
Depth 2: 3.2568421363830566
Depth 3: 10.551578521728516
Depth 4: 44.402103424072266
Depth 5: 63.250526428222656
Multiplier A - Depth
Depth 1: 1.7640000581741333
Depth 2: 2.558000087738037
Depth 3: 6.763999938964844
Depth 4: 11.41100025177002
Depth 5: 12.204999923706055
Multiplier A - Depth
Depth 1: 1.6239999532699585
Depth 2: 1.9140000343322754
Depth 3: 2.5899999141693115
Depth 4: 2.989000082015991
Depth 5: 3.1050000190734863
Multiplier A - Depth
Depth 1: 1.100000023841858
Depth 2: 1.149999976158142
Depth 3: 1.4249999523162842
Depth 4: 1.5499999523162842
Depth 5: 1.5750000476837158
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0499999523162842
Layer 3: 1.100000023841858
Layer 4: 1.2000000476837158
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0499999523162842
Layer 3: 1.0750000476837158
Layer 4: 1.149999976158142
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0750000476837158
Layer 3: 1.100000023841858
Layer 4: 1.149999976158142
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0099999904632568
Layer 3: 1.0149999856948853
Layer 4: 1.0175000429153442
Multiplier C - Ihyll
Ihyll: 1.36899995803833
Multiplier C - Ihyll
Ihyll: 1.1039999723434448
Multiplier C - Ihyll
Ihyll: 1.0870000123977661
Multiplier C - Ihyll
Ihyll: 1.0149999856948853
Multiplier D - Additional Rite
Cursed Offering: 1.2000000476837158
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