Ludwig the Accursed / Holy BladeBloodborne Wiki » Bosses » Ludwig the Accursed / Holy Blade |
Source ❘ Edit ❘ Sitemap ❘ License page revision: 34, last edited: 04 Mar 2023 |
Basic Information |
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Location | Required | |||||||||||||
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Hunter's Nightmare Underground Corpse Pile | Accursed | 16658 | 34500 | 140 | 140 | 140 | 140 | 126 | 98 | 126 | 999 | 999 | X | - | No |
Hunter's Nightmare Underground Corpse Pile | Holy Blade | 140 | 140 | 140 | 140 | 252 | 119 | 168 | 999 | 999 | - | - | |||
► Defenses: Physical, Blunt, Thrust, Blood, Arcane, Fire and Bolt. Resistances: Slow Poison and Rapid Poison. Bonuses: Beasts & Kin. |
Location & Discovery | Drop & [Rate] |
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Hunter's Nightmare Underground Corpse Pile | Guidance (+20%) [100%]; + 1 Insight for encountering the boss; + 3 Insight for defeating the boss. |
Multipliers | Bonuses | Weak against | Additional Information | ||
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HP Multiplier | 1 | Is beast | Yes | Lowest defense: Fire | Holy Blade is beast: No |
Arcane Damage Multiplier | 1 | Is kin | No | Holy Blade is weak to serrated: Yes | |
Fire Damage Multiplier | 1 | Is weak to serrated | Yes | Frenzy resistance is 999 | |
Bolt Damage Multiplier | 1 | Is weak to righteous | No | Super Armor Accursed 60; Holy Blade 110 | |
Main Damage Type Phase 1: Blunt Phase 2: Physical, Arcane |
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Ludwig, the Accursed / the Holy Blade ❘ 醜い獣、ルドウイーク / 聖剣のルドウイーク | Boss |
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Cooperation & Boss' HP
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Ludwig Weak Points |
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Body Part | Total HP | Part HP | HP [%] | Damage X | Damage X after breaking |
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Head | 2400 | 400 | 16.67% | 1 | 1.5 |
Side | 2400 | 200 | 8.33% | 1 | 1.5 |
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Attack Patterns Phase One |
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Key Attack | Interrupt | Notes |
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Claw Swipes | No | Quickstep forward through them or sideways in the opposite direction of each swing. Can also quickstep backward several times to avoid them at mid range. |
Rear Kick | No | Strikes directly behind him with a swift kick. Quickstep sideways or simply avoid standing in this position. |
Headbutt | No | Extremely quick forward launcher used at close to pointblank range. Quickstep sideways one to two times. |
Stomp | No | Strikes in a 360-degree radius around his body at extremely close range. Quickstep away from him one to two times. |
Retreating Slash | No | Rapid frontal 180-degree slash while backstepping. Used if you pressure him too much from the front; to avoid it, quickstep backward once or forward through it. |
Leaping Slam | No | Rapid short-range jumping slam, usually used after other attacks as a follow-up. Quickstep backward or sideways one to two times. |
High Jump | No | Slower jump attack with very long reach, preceded by a scream. Quickstep forward past it at close range or backward several times at mid to long range. |
Bite Combo | No | Multiple hits with heavy forward momentum and minor tracking. Quickstep sideways two to three times as he approaches. |
Charging Tackle | No | Used after his health drops below 80%. Preceded by exhaling a puff of yellow gas. Quickstep twice to either side when he begins charging. |
Drop Ambush | No | Used after his health drops below 80%. The blood dripping from the ceiling marks his location; run directly away from his position in a straight line. |
Forward Geyser | No | Used after his health drops below 80%. Rapid long-range blast of water in a straight line, this attack is arcane damage type [video]. Quickstep sideways once to twice. |
Sweeping Geyser | No | Used after his health drops below 80%. Sweeps a geyser of water in a counterclockwise arc, this attack is arcane damage type [video]. Run or quickstep counterclockwise, or move to his side. |
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Attack Patterns Phase Two |
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Key Attack | Interrupt | Notes |
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Fast Combo | No | Preceded by a roar. Raises his sword to his left shoulder and performs two quick frontal slashes, a slower overhead cut and an upward swing. Quickstep right twice consecutively through the horizontal swings, right again through the overhead and continue strafing counterclockwise during the uppercut. |
Heavy Combo | No | Frontal arcing counterclockwise slash followed by either a single diagonal swing from the opposite direction or three overhead chops and an upward cleave. Quickstep backward two to three times to avoid the entire combo or quickstep forward through the first hit, sideways through each of the three overheads and forward or sideways through the final upward slash. |
Run-in Combo | No | Dashes toward you from long distance and performs a horizontal slash followed by either a slower diagonal slash or a series of vertical overhead cuts. Quickstep forward past each swing toward his rear. |
Forward Cross | No | Two extremely rapid diagonal slashes which strike directly ahead of him; generally used to punish pointblank strafing. Quickstep once sideways. |
Uppercut Rush | No | Running uppercut slash sometimes followed up with a diagonal cut. Strikes a large forward and backward vertical arc on his right side and has long reach. Quickstep forward past it toward his left side, or quickstep once sideways. |
Moonlight Wave | No | Slow horizontal charge slash followed by a horizontal wave of moonlight. Quickstep forward through the wave, or twice sideways at longer range when time permits. |
Double Moonlight Wave | No | Two diagonal slashes in opposite directions which create two waves of moonlight at opposite angles. Quickstep sideways to avoid the first and immediately quickstep sideways again to avoid the second. |
Moonlight Stab | No | Performs a forward thrust covered in arcane energy. Quickstep once in any direction to avoid it: it will miss completely if you are standing at pointblank range. |
Moonlight Ring | No | Charges for about three seconds, then stabs his sword into the ground. Creates a small circular burst of energy centered on the sword; quickstep backward one to two times to escape. |
Moonlight Onslaught | No | Slowly raises his sword above his head, then creates a massive spherical explosion centered on the sword followed after about two seconds by a massive forward blast of energy which lasts another three seconds. Quickstep in any direction immediately before the explosion to dodge through, then quickstep forward past him and stand to either side or behind him to avoid the sustained energy blast. |
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