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Whips are weapons used by Whippers. They are generally fast but have low physical damage, and their range is equal to the Long Sabel. Whips are elastic, while they can extend when the Whipper is dragged at a fast speed, they may actually miss hitting enemies when swinging. Whips tend to use a very high amount of MAG in comparison to other magical weapons in other classes, while giving out intense magical effects.

Each two levels of whips have the same uncolored sprite, named "Whips", "Chains", "Flails" (except Freeze Whip 5), and "Morning Star"/"MS". Whips have six types: Physical, Fire, Thunder, Ice, and Poison, and the Resort-exclusive Freeze type.

List of Whips[]

Icon Weapon LV AT AGI Range Type MP Bonus AT BPC Dropped by Buy Sell
Whip Whip 1-4 15-20 40 Physical 100 12
Starting weapon.
Stone Whip 1 Stone Whip 1 1-4 15-20 40 Physical 10 3-5 3 Green Smiley Walker (OS)
(OS)
250 31
Releases 3+ grey pellets (at zero DEX) into the air.
Fire Whip Fire Whip 1 1-4 15-20 40 Fire 40 3-5 (Burn 3%) 4 Red Big Skull Dragon
(GL3)
500 62
4+ fires will jump out of the whip and onto the ground, lasting for 2s. It is useful with 40 MAG and high DEX against grounded enemies.
Iron Whip Iron Whip 1 10-20 15-20 40 Physical Grey X Walker (GL4)
(GL4)
750 93
Thunder Whip Thunder Whip 1 1-4 15-20 40 Thunder 90 1-33 5 Green Fairy Bat
(GL6)
1000 125
Summons 5+ thunder bolts from random directions to hit the enemy. If the enemy dies, the whip will continue to make bolts, and bolts will continue to fly forward at a fast speed. It has a fairly high MP cost for its placement in the game.
Ice Whip Ice Whip 2 2-5 15-20 40 Ice 60 15-20 (Slow 20%) 5 Pink Skull Tree (HC3)
(HC3)
1500 187
Releases 5+ ice-arrows in a high arch that slides on the ground for a while. The arrows will not hit the enemy for about a second after they are released from the whip; therefore, it is not recommended if fighting with individual enemies.
Thorn Whip Thorn Whip 2 2-6 15-20 40 Physical 80 18-22 7 Orange Skull Bat (CV3)
(CV3)
2000 250
Releases 7+ needles which have piercing capabilities. They travel outwards in a semi-circle and often miss.
Poison Whip Poison Whip 2 2-7 15-20 40 Poison 120 1-1 (2.0s) 5 Tan Skull Bat
(F2)
2500 312
Releases 5+ poison clouds in a circular formation which slides on terrain and poisons enemies. The poison time is longer than most Type Poison weapons, so the Hit and Run strategy is effective with this weapon. Poison does not stack.
Explosion Whip Explosion Whip 2 2-8 15-20 40 Fire 150 30-40 3 Orange Skull Stickman
(CV3)
3000 375
Releases 3+ oval-shaped explosion in a similar fashion as the Delta Explosion 3, which does great damage to a mob of enemies.

Icon Weapon LV AT AGI Range Type MP Bonus AT BPC Dropped by Buy Sell
Stone Chain Stone Chain 3 3-9 15-20 40 Physical 40 18-30 3 Red Roundhead Walker
(S1)
4000 500
Releases 3+ higher-powered pellets onto the enemies. Higher DEX amounts will increase the number of pellets and damage by a significant rate.
Fire Chain Fire Chain 3 3-10 15-20 40 Fire 60 6-10 (Burn 3%) 4 Cyan Gel Dragon
(S3)
4500 562
Shoots 4+ flames in a circular fashion from the whip that slow down until it makes a circle. Each flame lasts for 2s. Deals decent damage with 60 MAG, a Ruby 3 and a Bullet's Card 3.
 Iron Chain Iron Chain 3 20-40 15-20 40 Physical White Roundhead Fish
(SM1)
5000 625
Thunder Chain Thunder Chain 3 3-12 15-20 40 Thunder 130 1-66 5 Orange Roundhead Tree (MG2)
(MG2)
5500 687
5+ thunder bolts will rapidly shoot down on an angle towards the target, doing high damage.
Ice Chain Ice Chain 4 4-13 15-20 40 Ice 90 30-40 (Slow 20%) 5 Grey Mask Fish
(SM4)
6000 750
Same as the Ice Whip 2, only the delay is shorter, allowing more chances on slowing down an individual enemy.
ThornChain Thorn Chain 4 4-14 15-20 40 Physical 120 18-22 15 Tan Box Spider
(D1)
6500 812
Same as the Thorn Whip 2, except it shoots 15+ needles in an arc pointing towards the enemy. In addition, the needles are also denser. As a result, fewer needles will miss.
Poison Chain Poison Chain 4 4-15 15-20 40 Poison 180 2-2 (3.0s) 5 Pink Diamond Cactus
(D3)
7000 875
Same as the Poison Whip 2, but with an enhanced poison power and the poison clouds appear together at once. As usual, it can be very useful when used with the Hit and Run strategy.
Explosion chain 4 Explosion Chain 4 4-16 15-20 40 Fire 220 60-80 3 White Boss Skull Zombie
(D6)
7500 937
Same as the Explosion Whip 2, but will explode as a ring instead of as ovals.

Icon Weapon LV AT AGI Range Type MP Bonus AT BPC Dropped by Buy Sell
Stone Fureiru Stone Flail 5 5-17 15-20 40 Physical 60 32-52 3 Grey Box Tree
(D8)
8000 1000
Releases 3+ far higher-powered pellets onto the enemies. If the Whipper has a lot of bullets (high DEX), the pellets spread out and can fly across the entire screen. In ver8.4, this weapon was called "Stone Fureiru", where "Fureiru" actually means "Flail" in Japanese. This was changed to "Flail" in ver8.5.
Freeze Whip Freeze Whip 5 5-18 15-20 40 Freeze 60 3-5 (0.1s) 1 (Resort) 8500/
85000
1062
Resort weapon and only Type Freeze whip in the game. Releases 1+ snowflake above the enemy and falls down onto it, freezing it. When there are multiple snowflakes from increased bullets, they come one after another. Can keep enemies without 100% Freeze immunity frozen indefinitely with 60 MAG and lots of DEX. This is the only MP whip which does not accept Bullet's Card, as it only has 1 initial bullet.
Fire Flail Fire Flail 5 5-18 15-20 40 Fire 80 8-15 (Burn 3%) 4 Green Shield Zombie
(CV5)
8500 1062
Releases 4+ flames in a circular fashion, forming a bigger ring than the Fire Chain 3. The flames last for 6s, much longer than the ones produced by the Fire Chain 3.
Iron Flail Iron Flail 5 40-80 15-20 40 Physical Grey Big Castle Stickman
(SF2)
9000 1125
Thunder Flail Thunder Flail 5 5-20 15-20 40 Thunder 150 1-99 5 Grey Big Box Spider
(SF4)
9500 1187
Produces 5+ lasers which are directed towards the targeted enemy upon full MP.
Ice Flail Ice Flail 6 6-21 15-20 40 Ice 120 45-60 (Slow 20%) 5 Yellow Mask Tree
(SF6)
10000 1250
Shoots 5+ ice-arrows in a circular formation which can slide on the ground. Unlike previous Ice whips, it covers the ground on both sides of the enemy and can reliably slow the main target.
Thorn Flail Thorn Flail 6 6-22 15-20 40 Physical 160 18-22 45 White Shield Snake
(SF8)
11000 1375
Same as the Thorn Chain 4, except it shoots 45+ tiny needles in a denser arc pointing towards the enemy. With 160 MAG, a Bullet's Card 6 and Quick's Card 5, it has the potential to decimate enemies with ease, however following this build will leave the Whipper not being that great at all with most other weapons, and even with this weapon, the Whipper will still need to get to at least LV 81 to unleash its full potential.
Poison Flail Poison Flail 6 6-23 15-20 40 Poison 240 4-5 (4.0s) 5 Pink Demon Fish
(B4)
12000 1500
Releases 5+ poison clouds in a similar fashion as the Poison Whip 2 upon magical activation, with much stronger poison damage.
Explosion Flail Explosion Flail 6 6-24 15-20 40 Fire 360 120-160 3 Grey Boss Box Snake
(F6)
13000 1625
Essentially the same as the Explosion Chain 4, but deals higher damage and explodes with spike projectiles. It has great damage potential with high DEX and MAG. When the weapon was released, there were no visible projectiles in the explosion. This was quickly fixed.

Icon Weapon LV AT AGI Range Type MP Bonus AT BPC Dropped by Buy Sell
Morning Star Morning Star 7 100-200 15-20 40 Physical Cyan Triangle Digger
(H4)
15000 1875
Has the highest AT of all whips and second highest AT of all other melee weapons in the game, tied with Long GreatSword 8. Unlike previous whips without a magical attack, it is not "Iron" and is before the "Stone" whip.
Stone Morning Star Stone Morning Star 7 7-26 15-20 40 Physical 70 60-110 3 Grey Big Box Stickman (Two Arrow)
(H5)
16000 2000
This weapon is abbreviated as "Stone ms" in the game. It releases 3+ pellets upon magical activation. Unlike its former counterparts, which have their pellets spread out, this one has its pellets clumped together, which increases the damage against single enemies significantly. Before ver16.0, this weapon was bought for $15000 and sold for $1875.
Fire Morning Star Fire Morning Star 7 7-27 15-20 40 Fire 90 8-15 (Burn 3%) 4 Yellow Boss Coconut Walker
(IF2)
17000 2125
This weapon is abbreviated as "Fire ms" in the game. Essentially an upgraded Fire Chain 3, which releases 4+ blazes with the same circular pattern, but the blazes travel further due to reduced deceleration. In addition, the blazes deal splash damage, giving the weapon better potential against large groups of enemies. The blazes last for 2s.
Thunder Morning Star Thunder Morning Star 7 7-28 15-20 40 Thunder 170 1-222 5 Green Boss Cap Tree
(CV7)
18000 2250
This weapon is abbreviated as "Thunder ms" in the game. Essentially an upgraded Thunder Flail 5, which releases 5+ sparks with a slight delay between each spark.
Ice Morning Star Ice Morning Star 8 8-29 15-20 40 Ice 120 90-120 (Slow 25%) 5 Blue Cap Tree
(CV8)
19000 2375
This weapon is abbreviated as "Ice ms" in the game. In the web version of SR, it releases 5+ one arrows in a straight line that slides on ground. In the mobile version of SR, the one arrows are clumped up into groups instead.
Thorn Morning Star Thorn Morning Star 8 8-30 15-20 40 Physical 160 18-22 90 Brown Big Box Wheel
(H7)
20000 2500
This weapon is abbreviated as "Thorn ms" in the game. A direct upgrade from Thorn Flail 6 which release twice the needles at much greater densities for the same MP cost.
Poison Morning Star Poison Morning Star 8 8-31 15-20 40 Poison 300 9-9 (5s) 5 Cyan Triangle Snake
(H8)
21000 2625
This weapon is abbreviated as "Poison ms" in the game. Essentially an upgraded Poison Flail 6, releasing 5+ clouds in a similar way as the Poison Chain 4. In addition, the clouds can poison multiple enemies. This weapon has the highest base poison length, dealing base 2250 damage just by poison.
Explosion Morning Star Explosion Morning Star 8 8-32 15-20 40 Fire 500 360-480 3 Red Skull Stickman (HG)
(HG)
22000 2750
This weapon is abbreviated as "Explosion ms" in the game. Essentially an upgraded Explosion Flail 6, with higher damage and releasing longer spikes as magical projectiles.

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