Church PickBloodborne Wiki » Weapons » Church Pick |
Source ❘ Edit ❘ Sitemap ❘ License page revision: 70, last edited: 06 Mar 2024 |
Basic Information |
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Image | Name | Damage | QS Bullet Use | Durability | Stats Req. / Bonus | Special Attack | Rally | Buffable |
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Church Pick | 88 / - / - / - / -
(Phys./Thrust) |
- | 250 | 9 / 14 / - / -
E / D / - / D |
- / - / 100 / 100 | 50 (no upgrade) |
Yes |
Church Pick ❘ 教会の杭 | Right Hand Weapon |
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Merchants |
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Shop | Buy (Day) | (Evening) | (Night) | (Red Moon) | (NG+) | Sell | Requirement |
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Bath Messengers [Hunter's Dream] | - | - | 16000 | 16000 | 16000 | 4800 | Church Pick |
Insight Bath Messengers [Hunter's Dream] | - | - | - | - | - | - | None |
Chalice Bath Messengers [Chalice Dungeons Common] | - | - | 16000 | 16000 | 16000 | - | Church Pick |
Patches, the Spider [Chalice Dungeons Rare] | - | - | 16000 | 16000 | 16000 | - | Church Pick |
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Upgrade Table |
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To fully upgrade Church Pick requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 4780 Blood Echoes. |
Name | |||||
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Church Pick +0 | 0.20 | 0.50 | 0.00 | 0.38 | |
Church Pick +1 | 0.22 | 0.52 | 0.00 | 0.40 | |
Church Pick +2 | 0.24 | 0.54 | 0.00 | 0.42 | |
Church Pick +3 | 0.26 | 0.56 | 0.00 | 0.45 | |
Church Pick +4 | 0.28 | 0.58 | 0.00 | 0.47 | |
Church Pick +5 | 0.30 | 0.60 | 0.00 | 0.49 | |
Church Pick +6 | 0.32 | 0.62 | 0.00 | 0.51 | |
Church Pick +7 | 0.34 | 0.64 | 0.00 | 0.53 | |
Church Pick +8 | 0.36 | 0.66 | 0.00 | 0.56 | |
Church Pick +9 | 0.38 | 0.68 | 0.00 | 0.58 | |
Church Pick +10 | 0.40 | 0.70 | 0.00 | 0.60 | |
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) |
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Stat Range (Strength) | Damage per Point | Estimated Attack Gained | Stat Range (Skill) | Damage per Point | Estimated Attack Gained |
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10 to 25 | 2.13 | 32 | 15 to 25 | 4.10 | 41 |
26 to 50 | 0.96 | 24 | 26 to 50 | 1.72 | 43 |
50 to 99 | 0.22 | 11 | 50 to 99 | 0.37 | 18 |
Normal Mode Attacks Properties |
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Attack | DMG X | Type | Stamina | Rally X | Impact | Note |
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R1 | 0.95 | Thrust | 20 | 0.95 | Light | |
→ R1 (2nd) | 0.98 | Physical | 20 | 0.98 | Light | |
→ → R1 (3rd) | 1.02 | Physical | 20 | 1.02 | Light | |
→ → → R1 (4th) | 1.06 | Thrust | 20 | 1.06 | Light | |
R1 (backstep) | 0.95 | Physical | 20 (+10) | 0.95 | Light | forward momentum and sweeping arc are good against crowds |
R1 (rolling) | 0.95 | Thrust | 20 (+10) | 0.95 | Light | |
R1 (frontstep) | 0.95 | Thrust | 20 (+10) | 0.95 | Light | |
R1 (sidestep) | 0.95 | Thrust | 20 (+10) | 0.95 | Light | |
R1 (dash) | 1.05 | Physical | 30 (+X) | 1.05 | Normal | |
R2 | 1.30 | Thrust | 40 | 1.50 | Normal | better range than most attacks in this mode |
R2 (charged) | 1.70 | Physical | 55 | 2.00 | Heavy | continuously hold the button to execute |
R2 (backstep) | 1.25 | Physical | 35(+10) | 1.25 | Normal | |
R2 (dash) | 1.40 | Physical | 50 (+X) | 1.40 | Normal | |
R2 (forward leap) | 1.45 | Physical | 50 | 1.45 | Normal | tap forward on the stick just as you press R2 to execute |
Transform Attack | 1.20 | Thrust | 30 (+X) | 2.00 | Normal | press L1 while performing another action to execute; forced Guard Break |
Plunge Attack | 1.45 | Physical | 50 | 1.45 | Massive | press R1 or R2 while falling to execute |
Plunge Attack (2nd hit) | 0.90 | Blunt | - | 0.00 | Normal | Plunge (AoE) |
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Transformed Mode Attacks Properties |
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Attack | DMG X | Type | Stamina | Rally X | Impact | Note |
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R1 | 1.05 | Thrust | 25 | 1.05 | Light | hits high; useful for striking enemy weak points |
→ R1 (2nd) | 1.00 | 25 | 1.00 | Light | sweeping arc is good against crowds | |
→ → R1 (3rd) | 1.00 | 25 | 1.00 | Light | sweeping arc is good against crowds | |
→ → → R1 (4th) | 1.20 | 25 | 1.20 | Normal | hits high; useful for striking enemy weak points | |
R1 (backstep) | 0.95 | 20 (+10) | 0.95 | Light | ||
R1 (rolling) | 1.00 | 20 (+10) | 1.00 | Light | ||
R1 (frontstep) | 1.00 | 20 (+10) | 1.00 | Light | ||
R1 (sidestep) | 1.00 | 20 (+10) | 1.00 | Light | forward momentum and sweeping arc are good against crowds | |
R1 (dash) | 1.00 | 35 (+X) | 1.10 | Normal | ||
R2 | 1.40 | 45 | 1.50 | Normal | ||
R2 (charged) | 1.90 | 70 | 2.00 | Massive | continuously hold the button to execute | |
R2 (charged follow-up) | 2.10 | 60 | 2.00 | Massive | ||
R2 (backstep) | 1.30 | 40 (+10) | 1.30 | Normal | ||
R2 (dash) | 1.40 | 50 (+X) | 1.50 | Heavy | ||
R2 (forward leap) | 1.50 | 50 | 1.50 | Heavy | tap forward on the stick just as you press R2 to execute | |
L2 | 0.50 | 20 | 1.00 | Normal | quick startup; short range | |
Transform Attack | 1.35 | 35 (+X) | 2.50 | Normal | 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 | Blunt | - | 0.00 | Normal | Plunge (AoE) |
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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 |
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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:
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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:
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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:
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