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©Future Press Bloodborne Collectors Edition Guide

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Whirligig Saw

Whirligig Saw


Bloodborne Wiki » Weapons » Whirligig Saw

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 61, last edited: 08 Aug 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)
  • 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
Whirligig Saw Whirligig Saw 95 / - / - / - / -
(Phys./Blunt/Thrust)
- 230 18 / 12 / - / -
B / E / - / D
- / - / 100 / 100 60
(no upgrade)
Yes

Whirligig Saw ❘ 回転ノコギリ

Right Hand Weapon

In-Game Description

    A trick weapon crafted by the workshop heretics, the
    Powder Kegs, and weapon of choice for the old hunter Valtr,
    the Beast Eater.

    This weapon pummels beasts in its mace form, but its true
    strength lies in its attached mechanical saws.
    These discs, lined with serrated teeth, spin rapidly, trashing
    the flesh of beasts into fine shreds.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Whirligig Saw requires 18 strength and 12 skill to use. Though it requires a high investment in strength, this will not be wasted, as it scales exceptionally well with this stat. It even receives an S rating when fully upgraded! Many attacks in normal mode offset the Whirligig Saw's scaling by having low damage multipliers. The real star of the show is the transform mode, which rapidly shreds with some attacks. In addition, this mode deals a 20% damage increase against enemies weak to serration. Both modes utilize the game's regain system very well. All things considered, the Whirligig Saw should feel comfortable to anyone familiar with Logarius' Wheel.
  • Normal Mode: For the most part, damage multipliers for normal mode attacks score lower than the weapon's overall attack rating. Attacks are mainly blunt, but there are a few thrust attacks at your disposal. You may want to use this mode for its speed and comparatively lower stamina costs, especially when handling more evasive enemies.
  • Transformed Mode: The Whirligig Saw's transform mode uses a large array of physical attacks, which is a good balance to all of the blunt and thrust attacks of the normal mode. This mode is overall slower and consumes more stamina, but deals more damage per hit. It also gains a 20% attack bonus against enemies weak to serrated weapons. This mode is similar to Logarius' Wheel with its shredding attacks; players utilizing the regain system will benefit greatly from using this mode.

Availability

  • Normal: Treasure in (The Old Hunters DLC): Hunter's Nightmare; just after Nightmare Church lamp. You head down the stairs, drop down to your right and at the end of the path the weapon will be on the tombstone. If you need further assistance to find the weapon, you can follow the full Hunter's Nightmare Map. It is possible to obtain Whirligig Saw faster by jumping on the wooden beams from top of ladder before Bloody Plaza and then subsequently jump on the tombstone it's on. [video]
  • Uncanny: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]
  • Lost: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]

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

  • The infamous Pizza Cutter is a beast of a Strength weapon, which should immediately point anybody seeking to optimize it towards high Strength investment, be it a pure Strength build or a quality spread. In either case, one Heavy Abyssal and two Tempering gems is, as usual, the gold standard for a basic Whirligig. It is notable that the untricked mode deals exclusively Blunt damage, so 32.6% Blunt Adept gems can make this mode hit harder than usual, however this robs you of the weapon's best feature, its tricked mode, and is not often recommended. The Whirligig's pure physical serrated damage also makes it appealing for conversion to Fire damage on Arcane builds, resulting in one of the most powerful anti-beast converted weapons in the game. Two Cold Abyssals and one Fire Abyssal will make this build shine.
  • Best suited for: Strength builds, Quality builds, Arcane builds
  • Arcane conversion: Yes
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The R1 chain is a series of fast blows and, while not exactly rapid, their speed will somewhat make up for the low damage multipliers. Blunt attacks receive higher rates of health regain, which synergizes well with the speed of these attacks and more aggressive play. The fourth hit of this chain is thrust type, though its usefulness can be quite limited due it to being so late in the chain.

    The backstep R1 makes for a better and more useful thrust attack. Its damage multiplier low, but it uses much less stamina than the dashing R1 thrust. Backsteps won't put much distance between you and the range of most enemy attacks, if at all. They also require specific timing to properly utilize the invincibility frames, so in some cases the dashing R1's higher stamina may be worth it. The normal R2 has much better damage than most attacks, but you're better off just using the transform mode R1s for faster swing speeds and similar damage.

    A charged R2 will deal much more damage than other attacks, but it's really only useful for setting up rear visceral attacks. Instead, consider using the leaping R2. This is a great alternative; it uses slightly more stamina, but deals a fairly similar amount of damage without the long charge. It's also great for breaking enemy super armor, which it does with high impact.
  • Transformed Mode: The R1 chain has a good damage multiplier and peaks at the fourth hit with a small area of effect grinding attack. If you manage to pull off the whole thing, it deal a great amount of damage. Otherwise, you can use the first R1 for prodding back enemies. Quickstep R1s are very useful for this purpose as well. Single hits are almost a necessity for some enemies, and for these instances you can use a backward quickstep R1. This gives good forward momentum which is only complimented by the forward jab.

    A fully charged R2 will take a lot longer than most other weapons' equivalent attacks to perform, but it is very powerful and creates a small, continuous grinding area of effect. If you feel that an enemy is getting too close during the long charge, releasing it early is not a bad idea. Doing so will result in a standard R2, but with its startup out of the way during the charge, the swing will be near instant! This can also work as a strong fake out against players online. Another two grinding attacks are the leaping and backstep R2s; the leaping R2 deals more damage, but the backstep R2 uses less than half the amount of stamina to perform.

    Holding L2 causes your character to hold the blade outward while it spins. This chips away stamina quickly while active and cancels upon release. You can still slowly move around while doing this, which will allow you to walk into enemies with the blade. Enemies with next to no super armor will be stun locked, unable to attack. Foes with high super armor values will appear to flinch, but can still attack, so don't get too greedy! Tapping L2 also works as a forward jab, though the damage multiplier for a single hit isn't that good by itself.

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, Whirligig Saw 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%. Whirligig Saw which has 230 points of durability reaches risk state at 69 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Whirligig Saw +0 it's 3 Blood Echoes per 1 point and for Whirligig Saw +10 it's 10 (values are rounded), full repair costs for +10 are 2400 Blood Echoes.

Notes

  • This Weapon is part of The Old Hunters DLC.
  • 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.
  • Uncanny and Lost versions are sold in every Chalice Bath Messengers & Patches, the Spider shop, both for the same price.
  • Uncanny and Lost versions available for purchase after obtaining normal version of the weapon.
  • Visual glitch was discovered where you can temporarily glitch cape [wiki page] from your chest garb if you use Yahar'gul teleport or portal traps in Chalice Dungeons. You need to equip any weapon your hunter puts on their back (Kirkhammer, Ludwig's Holy Blade, Burial Blade & Whirligig Saw) and enter the teleport.
  • Video: Bloodborne - New DLC Weapon "Whirligig Saw" Location by tassssssssss.
  • You can find concept art of the Whirligig Saw in Bloodborne Official Artworks, on page 242.

Whirligig Saw
Model Art Icon
In-game Description Print Whirligig Saw
The Old Hunters DLC

Blood Gems Sockets

  • Whirligig Saw
  • RadialRadialTriangle
  • Uncanny Whirligig Saw
  • Radial RadialWaning
  • Lost Whirligig Saw
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] - - 30000 30000 30000 15000 Whirligig Saw
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - 30000 30000 30000 - Whirligig Saw
Patches, the Spider [Chalice Dungeons Rare] - - 30000 30000 30000 - Whirligig Saw
  • Uncanny & Lost Whirligig Saw: Acquiring any weapon that's new in The Old Hunters DLC will also unlock its Uncanny and Lost variant in Chalice Bath Messengers & Patches, the Spider shop, for the same price as normal variant. Purchasing these variants will then make them available back in the regular Bath Messengers shop.

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
Whirligig Saw +0 0 / 3 60 95 - - - - B E - D - - - - -
Whirligig Saw +1 1 / 3 66 104 - - - - B E - D 3 - - - 320
Whirligig Saw +2 1 / 3 72 113 - - - - B E - C 5 - - - 380
Whirligig Saw +3 2 / 3 78 122 - - - - B E - C 8 - - - 460
Whirligig Saw +4 2 / 3 84 131 - - - - A E - C - 3 - - 520
Whirligig Saw +5 2 / 3 90 140 - - - - A E - C - 5 - - 600
Whirligig Saw +6 3 / 3 96 149 - - - - A E - B - 8 - - 680
Whirligig Saw +7 3 / 3 102 158 - - - - A E - B - - 3 - 740
Whirligig Saw +8 3 / 3 108 167 - - - - A E - B - - 5 - 820
Whirligig Saw +9 3 / 3 114 176 - - - - A E - B - - 8 - 880
Whirligig Saw +10 3 / 3 120 190 - - - - S D - B - - - 1 960
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Whirligig Saw 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
Whirligig Saw +0 0.70 0.20 0.00 0.49
Whirligig Saw +1 0.74 0.21 0.00 0.52
Whirligig Saw +2 0.78 0.22 0.00 0.55
Whirligig Saw +3 0.82 0.23 0.00 0.57
Whirligig Saw +4 0.86 0.24 0.00 0.60
Whirligig Saw +5 0.90 0.25 0.00 0.63
Whirligig Saw +6 0.94 0.26 0.00 0.66
Whirligig Saw +7 0.98 0.27 0.00 0.68
Whirligig Saw +8 1.02 0.28 0.00 0.71
Whirligig Saw +9 1.06 0.29 0.00 0.74
Whirligig Saw +10 1.10 0.30 0.00 0.77
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)

  • 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
19 to 25 6.29 44 13 to 25 1.77 23
26 to 50 2.92 73 26 to 50 0.80 20
50 to 99 0.65 32 50 to 99 0.16 8

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 0.75 Blunt 18 0.60 Light
→ R1 (2nd) 0.78 Blunt 18 0.63 Light
→ → R1 (3rd) 0.81 Blunt 18 0.66 Light
→ → → R1 (4th) 0.85 Thrust 18 0.70 Normal thrust damage; good against specific foes
R1 (backstep) 0.70 Thrust 12 (+10) 0.70 Light thrust damage; good against specific foes
R1 (rolling) 0.70 Blunt 12 (+10) 0.70 Light
R1 (frontstep) 0.70 Blunt 12 (+10) 0.70 Light
R1 (sidestep) 0.70 Blunt 12 (+10) 0.70 Light long step forward
R1 (dash) 0.85 Thrust 28 (+X) 0.85 Normal thrust damage; good against specific foes
R2 1.05 Blunt 30 0.90 Normal
R2 (charged) 1.30 Blunt 45 1.30 Heavy continuously hold the button to execute
R2 (backstep) 1.00 Blunt 25 (+10) 1.00 Heavy
R2 (dash) 1.15 Blunt 40 (+X) 1.20 Normal
R2 (forward leap) 1.20 Blunt 50 1.20 Heavy
Transform Attack 1.15 Physical 35 (+X) 1.20 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.20 Blunt 50 1.10 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.60 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 1.00 Physical 30 1.00 Normal
→ R1 (2nd) 1.03 Physical 30 1.03 Normal
→ → R1 (3rd) 1.12 Physical 30 1.12 Normal
→ → → R1 (4th) 1.15 + 0.3*2 Physical 30 1.15 + 0.3*2 Normal high damage; also produces two 0.30x shreds
R1 (backstep) 1.00 Physical 25 (+10) 1.10 Normal
R1 (rolling) 0.95 Physical 25 (+10) 1.05 Normal
R1 (frontstep) 0.95 Physical 25 (+10) 1.05 Normal
R1 (sidestep) 0.95 Physical 25 (+10) 1.05 Normal
R1 (dash) 1.08 Physical 40 (+X) 1.08 Normal
R2 1.30 Physical 55 1.30 Heavy
R2 (charged) 1.8 + 0.3*3 Blunt 80 2.5 + 0.3*3 Massive continuously hold the button to execute; also produces three 0.30x shreds
R2 (backstep) 1.2 + 0.3*2 Blunt 25 (+10) 1.3 + 0.3*2 Normal also produces two 0.30x shreds
R2 (dash) 1.40 Physical 65 (+X) 1.50 Heavy
R2 (forward leap) 1.5 + 0.3*2 Blunt 65 1.5 + 0.3*2 Heavy tap forward on the stick as you press R2; also produces two 0.30x shreds
L2 0.80 Physical 25 0.80 Light continuously hold the button to execute
L2 (held 1) 0.60 Physical 10 0.30 Light loops between 1, 2 and 3 as long as L2 is held
L2 (held 2) 0.30 Physical 0 0.30 Very Light loops between 1, 2 and 3 as long as L2 is held
L2 (held 3) 0.60 Physical 10 0.30 Light loops between 1, 2 and 3 as long as L2 is held
Transform Attack 1.05 Blunt 25 (+X) 1.30 Heavy press L1 while performing another action;
Plunge Attack 1.50 Physical 65 1.40 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.60 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.
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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