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Celestial Emissary

Celestial Emissary


Bloodborne Wiki » Bosses » Celestial Emissary

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page revision: 53, last edited: 04 Mar 2023

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
Upper Cathedral Ward 2764 22400 235 261 26 130 233 82 61 300 180 - X No
  • Chalice Dungeons
Root Dungeon Base Level 850 1482 171 190 19 95 170 60 45 300 180 - 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.
Isz Gravestone L2 10893 98423 272 302 30 151 270 95 72 300 180 - 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
Upper Cathedral Ward Communion +4 [100%];
+ 0 Insight for encountering the boss; + 2 Insight for defeating the boss.
  • Chalice Dungeons
No effect Isz Gravestone L2; Arcane Damp Blood Gem(6) x1 [100%];
+ 0 Insight for encounter;+ 2 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 beastNoThrust and BoltFrenzy resistance is 999
Arcane Damage Multiplier1Is kinYesSuper Armor value 60
Fire Damage Multiplier1Is weak to serratedNoMain Damage Type Blunt, Arcane
Bolt Damage Multiplier1Is 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: Isz Root Chalice and Sinister Isz Root Chalice

Celestial Emissary ❘ 星界からの使者

Boss

Description

    In-game Name (multi-language)
    English: Celestial Emissary; Japanese: 星界からの使者; German: Himmlischer Gesandter; Spanish: Emisario Celestial; French: Émissaire Céleste; Italian: Emissario Celeste
    Internal Name
    Japanese: 月からの使者(大); Translation: Messenger from the Moon (large)
    Celestials, blue-skinned Kin of the Cosmos.
  • In the Lumenflower Gardens, we can see the results of their experiments. Look at the way the Celestials seems to grow from the ground. Even the name garden seems to suggest an almost sickening way in which the Celestials were harvested from the ground like a crop. This was the source of Yharnam's special blood. The children who were elevated to becoming Celestials were then harvested and used as sources of Blood for the Church, a renewable resource that would allow them to provide the entire City with as much Blood as it needed.
    [The Paleblood Hunt by Redgrave]

Preparation

  • The Celestial Emissary is extremely weak against thrust attacks and bolt, so the Saw Spear, the Rifle Spear and Ludwig's Holy Blade are good choices for this battle; it also affected by attack bonuses against kin. Pick up plenty of Bolt Paper and Blood Vials, and consider bringing a full load of Bone Marrow Ash to take advantage of the Emissary's low blood defense Throwing Knives will deal respectable damage from a distance once you've run out of bullets; Molotovs are optional but can be helpful for this purpose.

Overview

  • When you first enter the boss area, the only enemies present will be a group of Small Celestial Emissaries, one of which is the true boss. When you've figured out which one this is and dealt it enough damage to trigger Phase 2, it will transform into a giant version of the smaller emissaries and attack you with basic punches, kicks and stomps. After reducing the boss' health further and initiating Phase 3, it will sprout tendrils from its head and begin targeting you with energy projectiles when you're out of reach of its melee attacks.
  • The other small emissaries will continue to follow you throughout all three Phases and will attack if they get close enough to do so, but their movement speed is slow and they can be led away from the boss long enough for you to attack it several times before they return; they will also respawn in the center of the arena if you kill them, so it's better to just lead them away and focus on the boss.
  • Main type of damage dealt by Celestial Emissary is Blunt, Arcane. Melee moveset is entirely blunt. More information about main damage types for all bosses are on Boss Damage Types wiki page.

Strategy

  • Deal as much damage as possible before triggering Phase 2, and when the boss' health is just above 60%, strike it with a powerful charged thrust attack from a weapon boosted with Bolt Paper; alternately, power up the Cannon or Flamesprayer with Bone Marrow Ash and immolate the entire group of emissaries at once. If you aren't able to finish off the boss before its minions get involved, lead them to the end of one of the walkways and drop into the garden; they'll take the long way back around rather than fall off after you, giving you plenty of time to attack the boss before they return.

Environment

  • You'll face the Celestial Emissary in a rectangular courtyard with raised pathways along the perimeter surrounding a garden in the center. The colonnades on each side and the large pillars in the garden offer plenty of cover from the boss' ranged attacks when it begins using them; the smaller emissaries can be led all the way to the ends of the raised pathways overlooking the fountain and will walk slowly back down the steps rather than jump off the edge to pursue you.

Notes

  • Upon boss defeat Lumenflower Gardens lamp will spawn.
  • 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]
  • In third phase of the fight Celestial Emissary can perform "Prayer" move which will buff all Small Celestial Emissaries [image]. It will initiate it when you are out of its attack range or line of sight. Buff will give Small Celestial Emissaries roughtly 10% HP boost, lasts about 10 seconds and it is visually represented by glowing aura & eyes [image]. There is around 2 minutes timer when Celestial Emissary cannot do this move but can use it repeatedly. If you do enough damage to his "super armor" by attacking him while he is in the animation you can stagger him but without following riposte [image].
  • In Isz Gravestone encounter Celestial Emissary will not spawn Small Celestial Emissaries for support
  • In game version 1.00 the track used for this boss fight in preset chalice dungeon was Watchdog of the Old Lords theme.

Celestial Emissary
∼ GALLERY PAGE ∼

Pungent Blood Cocktails don't attract this enemy, making the item ineffective.
Shaman Bone Blades affect this enemy, making it hostile to other enemies.

Boss Defenses
Physical 235 Arcane 233 Rapid Poison RES 180
VS blunt 261 Fire 82 VS Beasts -
VS Thrust 26 Bolt 61 VS Kin X
Blood 130 Slow Poison RES 300

Game CycleHPBlood Echoes Icon
1st (NG) 2764 22400
2nd (NG+) 4398 92848
3rd (NG+2) 4706 102133
4th (NG+3) 4838 116060
5th (NG+4) 4970 139272
6th (NG+5) 5058 185696
7th (NG+6) 5278 232120

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.

Attack Patterns Phase One

Key Attack Interrupt Notes
None
  • Phase 1 Strategy: To figure out which of the small emissaries is the real boss, you can lock on to each emissary until you find the one that does not display a health bar. The boss emissary will also follow you but won't attack. Once you've determined which of them is the true boss, reduce its health to about 70% with melee attacks and lead the other emissaries away from it if possible. At this point, power up your melee weapons with Bolt Paper and lay into the boss emissary. Get in as much damage as you can as the boss transforms; it won't hurt you when he does, but it will knock you down. It's worth getting the damage in and, with enough, you can even kill the boss before it leaves Phase 1.

Attack Patterns Phase Two

Key Attack Interrupt Notes
Slap Combo No Frontal flailing combo with moderate forward momentum; quickstep sideways or forward past it.
Stomp No Close-range downward stomp with small area of effect; strafe or quickstep backward.
  • Phase 2 Strategy: When the boss' health drops below 60% it will assume its true form and begin Phase 2. It will only use a few extremely basic melee attacks at this point and will not follow you very far onto the raised walkway, so you can lure the smaller emissaries away at your leisure and return your attention to the boss. You can avoid its melee attacks by quickstepping forward or sideways, but standing behind it is a better strategy as none of its attacks can reach you there as long as you keep one to two meters' distance from its feet; its stomp attacks will hit you if you're pressed against it at pointblank range, but you can avoid them simply by strafing backward. Avoid standing in front of the boss at all costs - its melee attacks have forward momentum and long reach, making them difficult to dodge.

Attack Patterns Phase Three

Key Attack Interrupt Notes
Multi-Laser No Multiple small blasts in quick succession with minor tracking. If close, quickstep sideways; if farther away, strafe or roll sideways or block it using the terrain.
Aura Blast No Long-range projectile with moderate tracking; strafe or roll in any direction.
Prayer No AoE buff for all Small Celestial Emissaries. Run toward it immediately to close distance to attack while its vulnerable, or quickstep backward and wait until buff runs out.
  • Phase 3 Strategy: When the boss' health falls below 30% it will grow tendrils and begin using its energy proiectiles. You'll have to avoid these attacks while you lure the smaller emissaries away, but the pillars and columns in the area give you plenty of cover and will keep you safe as long as you watch the boss carefully while moving. The Multi-Laser is its most dangerous move - each small blast inflicts heavy individual damage and has minor tracking capability, so you're better off hiding behind obstacles than trying to dodge them. The giant emissary will still usually prioritize its melee attacks when you're in range, so staying behind it is still the best way to damage it without having to deal with its projectiles; continue hitting it with thrusts from its blind spot and it will quickly fall.

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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