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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]

Hunter Axe

Hunter Axe


Bloodborne Wiki » Weapons » Hunter Axe

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page revision: 107, last edited: 10 Nov 2020

Basic Information

Image Name Damage QS Bullet Use Durability Stats Req. / Bonus Special Attack Rally Buffable
Hunter_Axe Hunter Axe 98 / - / - / - / -
(Phys./Blunt)
- 250 9 / 8 / - / -
D / E / - / D
- / - / 100 / 100 125 Yes

In-Game Description

    One of the trick weapons of the workshop, commonly used
    on the hunt.

    Retains the qualities of an axe, but offers wider palette of
    attacks by transforming. Boasts a heavy blunt attack, leading
    to high rally potential.

    No matter their pasts, beasts are no more than beasts. Some
    choose this axe to play the part of executioner.
Note: The same in-game description in US & UK versions. ✓

Overview

  • The Hunter Axe requires 9 strength and 8 skill to use, and its damage increases a lot more from strength than skill. If you want to focus on strength, this should be your starter weapon. Despite the bladed edge of the axe, a lot of its attacks deal blunt damage. Another key feature of the axe is that it costs a lot of stamina to swing around; plan to increase your endurance along with your strength if you choose this weapon. The axe is very good at causing enemies to flinch and stumble, and it tears through enemy super armor quickly as well.
  • Normal Mode: In tight spaces, the normal mode axe can be swung freely while the transformed version of the axe will bounce off of walls. Additionally, even though normal mode swings are expensive compared to other weapons, normal mode costs less stamina per attack than transformed mode. If stamina or space is a concern, use the normal mode.
  • Transformed Mode: The Hunter Axe is much more useful in its transformed state. It has better range, better damage, and is even better at causing enemies to stumble. It does require a lot of stamina to use in this mode, but it's worth it. If you aren't in a narrow space, transformed mode will almost always produce better results.

Availability

  • Normal: Treasure in (Main Story): Starting gift from messengers in Hunter's Dream; Sold by: Bath Messengers
  • Saw Hunter Badge: This badge is found in Aqueducts beside the Maneater Boar in Central Yharnam. In addition to unlocking the basic hunter weapons, this badge will make Throwing Knives and Beast Blood Cocktails available for sale, providing you with a backup source of ranged attacks and an extremely helpful means of distracting beast-type enemies.
  • Uncanny: Treasure in (Root Dungeons): Hintertomb; 86en47tc Hintertomb L1, side area before layer lamp [tested May 12, 2020]; alternatively found in False Depth Dungeon, szdwj6n9, Hintertomb L1, side area before layer lamp [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Ailing Loran; 3bv8tww5, Ailing Loran L1, side area before layer boss [tested May 12, 2020]

Gem Advice

  • The Hunter Axe can be turned into an elemental weapon by equipping it with elemental gems, but this might not be the best choice since it has low arcane scaling. Physical damage boosts, like Tempering, work very well for the Hunter Axe. If you choose to specialize in the axe's transformed mode, many of your attacks will benefit from the Adept (Blunt) effect — most notably the very useful R2 and L2 attacks. Another option is to utilize the Radiant gem effect to lower the stamina costs of your attacks. The Hunter Axe uses a lot of stamina per swing, so this might be worth a gem slot or even two. This is especially true if you haven't put many points into endurance, though users of stamina-boosting Runes might find the benefits of Radiant gems less attractive than the allure of increased damage. For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The Hunter Axe R1 chain can be too slow to combo against quick enemies, but it rips through enemy super armor very quickly. It can help you set up large stumbles with other attacks. You always have to be mindful of your stamina usage, though; it's very easy to exhaust yourself with attacks. If that happens, you'll be left defenseless. Play it safe with one or two hits, and then back away and recover your stamina.

    The normal mode R2 attack of the axe has good impact and super armor damage; it can cause even some medium-sized enemies to stumble in a single strike, making it an effective tool against enemies like the Huntsman's Minions. Single, well-timed R2 attacks are often more useful than R1 chains with the axe. The charged R2 has a massive impact that can knock down small and medium foes and stumble even large ones. It can also stagger enemies. Be warned, though, that it is slow to execute.

    If the enemy is agile or aggressive, you may have difficulty performing a normal R2. In those cases, the backstep and dashing R2 attacks can be reliable. Wait just within the enemy's range to bait an attack, backstep out of range so the attack misses, and then either execute the backstep R2 as a counterattack or dash and perform a dashing R2. Remember that you can dash while locked-on, but you need to run forward to do so.
  • Transformed Mode: The uncharged R2 is an overhead chop that can strike the heads of tall enemies and is quite useful, but it is overshadowed by the incredible charged version of the R2.The charged R2 is a double spin with great range, great power, and the ability to hit twice. Furthermore, the second hit has a massive impact that knocks down light and medium enemies and causes large foes to stumble. This is one of the best attacks in Bloodborne and is the main reason to use the Hunter Axe. The first hit of the charged R2 does more damage than the second, but the second hit has the heavy impact.

    Against normal enemies that try to approach you in melee, begin charging the R2 as the enemy approaches. You want to time it so that they just enter range as your attack releases; they'll take a lot of damage and be knocked back, leaving you safe to repeat the tactic until the enemy is dead. If you manage to land this attack on an enemy that can be staggered from behind, the first hit will stagger them, and the second hit will deal double its noimal damage. Against larger, more aggressive foes, you'll need another tactic; that's where the L2 chain comes in.

    The L2 combo has very good range and breaks down enemy super armor very quickly. The first two swings of the combo are great against crowds, and the third hit strikes high. Once again, the downside is that the full chain consumes a large amount of stamina. The transformed axe's R1 chain is also useful, particularly when you are low on stamina, but the charged R2 and the L2 chain are your primary assets.

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, Hunter Axe belongs into the category which can.
  • 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%. Hunter Axe which has 250 points of durability reaches risk state at 75 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Hunter Axe +0 it's 2 Blood Echoes per 1 point and for Hunter Axe +10 it's 7 (values are rounded), full repair costs for +10 are 1800 Blood Echoes

Notes

  • Available for purchase after obtaining Saw Hunter Badge.
  • You can find concept art of the Hunter Axe in Bloodborne Official Artworks, on page 228.

Hunters Axe
Model Art Icon
In-game Description Print Hunter Axe

Blood Gems Sockets


  • Hunter Axe
    Radial / Radial / Triangle
  • Uncanny Hunter Axe
    Radial / Radial / Waning
  • Lost Hunter Axe
    Radial / Triangle / Waning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 1100 1100 1100 1100 1100 660 Saw Hunter 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
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
Hunter Axe +0 0 / 3 98 - - - - D E - D - - - - -
Hunter Axe +1 1 / 3 107 - - - - D E - D 3 - - - 240
Hunter Axe +2 1 / 3 116 - - - - D E - D 5 - - - 280
Hunter Axe +3 2 / 3 125 - - - - D E - D 8 - - - 340
Hunter Axe +4 2 / 3 134 - - - - D E - D - 3 - - 400
Hunter Axe +5 2 / 3 143 - - - - C E - D - 5 - - 460
Hunter Axe +6 2 / 3 152 - - - - C E - D - 8 - - 500
Hunter Axe +7 3 / 3 161 - - - - C E - D - - 3 - 560
Hunter Axe +8 3 / 3 170 - - - - C D - D - - 5 - 620
Hunter Axe +9 3 / 3 179 - - - - C D - D - - 8 - 660
Hunter Axe +10 3 / 3 196 - - - - B D - C - - - 1 720
Damage Stat Bonuses Cost
To fully upgrade Hunter Axe requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 4780 Blood Echoes.

Average Physical Attack Increase (Strength & Skill)

Stat Range (Strength) Damage per Point Estimated Attack Gained Stat Range (Skill) Damage per Point Estimated Attack Gained
10 to 25 3.63 58 9 to 25 1.82 31
26 to 50 1.76 44 26 to 50 0.96 24
50 to 99 0.41 20 50 to 99 0.22 11

Normal Mode Attacks Properties

Attack DMG X Type Stamina Impact Note
R1 1.00 Physical 25 Light too slow to combo against some enemies
→ R1 (2nd) 1.00 Physical 25 Light
→ → R1 (3rd) 1.10 Physical 25 Light
→ → → R1 (4th) 1.20 Blunt 25 Light
R1 (backstep) 0.95 Physical 15 (+10) Light fast startup
R1 (rolling) 0.95 Physical 15 (+10) Light fast startup
R1 (frontstep) 0.95 Physical 15 (+10) Light
R1 (sidestep) 0.95 Physical 15 (+10) Light
R1 (dash) 1.10 Physical 35 (+X) Light
R2 1.35 Blunt 45 Normal causes many enemies to stumble easily
R2 (charged) 2.00 Blunt 75 Massive continuously hold the button to execute
R2 (backstep) 1.30 Blunt 35(+10) Normal
R2 (dash) 1.45 Physical 60 (+X) Normal better damage than a normal R2
R2 (forward leap) 1.40 Blunt 60 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.10 Physical 30 (+X) Normal press L1 while performing another action to execute; forced Guard Break
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.

Transformed Mode Attacks Properties

Attack DMG X Type Stamina Impact Note
R1 1.05 Blunt 27 Light sweeping arc is good against crowds
→ R1 (2nd) 1.15 Blunt 32 Light hits high; useful for striking enemy weak points
→ → R1 (3rd) 1.05 Physical 27 Light
→ → → R1 (4th) 1.15 Blunt 32 Light
→ → → → R1 (5th) 1.20 Blunt 32 Light
R1 (backstep) 1.00 Physical 15 (+10) Light
R1 (rolling) 0.65 Physical 15 (+10) Light fast startup
R1 (frontstep) 0.65 Physical 15 (+10) Light fast startup
R1 (sidestep) 0.95 Physical 15 (+10) Light
R1 (dash) 1.15 Physical 35 (+X) Light good damage; useful for hit-and-run tactics
R2 1.37 Blunt 50 Normal hits high; useful for striking enemy weak points
R2 (charged) 1.50 + 1.30 Blunt 100 Massive continuously hold the button to execute
R2 (backstep) 1.10 Physical 30 (+10) Normal
R2 (dash) 1.50 Blunt 60 (+X) Normal hits high; useful for striking enemy weak points
R2(forward leap) 1.45 Blunt 60 Normal tap forward on the stick just as you press R2 to execute
L2 1.25 Blunt 45 Normal great range; good against crowds
→ L2 (2nd) 1.25 Blunt 45 Normal great range; good against crowds
→ → L2 (3rd) 1.35 Blunt 50 Heavy hits high; useful for striking enemy weak points
Transform Attack 1.20 Blunt 30 (+X) Normal press L1 while performing another action to execute; forced Guard Break
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.

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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