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Tonitrus

Tonitrus


Bloodborne Wiki » Weapons » Tonitrus

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page revision: 54, last edited: 12 Feb 2022

Basic Information

Image Name Damage QS Bullet Use Durability Stats Req. / Bonus Special Attack Rally Buffable
Tonitrus Tonitrus 80 / - / - / - / 40
(Blunt/Bolt)
- 100 12 / 8 / - / -
D / E / - / D
- / - / 100 / 100 45
(no upgrade)
No

Tonitrus ❘ トニトルス

Right Hand Weapon

In-Game Description

    A unique trick weapon contrived by Archibald, the infamous
    eccentric of the Healing Church workshop.

    Striking this peculiar iron morning star flail like a match
    generates the same blue sparks that blanket a darkbeast.

    Unfortunately, for reasons untold, the hunters of Archibald's
    time did not fully take to the device.
Note: The same in-game description in US & UK versions. ✓

Overview

  • Tonitrus requires 12 strength and 8 skill to use. Its physical attack increases more with strength than skill, and it gains a slight boost to its bolt attack power for each point of the arcane stat. Tonitrus is a unique trick weapon, indeed. It's the only weapon in your arsenal that can deal bolt damage without the use of Bolt Paper or a gem. It also does blunt damage; there are only a few enemies that are notably weak against blunt attacks, but it's useful to have Tonitrus when you face one. The transformed mode further augments the bolt damage, but it only lasts for seven seconds.
  • Tonitrus is reasonably quick, and its split-damage type attacks do great damage against foes with low defense. Its stamina costs are also reasonable. You'll only encounter problems when facing enemies that resist blunt or bolt attacks. The Tonitrus doesn't have any thrust attacks, and it can't be buffed with Fire Paper to cover fire weaknesses either.

Availability

  • Normal: Treasure in (Main Story): Treasure in Yahar'gul, Unseen Village (Evening), corpse to the far left outside from Hypogean Gaol Lamp; Sold by: Bath Messengers
  • Spark Hunter Badge: You'll receive this badge after defeating Darkbeast Paarl in the Unseen Village of Yahar'gul. Paarl is a tough foe if you fight him early in the game. If you are just after Tonitrus, you can pick one up from a corpse at the opposite end of Yahar'gul; there's no need to fight Paarl for it. The Spark Hunter Badge does give you access to Bolt Paper, though, which is quite useful, and you'll need to encounter Paarl to collect the Powder Keg Hunter Badge by befriending Djura in Old Yharnam, as well.
  • Uncanny: Treasure in (Root Dungeons): Ailing Loran; x98va7xn, Ailing Loran L1, side area before layer boss [tested May 12, 2020]; alternatively found in False Depth Dungeon, fearrfan, Ailing Loran L1, side area before layer boss [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Lower Loran; 4i5efewz, F/R/C Lower Loran L1, side area before layer lamp [tested May 12, 2020]; alternatively found in False Depth Dungeon, wkzxrvfz, Lower 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

  • Tonitrus is a hybrid physical/bolt weapon which receives additional bolt damage and scaling in its tricked mode. As such, it will benefit best from Nourishing gems which will boost both physical and bolt damage on it. While Tempering or Adept (blunt) gems can be used (all moves on the Tonitrus are considered blunt), it is not advised as they don't affect its transformed attacks in any way, and you'll absolutely want to further boost the bolt damage bonus you'll get from it, especially since the tricked mode will be your bread and butter. Nourishing gems from Chalice dungeon gargoyles should be enough to get more started before you can switch to more demanding and tedious farms (Amygdala, Merciless Watchers). A common mistake is to slot the Tonitrus with bolt gems. As with any hybrid weapon, Tonitrus is also not suited to be used as purely arcane, and gemming it that way will leave it severely underperforming.
  • Best suited for: Hybrid Strength/Arcane builds, Strength builds
  • Arcane conversion: No
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: With Tonitrus, theR1 chain is by far the most important attack. The weapon overall doesn't have a fancy moveset, so hammering away with the blunt R1 string is generally the best option. This isn't a weapon you choose for range, tricky thrusts that sneak past the enemy's defenses, or anything of the sort; this is a hefty, metallic mace covered in blue sparks of death. Mash R1 and bash your enemies' skulls in!

    One odd point is that, for such a heavy looking weapon, most of its attacks don't have a lot of impact. If you need to deliver a bigger stumble when breaking an enemy's super armor, the dashing R2 is pretty good. The charged R2 also has a heavy impact, and it charges a lot quicker than you might imagine. It's great for rolling behind an enemy and striking for a stagger, and it can even be performed a second time before the enemy recovers in most cases.

    The last attack of real note is the transformation attack; it coats the weapon in crackling blue pulses that increase your bolt damage. The attack itself, though, is weak for the stamina cost. It also has a light impact and isn't particularly fast; additionally, it cannot combo into itself UP + L1 > L1 won't work with this weapon; you'll need to use something like UP + L1 > R1 > L1. In the end, it isn't really worth it. It's better to transform Tonitrus before engaging and in-between your assaults.
  • Transformed Mode: Tonitrus' transformed mode does not follow the same rules as other weapons. Instead, transformation is a seven second buff that has the following effects:
  • When transformed, Tonitrus gets +0.40 Arcane Scaling, 70% bonus bolt damage, and +40 flat Bolt damage. The buff lasts 7 seconds, and the moveset is otherwise unchanged. The Arcane Scaling bonus does not appear in the stat screen, while the 70% bonus bolt damage and +40 flat bolt damage do. "Fool's" effect seen in stat screen has no effect on actual damage.
    Activating this mode gives a huge boost to your bolt damage, without affecting your physical attack. In practice, you'll normally see a large overall damage increase when using the transformed Tonitrus; the added bolt damage outweighs the reduced physical damage. Tonitrus is most valuable early in the main game; once you begin scouring the Chalice Dungeons for treasures, you're likely to find Bolt gems that can be used to make other bolt-elemental weapons. Tonitrus may then find its role in your arsenal somewhat diminished.

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, Tonitrus 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%. Tonitrus which has 100 points of durability reaches risk state at 30 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Tonitrus +0 it's 4 Blood Echoes per 1 point and for Tonitrus +10 it's 16 (values are rounded), full repair costs for +10 are 1600 Blood Echoes.

Notes

  • Available for purchase after obtaining Spark Hunter Badge.
  • 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.
  • When in transformed mode Tonitrus loses durability at higher rate of 2 hits for 1pt. of durability instead of standard 10 hits.
  • While at full HP in transformed mode, the Tonitrus' AR displayed on character screen is way higher than when you not at the full HP, although there is no real difference in damage on the field.
  • Tonitrus is Latin word for "thunder".
  • You can find concept art of the Tonitrus in Bloodborne Official Artworks, on page 232.

Tonitrus
Model Art Icon
In-game Description Print Tonitrus

Blood Gems Sockets

  • Tonitrus
  • RadialRadialWaning
  • Uncanny Tonitrus
  • RadialRadialTriangle
  • Lost Tonitrus
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 26000 26000 26000 26000 26000 13000 Spark 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
Tonitrus +0 0 / 3 45 80 - - - 40 D E - D - - - - -
Tonitrus +1 1 / 3 47 88 - - - 44 D E - D 3 - - - 200
Tonitrus +2 1 / 3 49 96 - - - 48 D E - D 5 - - - 260
Tonitrus +3 2 / 3 51 104 - - - 52 D E - D 8 - - - 300
Tonitrus +4 2 / 3 53 112 - - - 56 D E - D - 3 - - 360
Tonitrus +5 2 / 3 55 120 - - - 60 C E - D - 5 - - 400
Tonitrus +6 3 / 3 57 128 - - - 64 C E - D - 8 - - 440
Tonitrus +7 3 / 3 59 136 - - - 68 C E - D - - 3 - 500
Tonitrus +8 3 / 3 61 144 - - - 72 C E - D - - 5 - 540
Tonitrus +9 3 / 3 63 152 - - - 76 C E - D - - 8 - 600
Tonitrus +10 3 / 3 65 160 - - - 80 B E - D - - - 1 640
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Tonitrus 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
Tonitrus +0 0.45 0.15 0.00 0.33
Tonitrus +1 0.47 0.16 0.00 0.34
Tonitrus +2 0.49 0.17 0.00 0.36
Tonitrus +3 0.51 0.18 0.00 0.37
Tonitrus +4 0.53 0.19 0.00 0.39
Tonitrus +5 0.55 0.20 0.00 0.41
Tonitrus +6 0.57 0.21 0.00 0.42
Tonitrus +7 0.59 0.22 0.00 0.44
Tonitrus +8 0.61 0.23 0.00 0.46
Tonitrus +9 0.63 0.24 0.00 0.47
Tonitrus +10 0.65 0.25 0.00 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 & Arcane)

Stat Range (Strength) Damage per Point Estimated Attack Gained Stat Range (Skill) Damage per Point Estimated Attack Gained Stat Range (Arcane) Damage per Point Estimated Attack Gained
13 to 25 3.15 41 9 to 25 1.12 19 9 to 25 1.06 18
26 to 50 1.44 36 26 to 50 0.56 14 26 to 50 0.56 14
50 to 99 0.33 16 50 to 99 0.12 6 50 to 99 0.12 6

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Blunt / Bolt 23 1.00 Light
→ R1 (2nd) 1.02 23 1.02 Light
→ → R1 (3rd) 1.04 23 1.04 Light
→ → → R1 (4th) 1.06 23 1.06 Light
→ → → → R1 (5th) 1.08 23 1.08 Light
R1 (backstep) 0.95 20 (+10) 0.95 Light
R1 (rolling) 0.90 20 (+10) 0.90 Light
R1 (frontstep) 0.90 20+ (10) 0.90 Light
R1 (sidestep) 0.90 20 (+10) 0.90 Light
R1 (dash) 1.05 20 (+X) 1.05 Normal
R2 1.20 37 1.20 Normal
R2 (charged) 1.90 55 1.90 Heavy
R2 (backstep) 1.20 30 (+10) 1.20 Normal
R2 (dash) 1.15 30 (+X) 1.15 Heavy
R2 (forward leap) 1.50 50 1.50 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.20 40 (+X) 1.00 Light press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.50 50 1.50 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 - 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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