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Labyrinth Madman (Sickle)

Labyrinth Madman (Sickle)


Bloodborne Wiki » Enemies » Labyrinth Madman (Sickle)

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page revision: 26, last edited: 29 Oct 2023

Gallery Page
  • Basic Information
  • Description
  • Strategy
  • Notes
  • Attack Patterns
  • Ritual Materials: Drop Pools
  • Base Level: Blood Echoes, HP, Damage and Def. Multipliers


Basic Information

Location HP Blood Echoes Icon Physical VS blunt VS Thrust Blood Arcane Fire Bolt Slow Poison RES Rapid Poison RES VS Beasts VS Kin
Root Dungeon Base Level 210 246 116 116 116 116 76 52 34 120 180 X -
  • For enemies that also appear (or exclusively appear) in dungeons, their stats will be shown at the base level, because their exact stats at any given point are calculated from these base values.
Hintertomb Labyrinth L2 564 842 135 135 135 135 88 60 39 120 180 X -
Lower Hintertomb Labyrinth L1 1420 2595 165 165 165 165 108 74 48 120 180 X -
Lower Hintertomb Labyrinth L3 1527 2855 167 167 167 167 110 75 49 120 180 X -
Ailing Loran L1 2397 10922 180 180 180 180 118 81 53 120 180 X -
Cursed Pthumerian Defilement L2 2517 13762 182 182 182 182 119 81 53 120 180 X -
Lower Loran L1 2564 15560 183 183 183 183 120 82 54 120 180 X -
Lower Loran L3 2756 17115 185 185 185 185 121 83 54 120 180 X -
► Defenses: Physical, Blunt, Thrust, Blood, Arcane, Fire and Bolt. Resistances: Slow Poison and Rapid Poison. Bonuses: Beasts & Kin.
Location & Discovery Drop & [Rate]
Base Random gem based on area x1 [25%], Quicksilver Bullets x5 [15%], Quicksilver Bullets x4 [45%], Sage's Wrist Pool x1 [15%]
439 discovery, no curse Random gem based on area x1 [46.58%], Quicksilver Bullets x5 [6.37%], Quicksilver Bullets x4 [19.1%], Sage's Wrist Pool x1 [27.95%]
110 discovery, curse Random gem based on area x1 [55.06%], Quicksilver Bullets x5 [2.98%], Quicksilver Bullets x4 [8.93%], Sage's Wrist Pool x1 [33.04%]
439 discovery, curse Random gem based on area x1 [56.6%], Quicksilver Bullets x5 [2.36%], Quicksilver Bullets x4 [7.08%], Sage's Wrist Pool x1 [33.96%]
  • Drop rate with Terrible curse (more information on Save-editing Chalice Dungeons wiki page) and 439 discovery is Random gem based on area x1 [60.82%], Quicksilver Bullets x5 [0.67%], Quicksilver Bullets x4 [2.01%], Sage's Wrist Pool x1 [36.49%].
Multipliers Bonuses Weak against Additional Information
HP Multiplier1Is beastYesBolt and FireHP multiplier with rally aura is 0.7
Arcane Damage Multiplier1Is kinNoFrenzy resistance is 999
Fire Damage Multiplier1.5Is weak to serratedNoSuper Armor value 0
Bolt Damage Multiplier1Is weak to righteousNo
  • All information (HP, Echoes, Defences, Multipliers & Bonuses) was datamined directly from game files and can be accessed via archived spreadsheet. Updated on January 11th, 2020.

Labyrinth Madman (Sickle) ❘ 守り人の狂人

Strong Enemy

Description

  • Labyrinth Madmen are extremely fast and aggressive enemies that come sprinting towards you while flailing attacks as soon as they spot you. They have excellent vision and can spot you from a considerable distance away, so it's important to listen out for the shrill scream they make as they run because they can cover that distance very quickly. Twin sickle-wielding madmen can inflict a tremendous amount of damage and their rapid attacks give you only brief openings in which to hit them. This threat is compounded by the fact that they are not easily flinched, even with heavy weapons, so you'll only ever get the chance to hit them once or twice before having to back off.
  • Single sickle Madmen are slightly less aggressive than those with two, and they tend not to run around as much once they're close to you. The key differences, however, are their lower amount of super armor, which means they're much easier to deal with once you start attacking them, and the fact that they'll occasionally decide to walk around slowly without attacking, allowing you to regain stamina or heal. Unlike other enemies, it's also recommended that you do not to try and stay behind them while attacking because many of their attacks reach far behind them. In a macabre display, the final type of Madman carries a rotting corpse in both hands which is used as a surprisingly effective weapon. Each attack from these enemies emits a small cloud of toxic fumes that cause large amounts of rapid poison buildup, making them incredibly dangerous.

Strategy

  • Unlike the madmen wielding two sickles, you can cause this enemy to flinch relatively easily by using quicksilver bullets, and this can be an especially effective tactic if you're using weapons with long reach such as the Rifle Spear. One of their more commonly used attacks Overhead Swinging Combo, which ends with a heavily delayed third hit to bait you walking into it; if you evade the first two hits, it's worth trying to interrupt the last one since it has such a lengthy animation. From close range they may use up to two kicks; although these will do little damage, they are fast and hard to evade, so if you get hit with one it's important to be slightly defensive in case they're using it to setup another attack. When using shorter weapons, quickstep past and through their attacks and hit their backs a few times before quickstepping backward to get away from them before they can turn around and attack again.

Notes

  • Preset Chalice Dungeons: Hintertomb, Lower Hintertomb, Ailing Loran, Cursed Pthumerian Defilement, Lower Loran
  • All enemies and bosses (except hunter enemies) have 999 frenzy resistance, despite that they are still vulnerable to such status. The only way to see it without modding is to use Shaman Bone Blade on enemy inflicting frenzy to attack others. [test video]
  • The Labyrinth Madmen, drop some of the best gems in the game. For more information go to this Drop List page.
  • When additional rite Fetid Offering is applied to the Chalice Dungeon, Watchers will have their stats boosted and appear with a smoky red visual effect to signify their upgrade. They reward you with more Blood Echoes and it increases the amount of items that will drop from them.
  • Fixed rally aura can appear on certain enemies exclusively in Loran dungeons. Despite their similarities, this aura is not related to Fetid rite. Enemies with such aura (red) will have Rally Effect and can regain health as you do. This aura appears around labyrinth madmen, male beast patients and scourge beasts. Enemies with rally aura recover 20% of their HP per hit. Besides rally ability, these enemies have only 70% of their normal HP and always drop cursed gems. Rally aura scourge beast can also drop Beast Blood Pellets (5% drop rate at base Discovery).
  • Variant with the Flaming weapon has the same stats as the regular version but its Flaming weapon adds +70 flat fire damage to enemy attacks.
  • Labyrinth Madman (Sickle) is tied to the Bloodlickers spawn effect in Chalice Dungeons. Therefore after executing visceral attack and killing this enemy, then heading off to other parts of the layer, there's a possibility that when you return to the room you visceral attacked it in a Bloodlicker will appear to feed on the blood. More information about this effect can be found on the Traps & Hazards wiki page.

Labyrinth Madman (Sickle)
Pungent Blood Cocktails attract this enemy, making it vulnerable for few seconds.
Shaman Bone Blades affect this enemy, making it hostile to other enemies.

Attack Patterns

Key Attack Interrupt Notes
Running Overhead Slash Yes Quickstep forward past this to avoid its sideways tracking.
Double Sweep Yes Slower and hard hitting two hit combo. Quickstep backward.
Overhead Swinging Combo Yes Short range three hit combo with a heavily delayed third hit. Quickstep back and away from this.

Ritual Materials: Drop Pools

  • For the most part, items dropped by enemies are decided simply by a random per cent chance from that enemy's own list of potential items. When an enemy appears in a dungeon, it sometimes has one or more of its drops determined by the dungeon's Depth, in order to give better rewards for more challenging dungeons. Such items are selected from a pool of similar items, and these pools are shown here. The upshot of this is that an enemy might drop a Tomb Mold (1) in the Depth 1 Pthumerian Root Labyrinth, but would drop a Tomb Mold (5) instead in a Depth 5 Isz Gravestone dungeon.
Pool Name
Depth 1
Depth 2
Depth 3
Depth 4
Depth 5
Sage's Wrist
Pool
Blood Vial
Depth 1
Sage's Wrist
Depth 2
Sage's Wrist
Depth 3
Sage's Hair
Depth 4
Sage's Hair
Depth 5
Enemies List Per Pool [% Drop Rate]
Sage's Wrist Pool
  • Labyrinth Madman (Corpse): x1 [15%]
  • Labyrinth Madman (Sickle): x1 [15%]
  • Labyrinth Madman (Twin Sickles): x1 [15%]
Chalice Dungeons Depth [Preset & Root]
  • Depth 1 (Preset) Pthumerian Labyrinth & (Root) Pthumerian Labyrinth
  • Depth 2 (Preset) Central Pthumerian Labyrinth, Hintertomb Labyrinth & (Root) Central Pthumerian Labyrinth, Hintertomb
  • Depth 3 (Preset) Lower Pthumerian Labyrinth, Lower Hintertomb Labyrinth & (Root) Lower Pthumerian Labyrinth, Sinister Lower Pthumerian Labyrinth, Lower Hintertomb, Sinister Hintertomb
  • Depth 4 (Preset) Cursed Pthumerian Defilement, Ailing Loran & (Root) Pthumerian Defilement, Ailing Loran
  • Depth 5 (Preset) Pthumeru Ihyll, Lower Loran, Isz Gravestone & (Root) Pthumeru Ihyll, Sinister Pthumeru Ihyll, Lower Loran, Sinister Lower Loran, Isz Gravestone, Sinister Isz Gravestone

Base Level: Blood Echoes, HP, Damage and Def. Multipliers

  • For enemies that also appear (or exclusively appear) in dungeons, their stats will be shown at the base level, because their exact stats at any given point are calculated from these base values. The basic formula is: Total Value = Base x A x B x C x D. Multipliers written down below were datamined directly from the game files. Multiplier A represents depth (1 - 5) of the chalice dungeon; multiplier B is layer (1 - 4) of the specific chalice dungeon; multiplier C is used when dungeon is Pthumeru Ihyll; multiplier D is for calculating blood echoes when additional curse rite is used.
Blood Echoes Multipliers HP Multipliers Damage Multipliers Defense Multipliers
Total Value = Base x A x B x C x D Total Value = Base x A x B x C Total Value = Base x A x B x C Total Value = Base x A x B x C
Multiplier A - Depth
Depth 1: 1.399999976158142
Depth 2: 3.2568421363830566
Depth 3: 10.551578521728516
Depth 4: 44.402103424072266
Depth 5: 63.250526428222656
Multiplier A - Depth
Depth 1: 1.7640000581741333
Depth 2: 2.558000087738037
Depth 3: 6.763999938964844
Depth 4: 11.41100025177002
Depth 5: 12.204999923706055
Multiplier A - Depth
Depth 1: 1.6239999532699585
Depth 2: 1.9140000343322754
Depth 3: 2.5899999141693115
Depth 4: 2.989000082015991
Depth 5: 3.1050000190734863
Multiplier A - Depth
Depth 1: 1.100000023841858
Depth 2: 1.149999976158142
Depth 3: 1.4249999523162842
Depth 4: 1.5499999523162842
Depth 5: 1.5750000476837158
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0499999523162842
Layer 3: 1.100000023841858
Layer 4: 1.2000000476837158
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0499999523162842
Layer 3: 1.0750000476837158
Layer 4: 1.149999976158142
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0750000476837158
Layer 3: 1.100000023841858
Layer 4: 1.149999976158142
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0099999904632568
Layer 3: 1.0149999856948853
Layer 4: 1.0175000429153442
Multiplier C - Ihyll
Ihyll: 1.36899995803833
Multiplier C - Ihyll
Ihyll: 1.1039999723434448
Multiplier C - Ihyll
Ihyll: 1.0870000123977661
Multiplier C - Ihyll
Ihyll: 1.0149999856948853
Multiplier D - Additional Rite
Cursed Offering: 1.2000000476837158
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