Current Game Version ● 1.09 Patch Live ● Dec 21, 2015 Last Server Maintenance ● Dec 03, 2024 Next Server Maintenance ● No Scheduled Server Status ● ONLINE ✓
Index Contact Chat Notes Contributors FAQs Links & Tools
Bloodborne Wikis
Return to Yharnam 2025: Community event taking place from March 24th to April 7th, have fun! (ended) | Newest Article: March 12, 2025 | Consumables Gallery
    General Information
  • Home / Sitemap
  • Expansion
  • Reviews & Sales
  • Game Patches
  • Game Mechanics
  • Controls

    Your Character
  • Character Classes
  • Character Stats
  • Character Builds
  • Covenants
  • Sliders


    Equipment
  • Weapons
  • Firearms
  • Shields & Torches
  • Armor
  • Items
  • Gems & Materials

    The World
  • Bosses
  • Enemies
  • Merchants
  • NPCs
  • Locations
  • Chalice Dungeons

    Other Information
  • World & Progression
  • Farming
  • Trophies
  • Credits
  • Art of Bloodborne
  • Unused Content


©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]
Bloodborne Discord

Tomb Prospectors Discord

Rifle Spear

Rifle Spear


Bloodborne Wiki » Weapons » Rifle Spear

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 71, last edited: 16 Sep 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
Rifle Spear Rifle Spear 85 / 85 / - / - / -
(Phys./Thrust/Special)
1 180 10 / 11 / 9 / -
E / D / D / D
- / - / 100 / 100 40
(no upgrade)
No

Rifle Spear ❘ 銃槍

Right Hand Weapon

In-Game Description

    A trick weapon crafted by the workshop heretics, the
    Powder Kegs.

    A prototype weapon serving as a simple firearm and spear,
    possibly created in imitation of a lost Cainhurst weapon.

    Lacks any notable functions, saving that it is the only trick
    weapon with an attached gun.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Rifle Spear requires 10 strength, 11 skill, and 9 bloodtinge. The physical damage scales primarily with skill, and the gun damage scales only with bloodtinge. It has a series of very long range attacks that are quick and deal great damage. Many of them are thrust-type, but it has normal physical strikes as well.The gun component starts off weak and should not be relied upon heavily unless you dedicate your gem slots to boosting blood attack.
  • Normal Mode: Normal mode useful for quick, thrusting pokes. The Rifle Spear is used in one hand in normal mode, so you can still use your sidearm. The downside of normal mode is that many of its attacks rebound off of objects very easily, so it can be harder to use in tight spaces than the transformed mode. That said, the thrust attacks are unlikely to rebound unless there is something between you and your target.
  • Transformed Mode: Transformed mode swaps the quick thrusts of normal mode for sweeping slashes that are good against crowds. It also doesn't rebound off of obstacles and walls. You do give up the rapid long range pokes, but in exchange you gain a very long-range, powerful charge attack. You give up access to your off-hand weapon, as the transformed Rifle Spear is held in two hands, but you also gain a blunderbuss attack that can be useful in a few situations.
  • Rifle Shot: The rifle shot fires 15 pellets (15 hitboxes) in a mostly rectangular spread. Each initially deals 0.8x the weapon's displayed Blood damage, but each pellet's damage is further reduced by 90% after defense calculations (including flat amounts from gems). Since the reduction is done after enemy defense, an accurate damage value cant be listed in the moveset table, with a point blank shot you can get all 15 pellets land. In practice, you got anywhere from 4 to 12 pellets, depending on the distance and size of the enemy. Each pellet deals the same damage, so just have to divide by 15 to get the damage for 1. There is no falloff damage unlike pistols.
  • Parry Testing: Rifle Spear cannot parry from farther distances even though you get hit by bullet spread, meaning Rifle can only parry from mid to close distance.

Availability

  • Normal: Treasure in (Main Story): Treasure in Old Yharnam; by the rooftop where you fight the Djura's Ally. If you go to the left side of the nearby ladder, there is a place where you can drop off and work your way down to a somewhat hidden doorway. Rifle Spear is inside. If you need further assistance to find the weapon, you can follow the full Old Yharnam Map. Sold by: Bath Messengers
  • Powder Keg Hunter Badge: This badge can be acquired from (dropped by) Retired Hunter Djura in Old Yharnam. In addition to unlocking the Powder Keg hunter weapons, this badge will make Oil Urn and Rope Molotov Cocktails available for sale, providing you with a backup source of ranged attacks and an extremely helpful means of quick dispatching beast enemies weak to fire.
  • Uncanny: Treasure in (Root Dungeons): Lower Pthumeru; 2fvj36xy, Lower Pthumeru L1, side area before layer lamp [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Ailing Loran; 2336ttcm, Ailing Loran L1, side area before layer boss [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

  • Out of all the weapons, the Rifle Spear is the one that benefits the most from the Striking gem effect. The transformed charged R2 is probably the best attack in all of Bloodborne, so increasing its power via the Striking effect is a very good idea. If you want something that benefits all of your attacks, consider Tempering instead. The spear's range also makes it ideal for Finestrike, and its thrusting attacks work well with Adept (Thrust). The range also works well with Fool and Poorman effects, as the Rifle Spear tends to be a safe weapon that lets you control your HP. It's not recommended, but stacking Bloodtinge effects can turn the Rifle Spear into the strongest blunderbuss. The problem is that blunderbuss attacks are most useful at close range whereas the spear is best from a distance. It's hard to justify giving up those gem slots for Bloodtinge.
  • Best suited for: Skill builds, Skill/Bloodtinge builds
  • Arcane conversion: No
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The normal R1 chain is fast, has long range, and deals thrust damage. On top of that, it consumes very little stamina. Against enemies with no super armor, you can usually just press R1 until the enemy dies. It's really difficult for that sort of enemy to even get close to you. If enemies do get close, you'll generally want to quickstep away; make them come to you.

    The backstep R1, backstep R2, and normal R2 attacks are all extremely useful for landing counter hits. The Rifle Spear's range makes it the ideal weapon for this; backstep once or twice to make sure the enemy's attack will miss, then attack! You'll deal extra damage. If you can just walk out of range, counter with a normal R2. If you need to backstep, decide whether to use backstep R1 or backstep based on the enemy's defense. The backstep R2 is more powerful, but the backstep R1 is a thrust-type attack.

    If you interrupt an enemy with a gunshot, the charged R2 usually deals more damage than a visceral attack would. You'll need to start charging the attack as soon as you interrupt the enemy. Be careful; if you're too slow the enemy may evade the attack. If you think you'll be too slow with your charge, a forward-jumping R2 is another option; the Rifle Spear's range makes this very reliable, and the damage is good.
  • Transformed Mode: Make no mistake; the charged R2 is the star of this show. It's powerful, but the main draw for this attack is its range. Your character takes several quick steps before lunging forward for a deadly thrust. You can start the attack from far outside an enemy's range while it approaches, and it will be ready just as the enemy reaches you. Most of the enemies in the game fall for this. Only foes with very long-range attacks or a ton of super armor can do anything about it.

    Beyond that, the charged R2 can stagger enemies if you hit them from behind. The distance that it travels means that this can hit enemies after attacks that would otherwise have carried them too far away. The direction of your thrust is only fixed after the attack is fully charged, so even evasive enemies will have trouble escaping. The only real downside to the attack is that it charges slowly.

    If you don't fully charge it, the normal R2 deals less damage. More importantly, it doesn't travel as far as the charged R2. Normally, you'll want to stick to the charged R2. The R1 chain has sweeping attacks that are great against crowds, and the L2 will let you fire a blunderbuss-style scattershot. The L2 can be very powerful at close range if you equip gems to boost blood attack. The dashing R1 is another great way to surprise your opponent; it's fast and has excellent range.

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, Rifle Spear 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%. Rifle Spear which has 180 points of durability reaches risk state at 54 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Rifle Spear +0 it's 4 Blood Echoes per 1 point and for Rifle Spear +10 it's 13 (values are rounded), full repair costs for +10 are 2400 Blood Echoes

Notes

  • Available for purchase after obtaining Powder Keg Hunter Badge.
  • Unique Coffin Item Treasure (available) in (Root Dungeons): Uncanny Rifle Spear in Lower Pthumerian Labyrinth [All Layers] and Sinister Lower Pthumerian Labyrinth [All Layers] and Lost Rifle Spear in Ailing Loran [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 Rifle Spear in Bloodborne Official Artworks, on page 232.

Rifle Spear
Model Art Icon
In-game Description Print Rifle Spear

Blood Gems Sockets

  • Rifle Spear
  • RadialTriangleRadial
  • Uncanny Rifle Spear
  • RadialWaningRadial
  • Lost Rifle Spear
  • RadialTriangleWaning

Fire Animation Frame Data



  • Transformation Attack gif
  • Above you can see comparison of Rifle Spear with Ludwig's Rifle and below it link to transformation attack gif. (Click to enlarge)
  • For Rifle Spear, the muzzle flash occurs on frame 13, with the bullet firing on frame 15. The total time of firing animation is 55 frames. Comparing the Rifle Spear to other rifles it takes 3 more frames to fire (Hunter Blunderbuss, Ludwig's Rifle & Piercing Rifle) but the total fire animation is faster by 5 frames (Hunter Blunderbuss) and by 10 frames (Ludwig's Rifle & Piercing Rifle).
  • Transformation attack starts on frame 25, the transform flash occurs on frame 26, the muzzle flash on frame 35, with the bullet firing on frame 37. This makes duration from the start of transformation attack until the bullet leaving muzzle 12 frames, therefore 3 frames faster than standard fire (requiring previous action). The total number of frames with R1 attack is 84 frames.

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 4000 4000 4000 4000 4000 2000 Powder Keg 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
Rifle Spear +0 0 / 3 40 85 85 - - - E D D D - - - - -
Rifle Spear +1 1 / 3 43 93 93 - - - E D D D 3 - - - 320
Rifle Spear +2 1 / 3 46 101 101 - - - E D D D 5 - - - 380
Rifle Spear +3 2 / 3 49 109 109 - - - E C D D 8 - - - 460
Rifle Spear +4 2 / 3 52 117 117 - - - E C D D - 3 - - 520
Rifle Spear +5 2 / 3 55 125 125 - - - E C D D - 5 - - 600
Rifle Spear +6 3 / 3 58 133 133 - - - E C D D - 8 - - 680
Rifle Spear +7 3 / 3 61 141 141 - - - E C D D - - 3 - 740
Rifle Spear +8 3 / 3 64 149 149 - - - E B C D - - 5 - 820
Rifle Spear +9 3 / 3 67 157 157 - - - E B C D - - 8 - 880
Rifle Spear +10 3 / 3 70 170 170 - - - D B B C - - - 1 960
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Rifle Spear requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 6360 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Rifle Spear +0 0.20 0.50 0.35 0.38
Rifle Spear +1 0.21 0.52 0.38 0.40
Rifle Spear +2 0.22 0.54 0.41 0.41
Rifle Spear +3 0.23 0.56 0.44 0.43
Rifle Spear +4 0.24 0.58 0.47 0.45
Rifle Spear +5 0.25 0.60 0.50 0.46
Rifle Spear +6 0.26 0.62 0.53 0.48
Rifle Spear +7 0.27 0.64 0.56 0.50
Rifle Spear +8 0.28 0.66 0.59 0.51
Rifle Spear +9 0.29 0.68 0.62 0.53
Rifle Spear +10 0.30 0.70 0.65 0.55
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 1.53 23 12 to 25 3,57 50 10 to 25 3.19 51
26 to 50 0.68 17 26 to 50 1.64 41 26 to 50 1.52 38
50 to 99 0.16 8 50 to 99 0.37 18 50 to 99 0.35 17

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 0.95 Thrust 18 0.95 Light great range and speed
→ R1 (2nd) 1.00 Thrust 18 1.00 Light
→ → R1 (3rd) 1.05 Thrust 18 1.05 Light
→ → → R1 (4th) 1.10 Thrust 18 1.10 Normal
R1 (backstep) 0.90 Thrust 20 (+10) 0.90 Normal great for counters
R1 (rolling) 0.85 Physical 18 (+10) 0.85 Light
R1 (frontstep) 0.85 Physical 18 (+10) 0.85 Light
R1 (sidestep) 0.85 Physical 18(+10) 0.85 Light
R1 (dash) 0.85 Thrust 25 (+X) 0.85 Light
R2 1.35 Thrust 40 1.35 Normal great for counters
R2 (charged) 1.95 Thrust 55 1.95 Heavy continuously hold the button to execute; good choice after gun interrupt
R2 (backstep) 1.20 Physical 35 (+10) 1.20 Normal great for counters
R2 (dash) 1.15 Physical 45 (+X) 1.15 Normal
R2 (forward leap) 1.60 Thrust 50 1.60 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 0.8* (Special)
~0.08
Blood 0(+X) 0 Special press L1 while performing another action to execute; shoots a bullet; uses Blood Atk value; an 0.10x damage multiplier would be applied after the damage formula; Bullet cannot parry after ~4m
Plunge Attack 1.50 Thrust 50 1.50 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 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 Physical 20 1.20 Light
→ R1 (2nd) 1 00 Physical 20 1.27 Light sweeping arc; good for crowds
→ → R1 (3rd) 1.05 Physical 18 1.33 Light
→ → → R1 (4th) 1.10 Physical 18 1.39 Light
R1 (backstep) 0.90 Thrust 25 (+10) 1.14 Light great for counters
R1 (rolling) 0.90 Thrust 22 (+10) 1.14 Light
R1 (frontstep) 0.90 Thrust 22 (+10) 1.14 Light
R1 (sidestep) 0.90 Thrust 22 (+10) 1.14 Normal great for counters
R1 (dash) 0.90 Thrust 25 (+X) 1.14 Normal
R2 1.45 Thrust 45 1.84 Normal
R2 (charged) 2.45 Thrust 60 3.11 Heavy continuously hold the button to execute; key attack
R2 (backstep) 1.35 Physical 45 (+10) 1.90 Normal great for counters
R2(dash) 1.35 Physical 45 1.71 Normal
R2(forward leap) 1.60 Physical 50 2.03 Normal tap forward on the stick just as you press R2 to execute
L2 0.8* (Special)
~0.08
Blood 0 0 Special fire a blunderbuss-style shot; an 0.10x damage multiplier would be applied after the damage formula; Bullet cannot parry after ~4m
Transform Attack 1.30 Physical 25 (+X) 1.52 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.50 Thrust 50 1.90 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 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.
  • Shot Damage Calculation: Here’s how the calculation of transformed Rifle Spear L2 (and normal mode transformation atk) works: Damage per hitbox = (Damage with 0.8 Multiplier) x0.1
    1. ATK = 0.8x NonFlat + Flat ► 2. Use Blood ATK and enemy Blood Defense to calculate damage ► 3. Multiply the damage with 0.1 ► 4. Round down the result. Damage of a Full-Hit (15 Hitboxes) = (Damage per hitbox) x15. This is a very special case, one of a kind, as it has a damage multiplier (0.1). All attacks have their own ATK multipliers, but this is the only one that has its own Damage multiplier.
  • 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
Newer Post Older Post Home