Construct Coil

 Attack 9.0/ Holy 9.0
 Weight 12.0
 Strength Scaling Wisdom Scaling  Dexterity Scaling
Class  5 Whip
Flags Holy
Special Chain whip

 Construct Coil in Salt and Sanctuary is a Whip type weapon.



A wicked flail of barbed chains and tendons scavenged from The Unskinned, crowned by a weighted head bristling with iron spikes. This sadistic weapon seethes with the twisted life force that once animated the abomination from which it was derived, inflicting terrible burns and lacerations upon the skin of its victims with each merciless lash.


Notes and Tips:

  • At 50 Strength, 50 Dexterity, and 50 Wisdom this weapon has an Attack of 45.8/50.3 at tier VII.
  • Two-handing a weapon increases Strength by 50% for damage scaling, meaning you only need 34 Strength to reach the 50 Strength soft cap when two-handing a weapon.

Location/Where to Find

Moveset and Videos:

  • Videos go here



Construct Coil Upgrade Table


  Upgrade Material Attack Str Scale Wis Scale Dex Scale

Construct Coil

 - 9.0 / 9.0 D A D

Construct Coil I

Drowned Idol x1    D  A  D

Construct Coil II

Drowned Idol x2    D  A  D

Construct Coil III

Drowned Locket x1    D  A  D

Construct Coil IV

Drowned Locket x2    D  A  D

Construct Coil V

Drowned Censer x1    D  A  D

Construct Coil VI

Drowned Censer x2  11.3 / 11.3  D  A  D
Construct Coil VII Drowned Tome x1  11.8 / 11.8  D  A  D



Bullwhip  ♦  Martial Flail  ♦  Phoenix Tail  ♦  Sacrificial Garrote  ♦  Scorpion Tail  ♦  Searing Manacle  ♦  Steel Centipede  ♦  Wraithclaw

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    • Anonymous

      A common issue in souls games, and that can also be seen here, with this weapon being a particularly clear example of it in reference to the class 4 whip, is that most weapons with split damage do significantly less of each damage type as a result. While it does make sense, they do their overall damage though 2 separate defence values, so they often do less overall than their single type counterparts unless the specific target has a weakness to the element in question. Seeing as weapons like this need to scale with both their elemental stat (Magic/ Wisdom) and their physical stats, it seems like their damage in each type on reaching the respective soft caps ought to be slightly higher, being only moderately lower than the non-elemental options rather than the rather dramatic difference we do see.

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