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©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]


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Giant Fishman (Anchor)

Giant Fishman (Anchor)


Bloodborne Wiki » Enemies » Giant Fishman (Anchor)

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page revision: 25, last edited: 31 Jan 2022

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
Fishing Hamlet 6352 4166 195 90 150 150 114 118 270 200 180 - -
Fishing Hamlet | Well 6352 4514 195 90 150 150 114 118 270 200 180 - -
► Defenses: Physical, Blunt, Thrust, Blood, Arcane, Fire and Bolt. Resistances: Slow Poison and Rapid Poison. Bonuses: Beasts & Kin.
Location & Discovery Drop & [Rate]
Fishing Hamlet Random gem based on area x1 [25%], Blood Vial x5 [20%], Blood Vial x4 [55%]
Fishing Hamlet | Well None
Multipliers Bonuses Weak against Additional Information
HP Multiplier1Is beastNoBluntFrenzy resistance is 999
Arcane Damage Multiplier1Is kinNoSuper Armor value 80
Fire Damage Multiplier1Is weak to serratedNo
Bolt Damage Multiplier1Is weak to righteousNo
  • All information (HP, Echoes, Defences, Multipliers & Bonuses) was datamined directly from game files and can be accessed via spreadsheet | archived. Updated on January 31st, 2022.

Giant Fishman (Anchor) ❘ 瘤あたま

Strong Enemy

Description

  • These monstrous brutes serve as the token "tank" enemies in the Fishing Hamlet. While encountered in only a few locations, they tend to be positioned in spots where they are either not immediately visible or cannot be engaged in combat at all until you've triggered an ambush. The differences between bare-handed Giant Fishmen and those armed with anchors are significant; the former are generally slow and ponderous enemies with fairly predictable attacks, while the latter have a larger moveset and their actions can be much more difficult to anticipate. Anchor-wielding Giant Fishmen are by far the more dangerous subtype owing to their longer reach, faster attacks and deliberate feints; fortunately, both types can be poisoned with relative ease and are susceptible to standard interrupts and staggers. Do note that while two aesthetic variations of the bare-handed subtype exist, the differences are purely cosmetic and these enemies are in fact identical in every other way.

Overview

  • These monstrous fishmen are the most dangerous enemies in the expansion areas, bar none. They have rock-solid defense, more health than some bosses and a repertoire of incredibly devious attacks which put their unarmed counterparts to shame. The anchor-wielding variant's combat behavior differs drastically from the unarmed type owing to the addition of a makeshift weapon; these enemies do not use grab attacks, but their swings have incredibly long reach and powerful stunlock capabilities. They utilize a combination of rapid strikes and delayed feints, and will incorporate both into combos of up to five hits; additionally, many of their individual swings have considerable forward momentum or reach directly behind them. At close range they will perform a quick three-hit melee combo followed by an overhead slam if you are still within reach afterward; they will also use a separate series of up to five slow horizontal swings which alternate between counterclockwise and clockwise, and will punish attempts to hide behind them with a swift backward uppercut. Another of their close to mid-range combos consists of up to three vertical slams at different intervals; they will generally only execute the followup swings if the first hit connects and will occasionally use a horizontal sweep instead of a third vertical blow. At mid to long range they will sometimes run forward for about three seconds and perform a counterclockwise swing with an extremely wide arc; they also use more dangerous version of the unarmed variant's sliding tackle all ranges. For all their ferocity, however, they are still susceptible visceral attacks via ordinary interrupts and staggers, and can be poisoned with a paltry four Poison Knives. They share their species weakness to arcane damage, making weapons like the Holy Moonlight Sword and tools such as the Executioner’s Gloves and A Call Beyond particularly useful for dealing with them.

Strategy

  • As these enemies can reach every position in their immediate vicinity with at least one of their attacks, standing close to them for any length of time is not recommended. The safest strategy is to keep them at mid to long range and wait for an opportunity to interrupt one of their more predictable moves, then follow up with a visceral attack. Opportunities to strike them with melee weapons can be exploited during the recovery periods after their combos and heavy individual swings, but remain ever watchful for their swift counter-attacks and be prepared to quickstep through an incoming strike at the moment's notice.
  • Their jump attack, downward slams, running horizontal sweep, uppercut and slower combos offer the best chances to interrupt them; the recovery of their heavier attacks will also occasionally leave enough time to stagger them from behind. Their sliding tackle is only superficially similar to the version used by their unarmed counterparts; it can still be interrupted but the bullet must connect after they hit the ground rather than before. Extremely precise timing is required to interrupt this attack without trading hits however, even if you do trade on a successful interrupt, there will still usually be enough time to recover and initiate the visceral attack. To avoid the tackle, quickstep twice sideways as the enemy hits the ground and begins sliding, or once sideways and then once backward; an additional backward quickstep may be necessary after the initial slide in order to escape the subsequent flailing.
  • Their jump attack can be avoided by quickstepping to either side or forward past them as they jump, or simply interrupted midair; beware that they will immediately perform this move in an attempt to punish the use of Blood Vials or other consumable items if you do so while within its reach.
  • Their five-hit horizontal combo can be avoided by quickstepping backward out of range or sideways in the opposite direction of each swing, but it is NOT safe to stand behind these enemies or remain at close range during this combo as all of the swings strike in a nearly 360-degree radius and will reach directly behind them; either dodge the first swing and immediately back out of range of the rest or simply interrupt one of the following strikes and perform a visceral attack.
  • At mid range it is possible to avoid their downward slam combo with one to two backward quicksteps; in closer proximity it is necessary to quickstep forward counterclockwise past the enemy's left side and continue strafing toward its back. The windup on their forward uppercut is very obvious and provides plenty of warning; if you must dodge rather than interrupt it, quickstep forward counterclockwise past the enemy's left side just before it swings or move in to pointblank range and strafe counterclockwise around its body and the swing will miss. Do NOT-attempt to quickstep clockwise through the swing as its enormous hitbox has a high probability of beating out your invincibility frames. To avoid the faster three-hit melee combo, quickstep forward clockwise toward the enemy's right side underneath the first swing and continue strafing clockwise at pointblank range, staying behind it for the remainder of the combo. If it follows up with the slam, continue to strafe clockwise at pointblank range or quickstep past it in a clockwise direction just before it brings its arms down.
  • Initially, Giant Fishman (Fists) hangs from the well's ceiling; you can lock on to him, but he is immune to projectiles and won't fall. He drops down when Giant Fishman (Anchor) loses half of his health. Easy Well strategy for obtaining the Rakuyo in the well in Fishing Hamlet is to use Shaman Bone Blade to make them fight each other, providing you with plenty of openings. Alternatively you can "cheese" them from alcove above them which can be accessed further in the Fishing Hamlet, with manually aimed Throwing Knives using Monocular, you can aggro one then another and kill them with preferably longer range weapon such as Threaded Cane and Beast Cutter. [video]

Blood Gem Drop Table [common-max]

Gem Shape Rating Primary Effect Secondary Effect
Warm Damp Blood Gem (6) Circle 17 BLT scaling +14.2 Add blood ATK +6.5
Damp Bloodtinge Gem (6) Circle 17 Blood ATK up +17% Add blood ATK +6.3

Variants

Basic variant Variant found within the Well.

Notes

  • This Enemy is part of The Old Hunters DLC.
  • 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]

Giant Fishman (Anchor)Giant Fishman (Anchor)
The Old Hunters DLC
Pungent Blood Cocktails don't attract this enemy, making the item ineffective.
Shaman Bone Blades affect this enemy, making it hostile to other enemies.

Attack Patterns

Key Attack Interrupt Notes
Dashing Swing Yes Extremely long delay; interrupt it or dodge late in the animation by quickstepping through the attack in the opposite direction of the swing.
Rising Anchor Yes Interrupt it or quickstep forward counterclockwise past the enemy's left side just before the swing.
Downward Slam Yes At mid range, quickstep backward once to twice; if any closer, quickstep forward counterclockwise past the enemy's left side and continue strafing toward its back. Easily interrupted.
Leaping Smash Yes Quickstep forward past the attack or interrupt it.
Backward Uppercut Yes Strafe or quickstep counterclockwise if standing on the enemy's left side or clockwise through the attack from any other close-range location. Positioning and timing are unfavorable for interrupts.
Sliding Tackle Yes Quickstep twice sideways as the enemy hits the ground and begins sliding, or once sideways followed by once backward.

New Game Cycles

New Game NG+ NG+2 NG+3 NG+4 NG+5 NG+6
Locations HP Blood Echoes Icon HP Blood Echoes Icon HP Blood Echoes Icon HP Blood Echoes Icon HP Blood Echoes Icon HP Blood Echoes Icon HP Blood Echoes Icon
Fishing Hamlet 6352 4166 9248 12765 9895 14042 10173 15956 10450 19148 10635 25530 11098 31913
Fishing Hamlet | Well 6352 4514 9248 13831 9895 15214 10173 17289 10450 20747 10635 27662 11098 34578
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