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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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Kirkhammer

Kirkhammer


Bloodborne Wiki » Weapons » Kirkhammer

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 99, last edited: 14 Mar 2025

Gallery Page
  • Basic Information
  • In-Game Description
  • Overview
  • Availability
  • Gem Shapes and Alternate Weapons
  • Gem Advice
  • Key Attacks
  • Unique Attacks
  • Durability
  • Notes
  • Merchants
  • Upgrade Table
  • Average Physical Attack Increase (Strength & Skill)
  • 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
Kirkhammer Kirkhammer 105 / - / - / - / -
(Phys./Thrust/Blunt)
- 250 16 / 10 / - / -
C / E / - / D
- / - / 100 / 100 60
(no upgrade)
Yes

Kirkhammer ❘ 教会の石槌

Right Hand Weapon

In-Game Description

    A trick weapon typically used by Healing Church hunters.

    On the one side, an easily handled silver sword.
    On the other, a giant obtuse stone weapon, characterized
    by a blunt strike and extreme force of impact.

    The Church takes a heavy-handed, merciless stance
    toward the plague of beasts, an irony not lost upon
    the wielders of this most symbolic weapon.
Note 1: Different in-game description (right) in US (1) & UK (2) versions (more). ✕
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Kirkhammer requires 16 strength and 10 skill to use, and its damage increases a lot more from strength than skill. It has the highest base physical damage of any weapon, though other weapons can surpass it at high stat levels due to scaling. The real beauty of the Kirkhammer, though, is its versatility. The normal moveset has a variety of fast attacks that work well against quick, evasive foes, and the transformed mode can produce massive hits capable of penetrating even the strongest defenses. Additionally, normal mode receives a massive 50% damage bonus against enemies weak to righteous weapons. There are a few enemies that have this weakness; the most notable are the Bloodlickers and the Lost Children of Antiquity.
  • Normal Mode: The normal mode of the Kirkhammer functions as a light, agile one-handed sword. At first glance, the low damage multipliers may make this mode seem weak, but the speed and low stamina cost of its attacks should not be ignored. Quick opponents can be handled easily thanks to the speed and reach of the sword mode. It's good against enemies with little or no super armor, but normal mode will struggle to cause large enemies to flinch or stumble.
  • Transformed Mode: The transformed mode is the polar opposite of normal mode. It's slow with tremendously powerful strikes. It consumes a lot of stamina, but it does a lot of super armor damage and has moves with great impact. Against enemies with high defense, the blunt trauma caused by the transformed Kirkhammer is a godsend.
  • Out of all of the transforming weapons employed by hunters, the Kirkhammer is especially popular among hunters associated with the Healing Church. It features two drastically methods of attack: a nimble silver sword and a giant stone maul - the latter being very indicative of the Church’s stance against beasts.

Availability

  • Normal: Sold by: Bath Messengers
  • Sword Hunter Badge: You'll acquire the Sword Hunter Badge after defeating the Cleric Beast in Central Yharnam. It adds several useful items to the shop, including Antidotes; they will come in very handy in Old Yharnam, so you might want to face Cleric Beast before you challenge the old city.
  • Uncanny: Treasure in (Root Dungeons): Lower Pthumeru; uzstf5pm, Lower Pthumeru L1, side area before layer lamp [tested May 12, 2020]; alternatively found in False Depth Dungeon, 5g3irtxg, Lower Pthumeru L1, side area before layer lamp [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Isz Gravestone; 34qut93f, F/R Isz Gravestone L1, side area before layer lamp [tested May 12, 2020]; alternatively found in False Depth Dungeon, vqpdzv9z, Isz Gravestone 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

  • How you gem the Kirkhammer on a Strength build hinges on how important the untricked sword form is to you. For a balanced approach that can use it and the hammer to great effectiveness, a Heavy Abyssal with two Tempering 27.2% gems does very well. For those willing to forego the sword for a heavier hammer, 32.6% Blunt Adept gems strengthen the tricked mode by a much higher amount, but naturally render the untricked mode unusable. It can also be converted into any element for use on Arcane builds. Two Cold Abyssals will be needed as per usual, and if being converted to fire or arcane, the elemental gem can be either a 27.2% or a 24.8% +15 Abyssal; both net near identical AR at any level of Arcane investment.
  • Best suited for: Strength builds, Quality builds, Arcane builds
  • Arcane conversion: Yes
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The R1 chain is fast but weak. Each individual hit doesn't do much damage, and the attacks don't deal much super armor damage, either. Despite these limitations, the sweeping strikes and forward momentum of the chain make it very easy to use against a variety of enemies. Foes with no super armor can usually be killed in one combo. It also works well with the poison effects of Murky and Dirty gems.

    The uncharged R2 is a surprisingly good attack. It has a 1.0 multiplier, meaning it strikes with the full attack rating of your Kirkhammer. On top of that, it's fast, has good reach, and is a thrusting attack. If you are disappointed in the damage of the R1 attacks, try it out. The downside is the high stamina cost; at 55 stamina, it will deplete your stamina very quickly. The relatively high damage and thrusting-type make this a key attack.

    The charged R2 and the jumping R2 have the same damage multiplier, but the jumping R2 costs less stamina. You may have an easier time hitting the enemy with the charged R2 due to its range and the simplicity of the command, and it also has the ability to stagger foes from behind Both attacks deal the same amount of super armor damage. They're quite similar, so judge which is better for you based on preference and the situation.
  • Transformed Mode: The R1 chain of the hammer mode does solid blunt damage. Though it uses stamina quickly, it also causes enemies to flinch and stumble easily. Each hit also produces a small Shockwave near the hammer. The shockwaves are 0.6 multiplier attacks and will strike any number of nearby enemies. If you just miss your target with the hammer, the Shockwave will still connect.

    This is a very useful feature for the Kirkhammer when fighting a crowd of enemies with no super armor; the main target of your assault will take the brunt of the damage, but nearby enemies will be stumbled by the shockwaves. This will prevent them from retaliating at close range. Note that the enemy will either be hit by the hammer or the Shockwave, but not both. The R1 chain isn't the only technique that produces a Shockwave; the normal R2 has a stronger one, and the charged R2's shockwaves are stronger still.

    On the topic of the charged R2, the special follow-up R2 is often more powerful against a staggered opponent than a visceral attack would be. One strong tactic is to use a charged R2 to stagger the enemy, execute the follow-up R2, and then perform a jumping R2 as the enemy attempts to stand. This takes a huge amount of stamina, and you need to be patient when executing the jumping R2. If you don't wait for your character to fully recover from the follow-up R2, you'll do a normal uncharged R2 instead of the jumping R2. Despite the stat and execution hurdles, this is a devastating combo.

Unique Attacks

  • Transformation Attack: In either tricked or untricked form, press L1, then R1 while the transformation animation is still playing. [Extra Transforming Attacks - Kirkhammer]
  • Blocking Stance: Being attacked during certain moves causes the player to enter a blocking stance, maintained by holding L2. The stance reduces damage taken (blocks 55% Phys/Blood, 30% Arcane, 40% Fire, and 30% Bolt), prevents flinching from most frontal attacks, and deflects weak attacks. It persists until the player runs out of stamina after blocking an attack, or performs any action other than walking, running, or sprinting. The only moves that can initiate blocking are the transformed backstep R1 of Ludwig's Holy Blade and the Kirkhammer's transformed sprinting R1 and backstep R1. [Blocking Stance + Guard Broken]

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, Kirkhammer 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%. Kirkhammer 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 Kirkhammer +0 it's 2 Blood Echoes per 1 point and for Kirkhammer +10 it's 6 (values are rounded), full repair costs for +10 are 1600 Blood Echoes

Notes

  • Available for purchase after obtaining Sword Hunter Badge.
  • Unique Coffin Item Treasure (available) in (Root Dungeons): Uncanny Kirkhammer in Lower Pthumerian Labyrinth [All Layers] and Sinister Lower Pthumerian Labyrinth [All Layers] and Lost Kirkhammer in Isz Gravestone [All Layers] and Sinister Isz Gravestone [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.
  • While effect of the items like Fire Paper, Bold Paper, Empty Phantasm Shell is active, the buff applies (once) to the shockwave of Kirkhammer's attacks as well.
  • Shockwaves from the Kirkhammer's attacks are blunt damage type.
  • Visual glitch was discovered where you can temporarily glitch cape [wiki page] from your chest garb if you use Yahar'gul teleport or portal traps in Chalice Dungeons. You need to equip any weapon your hunter puts on their back (Kirkhammer, Ludwig's Holy Blade, Burial Blade & Whirligig Saw) and enter the teleport.
  • Through data mining of the Kirkhammer's texture, you can clearly see the writings. [image 01, image 02]
  • A comprehensive review of the Kirkhammer Inscription by Lugdog. [image 01, image 02, image 03]
  • You can find concept art of the Kirkhammer in Bloodborne Official Artworks, on page 235.

Kirkhammer
Model Art Icon
In-game Description Print In-game Description Print Kirkhammer

Blood Gems Sockets

  • Kirkhammer
  • RadialTriangleRadial
  • Uncanny Kirkhammer
  • RadialWaningRadial
  • Lost Kirkhammer
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 3000 3000 3000 3000 3000 900 Sword 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
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
Kirkhammer +0 0 / 3 60 105 - - - - C E - D - - - - -
Kirkhammer +1 1 / 3 66 115 - - - - C E - D 3 - - - 200
Kirkhammer +2 1 / 3 72 125 - - - - B E - D 5 - - - 260
Kirkhammer +3 2 / 3 78 135 - - - - B E - D 8 - - - 300
Kirkhammer +4 2 / 3 84 145 - - - - B E - D - 3 - - 360
Kirkhammer +5 2 / 3 90 155 - - - - B E - C - 5 - - 400
Kirkhammer +6 3 / 3 96 165 - - - - B E - C - 8 - - 440
Kirkhammer +7 3 / 3 102 175 - - - - A E - C - - 3 - 500
Kirkhammer +8 3 / 3 108 185 - - - - A E - B - - 5 - 540
Kirkhammer +9 3 / 3 114 195 - - - - A E - B - - 8 - 600
Kirkhammer +10 3 / 3 120 210 - - - - A E - B - - - 1 640
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Kirkhammer 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
Kirkhammer +0 0.60 0.19 0.00 0.43
Kirkhammer +1 0.64 0.20 0.00 0.46
Kirkhammer +2 0.68 0.21 0.00 0.48
Kirkhammer +3 0.72 0.22 0.00 0.51
Kirkhammer +4 0.76 0.23 0.00 0.54
Kirkhammer +5 0.80 0.24 0.00 0.57
Kirkhammer +6 0.84 0.25 0.00 0.59
Kirkhammer +7 0.88 0.26 0.00 0.62
Kirkhammer +8 0.92 0.27 0.00 0.65
Kirkhammer +9 0.96 0.28 0.00 0.68
Kirkhammer +10 1.00 0.29 0.00 0.70
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)

  • 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
17 to 25 6.33 57 11 to 25 1.80 27
26 to 50 2.92 73 26 to 50 0.88 22
50 to 99 0.65 32 50 to 99 0.18 9

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 0.70 Physical 16 0.50 Light
→ R1 (2nd) 0.71 Physical 16 0.51 Light
→ → R1 (3rd) 0.72 Physical 16 0.52 Light
→ → → R1 (4th) 0.74 Thrust 16 0.54 Light can miss against some enemies
→ → → → R1 (5th) 0.76 Physical 16 0.56 Light
R1 (backstep) 0.67 Physical 10(+10) 0.47 Light effective lead-in to the R1 chain
R1 (rolling) 0.67 Physical 10(+10) 0.47 Light strikes to the right of your character
R1 (frontstep) 0.67 Physical 10 (+10) 0.47 Light strikes to the right of your character
R1 (sidestep) 0.67 Physical 10 (+10) 0.47 Light long step forward; very easy to use
R1 (dash) 0.80 Physical 30 (+X) 0.60 Light
R2 1.00 Thrust 55 0.80 Normal
R2 (charged) 1.20 Thrust 75 1.00 Heavy continuously hold the button to execute
R2 (backstep) 0.85 Thrust 30 (+10) 0.65 Normal cheap alternative to the uncharged R2
R2 (dash) 0.95 Thrust 50 (+X) 0.75 Normal
R2 (forward leap) 1.20 Thrust 50 1.00 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.05 Blunt 40 (+X) 1.05 Normal press L1 while performing another action to execute; forced Guard Break; also produces a 0.65x damage Shockwave (blunt)
Transform Attack → R1 0.85 Physical 35 0.65 Normal
Plunge Attack 1.25 Thrust 50 1.05 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.60 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 1.00 Blunt 30 1.00 Normal also produces a 0.6x damage Shockwave (blunt)
→ R1 (2nd) 1.00 30 1.00 Normal also produces a 0.6x damage Shockwave (blunt)
→ → R1 (3rd) 1.00 30 1.00 Normal also produces a 0.6x damage Shockwave (blunt)
→ → → R1 (4th) 1.00 30 1.00 Normal also produces a 0.6x damage Shockwave (blunt)
R1 (backstep) 0.45 10 (+10) 0.45 Special blocks incoming attacks; blocking state can be maintained by holding L2
R1 (rolling) 0.85 30 (+10) 0.85 Normal also produces a 0.6x damage Shockwave (blunt)
R1 (frontstep) 0.85 30 (+10) 0.85 Normal also produces a 0.6x damage Shockwave (blunt)
R1 (sidestep) 0.85 30 (+10) 0.85 Normal also produces a 0.6x damage Shockwave (blunt)
R1 (dash) 0.55 25 (+X) 0.55 Special blocks incoming attacks; blocking state can be maintained by holding L2
R2 1.25 40 1.25 Heavy also produces a 0.75x damage Shockwave (blunt)
R2 (charged) 2.30 72 2.30 Massive continuously hold the button to execute; also produces a 0.9x damage Shockwave (blunt)
R2 (charged follow-up) 1.40 40 1.40 Massive excellent follow-up against staggered foes
R2 (backstep) 1.00 25 (+10) 1.00 Normal
R2 (dash) 1.05 40 (+X) 1.05 Heavy
R2 (forward leap) 1.20 50 1.20 Heavy tap forward on the stick just as you press R2 to execute; also produces a 0.75x damage Shockwave (blunt)
L2 1.15 32 1.15 Normal
→ L2 (2nd) 1.05 28 1.05 Normal
→ → L2 (3rd) 1.45 38 1.45 Heavy also produces a 0.75x damage Shockwave (blunt)
Transform Attack 1.05 20 (+X) 1.05 Heavy press L1 while performing another action to execute; forced Guard Break
Transform Attack → R1 0.95 25 0.95 Heavy
Plunge Attack 1.55 50 1.40 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.45 - 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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