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Chikage

Chikage


Bloodborne Wiki » Weapons » Chikage

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 113, 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
  • Merchants
  • Upgrade Table
  • Average Physical Attack Increase (Strength, Skill & Bloodtinge)
  • 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
Chikage Chikage 92 / 92 / - / - / -
(Phys./Thrust)
- 120 10 / 14 / 12 / -
E / D / C / D
- / 30 / 100 / 100 40
(no upgrade)
No

Chikage ❘ 千景

Right Hand Weapon

In-Game Description

    Foreign-made weapon wielded by the royal guards who
    protect Annalise, Queen of the Vilebloods at Cainhurst
    Castle.

    When the intricate, rippled engraving that spans the
    Chikage's blade is imbrued with blood, the sword sings in
    scarlet hues.

    However, the rite eats away at the wielder's very essence.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Chikage requires 10 strength, 14 skill, and 12 bloodtinge. The normal mode scales with strength and skill, though it gains much more attack power from skill than strength. Normal mode does not scale with bloodtinge at all. Transformed mode scales only with bloodtinge. Even though the damage of transformed mode is unaffected by strength and skill, you must still meet the strength and skill requirements or your attacks will rebound off of the enemy. With normal mode, you must still meet the bloodtinge requirement even though bloodtinge does not affect the damage. The Chikage is different from all other weapons; not only do the different modes scale with different stats, but the transformed mode also has a negative effect that drains your health. This is balanced by the fact that it can also inflict rapid poisoning on the enemy, tearing off huge chunks of health quickly. This is a high-risk, high-reward weapon.
  • Normal Mode: If you have a build that focuses on skill but not bloodtinge, you will almost always want to use normal mode. If you have high skill and bloodtinge, you'll rely on this mode whenever the health drain from transformed mode is a problem. Generally speaking, any time you aren't using the rapid poison effect of the transformed mode, normal will be better for you. You can't use your sidearm in transformed mode, either, so you'll need to stick to normal when you want to use a gun, torch, or the shield.
  • Transformed Mode: The Chikage's transformed mode is for those who like to live on the edge. Every second, you will lose a percentage of your maximum health [0.85% HP drain / sec], but your attacks will cause rapid poison [30 RP] to build up in your prey. Once the poison builds up enough, the enemy will suddenly lose a chunk of health. Most difficult bosses are nearly immune to rapid poison, but the Wet Nurse and a few others are not. There are several tough normal enemies that are weak to rapid poisoning as well, such as the Loran Silverbeasts and Bloodlickers.

Availability

  • Normal: Sold by: Bath Messengers
  • Cainhurst Badge: This badge can be acquired from Annalise, Queen of Castle Cainhurst. It allows you to purchase the Vileblood weapons, armor and adds Numbing Mist to the Insight shop's inventory.
  • Uncanny: Treasure in (Root Dungeons): Pthumerian Defilement; 7h87j4h7, F/R/C Pthumeru Defilement L1, side area before layer boss [tested May 12, 2020]; alternatively found in False Depth Dungeon, 5jne4scm, Pthumeru Defilement L2, side area before layer lamp [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Pthumeru Ihyll; ngtwe44v, F/R/C Pthumeru Ihyll L1, side area before layer boss [tested May 12, 2020]; alternatively found in False Depth Dungeon, 9nheuvvz, Pthumeru Ihyll L1, side area before layer lamp [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

  • The Chikage is a very unusual weapon, and it can be very difficult to find the correct gems for it. Its physical damage can't be converted to elemental damage, so those gems aren't a good choice. Physical damage increases, like Tempering, affect normal mode as well as transformed mode, and blood damage increases, like the Bloodtinge effect, only affect transformed mode. Fool and Poorman can be difficult to use in transformed mode due to transformed Chikage's health drain. It's also unique due to it's innate rapid poison effect. All attacks in the transformed mode cause a rapid poison buildup on your target (30 rapid poison per hit), making rapid poison gem setup viable in certain scenarios; keep in mind though that only a couple bosses are weak against poison effects. Many of them have 999 slow/rapid poison resistance, making it very hard to proc this effect on them.
  • Best suited for: Bloodtinge builds
  • Arcane conversion: No
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The sidestep R1 is strong; normally, sidestep attacks have lower multipliers. The dashing R1 is also powerful, and it hits in front of your character in a horizontal sweep. This is a great opening attack against a crowd of enemies. The backstep R1, while slightly weaker, has a similar sweep. The normal R1 chain doesn't have the same arc; it's more of a vertical series of slashes.

    The charged R2 has a good multiplier and can stagger enemies when used from behind, but it charges rather slowly. It does do thrusting-type damage, though, as does the normal, uncharged R2. Since the Chikage has pretty good range, the backstep R2 can be an effective counter attack after dodging an enemy strike.

    The normal mode dashing R2 attack is a quick, straight thrust that can catch other players off-guard in PvP. Remember to disguise your dash so that your opponent doesn't guess what you're up to! On the other hand, always be ready for this attack if you're fighting against someone wielding the Chikage. Overall, the normal mode of the Chikage isn't particularly remarkable, but it is well-balanced.
  • Transformed Mode: The most important attacks of the transformed Chikage, by far, are the R1 attacks. Quick, consecutive strikes build up rapid poisoning. Even for enemies that are weak against rapid poison, you'll often need to connect with seven quick attacks or more in order to inflict the status. These quick attacks will enable you to do so.

    If you focus on R1 attacks for rapid poisoning, there are some other things you can do to make things easier. First, adding rapid poison effect gems to your weapon can reduce the number of hits needed to cause the effect. Second, increasing your endurance so that you have enough stamina for long attack chains will ensure that you can hit the enemy until the poison strikes. Third, including HP recovery gems can offset the constant damage of transformed mode. If you want to use this weapon for the poison property, these preparations combined with rapid R1 attacks are very effective.

    Outside of the poison effect, the transformed Chikage has another interesting trick — the charged R2 of transformed mode drains your health as you charge it. You can use this effect to quickly and safely drain your own health if you want to activate a near-death gem effect; this strategy works even if you don't have the proper stats for this weapon! The Chikage is a weapon that has many tactical uses; whether or not you benefit depends quite a bit on your strategic gem choices.

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, Chikage 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%. Chikage which has 120 points of durability reaches risk state at 36 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Chikage +0 it's 4 Blood Echoes per 1 point and for Chikage +10 it's 13 (values are rounded), full repair costs for +10 are 1600 Blood Echoes.

Notes

  • Available for purchase after obtaining Cainhurst Badge.
  • Unique Coffin Item Treasure (available) in (Root Dungeons): Uncanny Chikage in Pthumerian Defilement [All Layers] and Lost Chikage in Pthumeru Ihyll [All Layers] and Sinister Pthumeru Ihyll [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.
  • 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.
  • Attacks that deal blood damage ignore the listed physical damage of the weapon entirely, and vice-versa. +%physical gems affect blood damage.
  • You can find concept art of the Chikage in Bloodborne Official Artworks, on page 238.

Chikage
Model Art Icon
In-game Description Print Chikage

Blood Gems Sockets

  • Chikage
  • RadialRadialTriangle
  • Uncanny Chikage
  • RadialRadialWaning
  • Lost Chikage
  • RadialRadialBlood

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 50000 50000 50000 50000 50000 30000 Cainhurst Badge
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
Chikage +0 0 / 3 40 92 92 - - - E D C D - - - - -
Chikage +1 1 / 3 42 101 101 - - - E D B D 3 - - - 200
Chikage +2 1 / 3 44 110 110 - - - E D B D 5 - - - 260
Chikage +3 2 / 3 46 119 119 - - - E D B D 8 - - - 300
Chikage +4 2 / 3 48 128 128 - - - E D B D - 3 - - 360
Chikage +5 2 / 3 50 137 137 - - - E C A D - 5 - - 400
Chikage +6 3 / 3 52 146 146 - - - E C A D - 8 - - 440
Chikage +7 3 / 3 54 155 155 - - - E C A D - - 3 - 500
Chikage +8 3 / 3 56 164 164 - - - E C A D - - 5 - 540
Chikage +9 3 / 3 58 173 173 - - - E C A D - - 8 - 600
Chikage +10 3 / 3 60 184 184 - - - E B S D - - - 1 640
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Chikage requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 4240 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Chikage +0 0.15 0.45 0.60 0.33
Chikage +1 0.16 0.47 0.65 0.33
Chikage +2 0.17 0.49 0.70 0.36
Chikage +3 0.18 0.51 0.75 0.37
Chikage +4 0.19 0.53 0.80 0.39
Chikage +5 0.20 0.55 0.85 0.41
Chikage +6 0.21 0.57 0.90 0.42
Chikage +7 0.22 0.59 0.95 0.44
Chikage +8 0.23 0.61 1.00 0.46
Chikage +9 0.24 0.63 1.05 0.47
Chikage +10 0.25 0.65 1.10 0.49
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 & Bloodtinge)

  • 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 Stat Range (Bloodtinge) Damage per Point Estimated Attack Gained
11 to 25 1.40 21 15 to 25 3.64 40 13 to 25 6.08 79
26 to 50 0.64 16 26 to 50 1.64 41 26 to 50 2.84 71
50 to 99 0.14 7 50 to 99 0.37 18 50 to 99 0.61 30

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Physical 23 1.00 Light
→ R1 (2nd) 1.00 Physical 23 1.00 Light
→ → R1 (3rd) 1.05 Physical 23 1.10 Light
→ → → R1 (4th) 1.10 Physical 23 1.10 Light
→ → → → R1 (5th) 1.10 Physical 23 1.10 Light
R1 (backstep) 1.00 Physical 20 (+10) 1.00 Light horizontal sweep; useful against weak groups of enemies
R1 (rolling) 1.05 Physical 20 (+10) 1.05 Light
R1 (frontstep) 1.05 Physical 20 (+10) 1.05 Light
R1 (sidestep) 1.10 Physical 20 (+10) 1.05 Light good range; easy to use
R1 (dash) 1.10 Physical 30 (+X) 1.10 Light horizontal sweep; useful against weak groups of enemies
R2 1.27 Thrust 40 1.30 Normal
R2 (charged) 1.85 Thrust 60 1.30 Heavy continuously hold the button to execute
R2 (backstep) 1.25 Physical 40 (+10) 1.25 Normal better than backstep R1 against single foes
R2 (dash) 1.17 Thrust 50 (+X) 1.30 Normal quick forward thrust; useful surprise attack
R2 (forward leap) 1.45 Physical 50 1.45 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.42 Physical 35 (+X) 1.82 Normal press L1 while performing another action to execute; forced Guard Break
L1 → R1 1.32 Blood 20 (+X) 1.72 Normal press L1 and then immediatelly R1 to perform quick draw attack
Plunge Attack 1.45 Physical 50 1.45 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 1.45 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 Blood 25 1.35 Light knocks down dogs despite light impact
→ R1 (2nd) 0.98 Blood 25 1.38 Light
→ → R1 (3rd) 1.00 Blood 25 1.40 Light
→ → → R1 (4th) 1.02 Blood 25 1.42 Light
→ → → → R1 (5th) 1.07 Blood 25 1.47 Light
R1 (backstep) 1.02 Blood 25 (+10) 1.42 Light
R1 (rolling) 1.00 Blood 25 (+10) 1.40 Light
R1 (frontstep) 1.00 Blood 25(+10) 1.40 Light
R1 (sidestep) 1.04 Blood 25(+10) 1.44 Light
R1 (dash) 1.17 Blood 40 (+X) 1.57 Light
R2 1.50 Blood 55 2.07 Normal drains ~10.2% of max HP L1→R2 drains ~4.8% instead
R2 (charged) 2.25 Blood 60 2.92 Massive continuously hold the button to execute; L1→charged R2 drains ~13.5% instead
R2 (charged follow-up) 1.92 Blood 50 2.42 Massive
R2 (backstep) 1.29 Blood 50 (+10) 1.69 Normal hits high; useful for hitting enemy weak points;
R2 (dash) 1.27 Thrust 60 1.67 Normal does not scale with bloodtinge
R2(forward leap) 1.47 Blood 60 1.87 Normal tap forward on the stick just as you press R2 to execute;
L2 1.27 Thrust 55 1.67 Normal does not scale with bloodtinge
→ L2 (2nd) 1.27 Blood 55 1.67 Normal
Transform Attack 0.95 Blood 20 (+X) 1.50 Normal press L1 while performing another action to execute; forced Guard Break;
Plunge Attack 1.42 Blood 60 1.82 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 1.42 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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