Cleric BeastBloodborne Wiki » Bosses » Cleric Beast |
Source ❘ Edit ❘ Sitemap ❘ License page revision: 66, last edited: 04 Mar 2023 |
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Basic Information |
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Required |
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| Central Yharnam Great Bridge | 3015 | 4000 | 102 | 123 | 102 | 102 | 169 | 51 | 169 | 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] |
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| Central Yharnam Great Bridge | Sword Hunter Badge x1 [100%]; + 2 Insight for encountering the boss; + 2 Insight for defeating the boss. |
| Multipliers | Bonuses | Weak against | Additional Information | ||
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| HP Multiplier | 1 | Is beast | Yes | Fire | Frenzy resistance is 999 |
| Arcane Damage Multiplier | 1 | Is kin | No | Super Armor value 200 | |
| Fire Damage Multiplier | 1 | Is weak to serrated | Yes | Main Damage Type Physical | |
| Bolt Damage Multiplier | 1 | Is weak to righteous | No | ||
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Cleric Beast ❘ 聖職者の獣 | Boss |
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Cooperation & Boss' HP
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Cleric Beast Weak Points |
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| Body Part | Total HP | Part HP | HP [%] | Damage X | Damage X after breaking |
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| Head | 2700 | 20 | 0.74% | 1 | 1.5 |
| Small Arm | 2700 | 120 | 4.44% | 1 | 1.5 |
| Large Arm | 2700 | 300 | 11.11% | 1 | 1.5 |
| Leg | 2700 | 200 | 7.41% | 1 | 1.5 |
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Attack Patterns Phase One |
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| Key Attack | Interrupt | Notes |
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| One-Two Slam | No | Slams left arm on the ground in front of it, jumps forward and slams right arm. Roll forward through it. |
| One-Armed Grab | No | Executed with the left arm. Slow windup; roll behind it or quickstep backward. |
| Overhead Slam Combo | No | Quicker version of the Overhead Smash with up to three hits; quickstep forward past it. |
| Lunging Swipe | No | Lunges forward and swipes a wide frontal arc with its left arm; quickstep forward or to the right. |
| Recovery | No | Surrounds itself in a red aura and heals its injured limbs or head. Repairs body damage, no HP. |
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Attack Patterns Phase Two |
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| Key Attack | Interrupt | Notes |
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| Two-Armed Grab | No | Slower windup; strafe or quickstep backward. |
| Double Slam Combo | No | Slow three-hit combo ending with a downward slam; quickstep in any direction. |
| Slow Overhead Smash | No | Delayed ground slam with a delayed follow-up if you're close; quickstep forward or backward. |
| Jump Attack | No | Leaps high into the air and performs a falling slam; dash or roll forward as it passes over you. |
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