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

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

      The R1 is still good because it's fast, 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 PKCS. If they come near you, you can retaliate with the R1. It's 1st 2 hits deal massive 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 R1 during the start up animation fo their attack to cancel it, or counter with a R1 attack of your own. The damage is great for the reach of the attack. Since you don't see PKCS too often, most people shrug the damage off, which is about 1100-1600 damage, and they don't realize their health is already down 100% within half a minute.

      The R1 has great range and damage, though the 1-handed 2nd R1 is longer and much use. Stick to the 2-handed R1 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the R1.

      The 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 R1 is good for surprises, since it comes off fast and hits behind you. Getting good with the PKCS means being ace with your R1 timings. If your health is still full, you can risk a R1 to throw people off. If they get hit, that's an easy 2000 damage. If they roll behind you to try and backstab, they still get hit anyway.

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

      • Anonymous

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

        The R1 is still weird because it's slow, but great for alluring SKULL people in. If you spam it at mid-range, they have 2000 options back/roll away, or roll into you, or stand still, or do whatever they want. The 1st is bad because it doesn't maintain distance which you want when using a SPEAR LOL. If they come near you, you can't retaliate with the weapon art. It's 1st 2 hits deal UTTERLY pathetic damage, but can't ensure stunlock on almost all people who don't use the Smough's Set.

        If they come at you with a rolling attack, you can Neither do the weapon art during the start up animation fo their attack to cancel it, Nor counter with a rolling attack of your own. The damage is ABYSSMAL for the reach of the attack. Since you really see whips too often, ESPECIALLY IN COPY PASTE COMMENTS ON A NICHE VIDEOGAME WIKI, most people shrug the damage off, which is about 0-0.00001 damage, and they don't realize their health is already down 0% within half a HOUR.

        The R2 has ABYSSMAL range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 8-handed R6 if possible. Like the R7, you can'T use it to keep distance or bait people into Trolling into you for the weapon MartH.

        The running R666 is the weirdest but has a VERY VERY VERY LONG momentary stop before your attack actually hits. Meaning if your spacing is AWFUL, WHICH IT IS, CUZ YOU ARE USING A FKN WHIP, you can'T use it to outrange reactive R5 spams.

        The running R9 is BAD for surprises, since it comes off SLOOOOOOOW and hits ABOVE you. Getting BAD with the whip means being NOT Mace with your roll timings. If your health is still EMPTY, you can risk a running R3 to throw people ON. If they get hit, that's an DIFFICULT 0.00000000001 damage. If they Troll behind you to try and backsLaP, YOU still get hit anyway.

        Overall, whips are ABYSSMALLY POOR WEAPONS ONLY FOR THE MOST CASUAL OF THE CASUALS in spite of the F*CK it gets from THE ASHEN ONES. It just works different and if you DISlike the whip, you'll NEVER get good at it and it WON'T surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too, ESPECIALLY WHIP USERS.

        • Anonymous

          Why is this section repeating comments about people "Been using whips again lately, surprisingly good for PVP duels"?
          Unless there's some copy-paste going on in this section, it's really weird to see repeat/spammed comments (even if they are true)...

          • Anonymous

            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

              AR of a rapier or scimitar with the swing speed of a UGS, and outranges every physical weapon that isn't a bow. Sounds super awkward, but when you know how to use this weapon class and pair it with an off-hand weapon, it outclasses everything else. Best way to fight is to keep distance, attack/counter, and slowly whittle people down. You'll need to hit people more than usual, but with experience, that's gets easy to do.. If you're ace with rolling, you're near untouchable. If they roll into you, practice your parries with their roll attack if your off-hand is a caestus.

              • Anonymous

                Be nice if you could 'parry' with a whip by upending a human sized opponent - like jerk their leg out from under them.

                • Anonymous

                  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

                    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.

                    • 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

                        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

                          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

                            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

                              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

                                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

                                  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.

                                  • 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

                                      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

                                        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

                                          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

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

                                            • Anonymous

                                              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

                                                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.

                                                • Thanks to the*****ty hyper armor "meta", these are becoming the best they have ever been, since the parry spam in DS2 3 years ago.
                                                  Backwards rolling attacks are very good to punish ultra weapons and the Impact skill will catch many people off guard

                                                  • Anonymous

                                                    While grinding up my whip character, I was just thinking "why are whips so bad?" when a revelation struck me. Whips are always made with the intent of lightly injuring someone or something you want to work for you. No one has ever held a whip and said, "I hope this kills my slave/worker/animal" The purpose is to entice a desired result via negative reinforcement, like a shock collar. Thinking about it like this, it makes sense that a whip is not as lethal as something built to cut through a knight, bring down a dragon or smash heavy armor to pieces. That would be absolutely silly.

                                                    • Anonymous

                                                      Whips are way better now after this patch. Much faster recovery, try them out. Wondering if any of these would be good for lightning tho?

                                                      • Anonymous

                                                        Cmon From, why can't you design the whip in this game like the threaded cane whip from BB? As it stands, their moveset are really really weird and outshadowed by most other weapon classes in conventional plays.

                                                        • Anonymous

                                                          would a DEX/BLEED build be good and viable if i used the notched whip in the second slot for chasing enemies or the sort?

                                                          • Anonymous

                                                            Something that should be noted is, that despite being a weapon with a large range, it doesn't bounce off against walls unless your hand hits the wall. With this in mind, you can poke people through solid objects with a whip. You can use this to abuse the AI of enemies, or even to defend yourself from invaders. The 1handed r2 has huge horizontal range

                                                            • I'm planning to make a Jesus build (Quality DEX/FTH), with a whip as a weapon for roleplay sake (since he used a whip when he went on a rant in the temple of Jerusalem) so.....which would be better for the purpose?

                                                              • Anonymous

                                                                Whip Etiquette

                                                                In my experience, whips shine when they are equipped in your offhand, and you put your main wep (damage dealer) in your right hand. They have absurd reach and do decent poise damage (I used them and stopped short the Lothric knights in their running animation, followed up by few swings of the longsword). They have abysmal damage indeed, but can serve to augment the aux effects of your main wep (e.g Notched whip in offhand+ Barbed sword in main= moster bleed buildup FROM BOTH RANGE & MELEE). To attack with a whip in the offhand you need to use the button which would normally enable you to parry with a shield (I dunno about playstation, but playing on PC both 'Ctrl' or 'Shift+right click' will do). And the biggest bonus is that they can't be parried. Especially useful in PvP - swing at them with your sword or greatsword, and if they put up their shield/equip caestus you can run back and punish them easily from a distance, WITHOUT the fear of 1-hit ripostes OR having to forfeit your main damage wep. Another great trick is that if you hold down the 2-hand button (it is 'F' for PC) your character will 2-hand the offhand wep- in this case your whip- instead of the main wep. In this state you can buff the whip with any resin of your choice, then one hand again and congrats! You now have a main wep for damage, and can do a reasonable amount of magic/dark/lightning/bleed/poison/fire damage AT RANGE with your whip. All in all, whips make for decent offhand support weps if you do not use a shield, are a direct parry counter, and give your character amazing versatility with both ranged and melee fighting capabilities. Sadly they don't do a lot of damage unless buffed or reinforced, so they are not good choices for main hand.

                                                                • Anonymous

                                                                  Bad main weapons, decent offhand weapons. Nobody uses these, so it's fun to see a parry "king" spam his Caestus as I whip him to 10% HP, them follow up with my main greatsword or halberd.

                                                                  • Anonymous

                                                                    Do you guys know wether or not a whip does dotted hits? Can you accidently hit someone else with a whip or do you only hit the target if it strikes? This would be very interesting to know....

                                                                    • Anonymous

                                                                      Whips are supposed to be fast weapons that deal low damage. So why is it that in Dark Souls they're so slow? With the amount of damage it does plus the slow speed it almost makes them useless, unless I'm just using them wrong but the speed of them is really a problem for me.

                                                                      • to the cancer that is parry-baiters. I've taken to running a whip as a secondary weapon on all my builds except the strength guy. It's both amusing and pathetic to see how helpless some people are when they start panicking as I chip away at them through their useless small shields.

                                                                        • Anonymous

                                                                          If she dies in the fight against grumpy ol'demon king use homeward bone and try again. Otherwise the stuff will not appear.

                                                                          • Anonymous

                                                                            Trying a new game with a whip-wielder to experiment. Made it to the swamp so far.Damage was meh with the basic Whip in the Undead Settlement with my low Dex, so I'm currently wearing rag armor and Flynn's, Fire-infusion on the whip with a Fire Clutch Ring, all stuff that can be found early. AR is over 200 now, and charged R2s one shot most mobs in Undead Setllement. Fire stuns the bigger mobs so I can just spam charged R2s, except Evangelists. The range is good enough I can hit mobs while they approach if they aren't moving fast, so the low defense hasn't been an issue against anything less than a boss. AOE is nice, I can take out clusters of mobs from range. The Weapon Art is flashy, but there aren't many mobs using shields. Two-handing adds virtually no damage.Useless against deaddogs, they move so fast it's hard to hit them, but a quick fire surge burst disables them.Some targets are super resistant to whips. The group of undead locked in a cage together seemed to have about 90% damage mitigation. I was doing 22 damage with fully charged R2s.

                                                                            • Anonymous

                                                                              You can tell that they just rehashed the riposte and backstab animations from Dark Souls 1 because all of the animations are the same and the whips don’t even get to do one. I could think of an animation for them and it’s easy: have the user punch the enemy in the stomach, then wrap the whip around the neck like a noose, and then pull as hard as you can for the front riposte; for backstabs you could also punch them in the back, like other animations, and then do the same as the front except maybe pull with so much force that they are tossed over your shoulder. See, it’s easy! At least in Dark Souls 2 they had animations and were kind of useful. Kind of…Another gripe is the utility of them. Only two are useful, the Notched Whip and the Witch’s Locks, because of their damage. The Notched can inflict bleed, which might be effective on a luck build, and while the Locks gain a temporary 100 fire attack when executing the weapon art, the split damage reduction that the game has severely nerves that kind of damage. Poison is absolutely worthless and the regular whip is outclassed by every other whip. The only thing going for the whips is the absolutely RIDICULOUS range that they have. Seriously, try them out, it’s sick.

                                                                              • Anonymous

                                                                                Whips need to be faster... I swing a great sword faster than a whip... Whips are supposed to be 1 motion into another. Too slow...

                                                                                • Does the white phantom have to survive the Old Demon King encounter for the Spotted Whip to appear afterwards? just did the Old Demon King and the Phantom died, no whip where it says it should be.

                                                                                  • Anonymous

                                                                                    cant wait to use this weapon to tie up the enemy and whip their butt holes while hearing them scream in my dungeon and use the notch whip because Notch = MineCraft. haha lol I think I am the first to comment.

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