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Bare Fists

Bare Fists


Bloodborne Wiki » Weapons » Bare Fists

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page revision: 02, last edited: 09 Aug 2024

  • Basic Information
  • Bare Fists
  • 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
Hunter_Axe Fists / None 25 / - / - / - / -
(Physical)
- 0 - / - / - / -
S / S / - / -
- / - / 100 / 100 45 No

Bare Fists ❘

Right Hand Weapon

  • You start your journey with bare fists up until you obtain your first right-hand weapon. Bare fists cannot be upgraded.
  • 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. Rally number (in flat HP) can be raised by upgrading the weapon.
Name Blood Gem
Sockets
Rally Physical ATK Blood ATK Arcane ATK Fire ATK Bolt ATK Strength Icon Skill Icon Bloodtinge Icon Arcane Icon Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Fists +0 0 / 3 45 25 - - - - S S - - 2.00 2.00 0.00 0.00
(in flat HP) Damage Stat Bonuses 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.

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Physical 15 1.00 Light
→ R1 (2nd) 1.02 17 1.00 Light
→ → R1 (3rd) 1.05 20 1.00 Light
→ → → R1 (4th) 1.07 22 1.00 Light
→ → → → R1 (5th) 1.10 25 1.00 Light
R1 (backstep) 0.95 20 1.00 Light
R1 (rolling) 0.95 15 1.25 Light
R1 (frontstep) 0.95 15 1.25 Light
R1 (sidestep) 0.95 15 1.10 Light
R1 (dash) 1.10 20 1.25 Light
R2 1.25 30 1.30 Light
R2 (charged) 1.45 45 1.30 Normal continuously hold the button to execute
R2 (backstep) 1.20 30 1.25 Normal
R2 (dash) 1.30 35 1.25 Normal
R2 (forward leap) 1.40 40 1.45 Normal tap forward on the stick just as you press R2 to execute
Transform Attack 1.20 20 1.50 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.45 50 1.45 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 1.45 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 1.20 Physical 20 1.20 Light
→ R1 (2nd) 1.22 22 1.20 Light
→ → R1 (3rd) 1.25 25 1.20 Light
→ → → R1 (4th) 1.27 27 1.20 Light
→ → → → R1 (5th) 1.30 30 1.10 Light
R1 (backstep) 1.15 20 1.20 Light
R1 (rolling) 1.15 20 1.25 Light
R1 (frontstep) 1.15 20 1.25 Light
R1 (sidestep) 1.15 20 1.10 Light
R1 (dash) 1.25 25 1.15 Light
R2 1.42 40 2.00 Normal
R2 (charged) 2.00 55 2.50 Heavy continuously hold the button to execute
R2 (backstep) 1.35 40 1.25 Normal
R2 (dash) 1.45 40 1.35 Normal
R2 (forward leap) 1.50 40 1.45 Normal tap forward on the stick just as you press R2 to execute
L2 1.40 40 1.35 Light
→ L2 (2nd) 1.42 40 1.35 Normal
→ → L2 (3rd) 1.45 40 1.25 Special
Transform Attack 1.00 20 1.50 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.45 55 1.45 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 1.45 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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