Whips are a type of Weapon in Dark Souls 3. These Weapons usually do little to moderate damage, and perform poorly against well-armored foes, but have long reach and can have Auxiliary effects such as Bleeding or Poison. Unlike other melee weapons, whips cannot be parried but cannot backstab or riposte.

 Name & Icon   Attack Power
Damage Reduction (%)
Requirements

Param Bonus

Durability / Weight - Attack Type - Skill
icon-wp_physicalAttack.pngicon-wp_physicaldef.png icon-magicbonus.pngicon-wp_magicdef.png icon-firebonus.png icon-wp_firedef.png icon-lightningbonus.png icon-wp_lightningdef.png icon-darkbonus.png icon-wp_darkdef.png CriticalStability Frosticon-wp_poisonbld.png 7icon-wp_bleed.png50 Strength Bonus Dexterity Bonus Intelligence Bonus Faith Bonus

icon-durabilitiy.png
icon_weight.png

Focus Cost

Skill


Acquired From

Whip

90

25

0

15

0

10

0

10

0

15

100

10

0

0

0

0

6

-

14

C

0

-

0

-

50

2.0

14( -/ -)

Impact

Looted from a corpse in the Undead Settlement.

Notched Whip

95

25

0

15

0

10

0

10

0

15

100

10

0

0

33

 6

-

 19

D

 0

-

-

 50

2.0

 14( -/ -)

Impact

Beginning of the Cathedral of the Deep. First bonfire.

Witch's Lock

Witch's Locks

77

30

0

15

80

20

0

10

0

15

100

15

0

0

0

0

9

-

 17

D

 12

C

 12

C

50

3.0

18(-/-/) 

Flame Whip

In a chest in dark room in Floor 1 of Grand Archives. Pull the lever.

Spotted Whip dks3

 Spotted Whip

102

25.0

0

15

0

10

0

10

0

15

100

10

33

0

0

9

-

20

D

0

-

0

-

50

2.5

14(-/-)

Impact

Located where you first found Cornyx in Undead Settlement after summoning White Phantom Great Swamp Cuculus and defeating Old Demon King.

Rose of Ariandel

79

25.0

0

15

0

10

0

10

0

15

100

10

0

0

33

10

C

12

E

0

-

17

B

50

3.5

25(-/-)

Awakening

Ashes of Ariandel DLC: Soul Transposition of Soul of Sister Friede



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    • Anonymous

      01 Jun 2021 19:25  

      Been using whips again lately, surprisingly good for PVP duels.

      The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

      If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

      The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

      The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

      The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

      Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.

      • Anonymous

        01 Apr 2021 19:50  

        Been using whips again lately, surprisingly good for PVP duels.

        The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

        If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

        The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

        The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

        The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

        Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.

        • 18 Mar 2021 18:41  

          Been using whips again lately, surprisingly good for PVP duels.

          The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

          If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

          The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

          The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

          The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

          Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.

          • Anonymous

            27 Feb 2021 03:13  

            Been using whips again lately, surprisingly good for PVP duels.

            The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

            If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

            The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

            The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

            The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

            Overall, whips are great in spite of the **** it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.

            • Anonymous

              27 Feb 2021 03:13  

              Been using whips again, they are pretty swell for duels.

              The r1s aren't as useless as everyone thought. It has range obviously but if you spam the R1 while your opponent is at medium range, it will force them to back off/roll away, or roll into you. The 1st situation is a stalemate but good for you since you maintain distance. If they roll into you, then you can follow up with the weapon art. Even though its 1st 2 hits deal pathetic damage, they hit quick AF and are good for stun lock and chaining the 3rd hit.

              If your opponent decides to do a running attack, you can counter with a rolling r1 which deals great damage for its reach.

              R2 has great range and coverage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2handed R2 if possible.

              The running R2 is great for surprises, since it comes off fast and also hits behind you. Getting used to the whip means being ace with your roll timings as well. So if your health is still full, you can risk a bit by doing a running R2 to throw people off.

              Overall a great weapon in spite of the **** it gets from people. It just works different and you need to learn to use it if you like the whip. Weakness to this would be poise and in-your-face aggression, which is the weakness to many things, really.

              • Anonymous

                20 Feb 2021 15:15  

                Been using whips again lately, surprisingly good for PVP duels.

                The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

                If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

                The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

                The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

                The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

                Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.

                • Anonymous

                  01 May 2020 01:13  

                  I don't know how I came here. I don't even use a whip as a weapon. But it's the course! The Belmont's curse!

                  • Anonymous

                    01 Apr 2020 08:17  

                    If you master the whip no one can touch you, use it to bait people into a parry and switch weapons to get the crit. Its weapon art reduces stamina regen so couple a whip with frost for frostbite as the effects stack. Witches lock does a lot of dmg if you equip +fire dmg items. Whips can be versatile if used correctly. Frost whip+knight slayers ring, say good bye to turtles, i could go into a lot of detail on how to use a whip effectively for pvp, but it's more fun to learn them on your own.

                    • Anonymous

                      28 Feb 2020 17:15  

                      Used so rarely, people have trouble reacting to the speed and range of whips. Some even try to parry them. Test them out on the chairs and passive enemies by the Cleansing Chapel bonfire; the hitbox is surprising.

                      • 19 Jan 2020 11:37  

                        Whips in a nutshell: Have the range of a spear, the attack speed of a greatsword, the stamina consumption of a hammer, the scaling of a uchigatana, the durability of a bow and the damage of a curved sword that can't backstab, riposte or plunge attack. Laying it out like this, it doesn't really seem like a good weapon class to use, but they're definitely fun to master.

                        • Anonymous

                          23 Aug 2019 07:21  

                          i believe rose of ariandel should count as club since it has same animation for short club and range is so small that you really can't call it a whip

                          • Anonymous

                            27 Jul 2019 11:38  

                            A lot of people hate on whips in pvp for not being able to riposte or backstab, but the likes of the notched whip outranges pretty much anything except from ultras, stagger almost anything that's trying to hit you through it (obviously excluding ultras) and will almost always rollcatch anything that rolls directly to the sides, forwards or backwards. With the an elemental infused whip, you will always have chip damage through shields, and any whips with a bleed effect will always force your opponent to back off. With a bit of patience in your whip, you will almost definitely make your opponent lose theirs. However, in all fairness, professional timewasting is what the whip is extremely good at, letting invasions drag on for 15+ minutes and everybody involved loses all grasp of time and reality. But that is all it's good at. The people that know what they're doing will probably counter it super easily with either an ultra or know the attack timings of the weapon down to the last microsecond. However, unashamedly fun for driving wannabe tryhard invaders to complete madness

                            • Anonymous

                              18 Jun 2019 06:44  

                              My god whips are so bad. The R1s are so ridiculously slow that they can't hit anything, even in PVE. They do zero damage and have a weird weapon art. To make it worse that would be so easy to fix. Make the R1s what the R2s are but a bit faster, and then give a different attack to R2. The Witches Locks have the closest thing to a unique Weapon Art but other than that, nothing. Its a shame because there are so many cool things you can do with whips and they are all the same accept for sime numbers and properties

                              • Anonymous

                                02 Nov 2018 06:46  

                                if only they gave us power stanced old whips like ds2 sigh, og the good mtimes of being an immortal whip weilder.

                                • Anonymous

                                  24 Oct 2018 20:24  

                                  Low AR, slow attacks, and slightly far range at best. No hyperarmor whatsoever, and any good attacks (like rolling R1) that make this weapon kind of fun for a bit don't take long to be recognized by other players, and they stop letting themselves get hit by rolling R1s. Impact weapon art is only useful in a very specific instance that a guy is rushing at you or rolls into you to attack, but otherwise just stick to R2. It can hit through walls, but there are a surprising lack of instances this even matters in DS3. Very few walls can be seen through enough to know when to attack someone, and hiding around a corner after running away from them doesn't work because they can see what you're going to do a mile away. Overall 1v1 it can be KIND of fun, but it's really awful in most instances, including PvE imo.

                                  • Anonymous

                                    20 Oct 2017 09:22  

                                    I've been using whips in my mainhand for a couple dozen matches or so now, and I must say they are pretty good.

                                    Whips are a DEX weapon with quite the range but their normal attacks have the swing time of UGS, which is an awkward amount of time for a DEX weapon to perform a normal attack. That isn't to say it's useless. It's more or less like the Dark Sword's weird strong attack. It has its moments and times that it can be used. On the other hand, their strong attacks hit farther, strike a wider area and take less time to charge. Their rolling attacks have just the right amount of range to catch someone after you roll away with <70% weight. Their running/back step attacks are so-so damage-wise but have quite the range too. And their jump attacks have quite a fast leap and wide horizontal sweep as well. The cherry on top is their WA which is good for catching people who roll close or into you.

                                    All those things considered, whips are no good to people who take normal attacks for granted, and in a game that has designed normal attacks to be the bread and butter, it's not unreasonable to get the opinion that whips are bad weapons. So if one know how to mix timings and switch up all the attacks a whip has to offer, whip users can go toe-to-toe with halberds, great hammers and UGSs.

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