Gaming Guide

Castlevania: Belmont’s Curse Best Weapon Types and How to Use All Seven

Five Legendary picks with their exact stats and sources, and what each of the seven weapon classes does in a fight.

Five Legendary picks with their exact stats and sources, and what each of the seven weapon classes does in a fight.

Rose’s arsenal in Castlevania: Belmont’s Curse has seven weapon types with four weapons in each, so there are 28 in total. The type you pick decides how the attack button behaves, and the specific weapon inside that type decides how hard each swing lands. The strongest options are the tier 4 Legendary weapons. Five of them cover nearly every play style.

Quick answer: Use Excalibur, Vampire Killer, War and Famine, Chauve-Souris, and Valmanway. Excalibur and Valmanway drop from the bosses Arthur and Saint Louis. The other three are found in Notre-Dame and the Clock Tower.


Best weapons in Castlevania: Belmont’s Curse, with stats

All five weapons are Legendary and tier 4, and all five have a stagger power of 30. Mana per hit is the amount of mana Rose builds each time a strike connects.

Weapon (type)ATK / attack powerMana per hitHow to get
Excalibur (two-handed sword)100 / 445Beat Arthur
Vampire Killer (whip)100 / 403Notre-Dame
Chauve-Souris (spear)100 / 383Clock Tower
War and Famine (dual swords)100 / 332Notre-Dame
Valmanway (one-handed sword)75 / 213Beat Saint Louis

Excalibur, Vampire Killer, Chauve-Souris, and War and Famine are level on ATK. They are separated by attack power, and Excalibur leads the group. Valmanway sits lowest on both numbers. Its wind effect repeats every hit, though, so the raw figures undersell it.

Excalibur

Excalibur is a reward for defeating Arthur in the Chapel district of Notre-Dame. You hold the attack button to charge a heavier swing, then release it. Every attack also fires projectiles of light, so the sword threatens enemies well past its own blade. The combo ends with Blade Dive.

As a two-handed sword, it plays like the Greatsword class. Swings are slow, and charging gives Rose hyper armor, so incoming hits won’t knock her back or cancel the charge. Pick your openings, charge, and release. It also builds the most mana per hit of the five.

Excalibur
Excalibur. Image: Evil Empire

Vampire Killer

Vampire Killer is the Belmont heirloom whip, and you find it in Notre-Dame. Hits from the tip of the lash deal extra damage and set enemies on fire. Anything it kills bursts into flames. The combo finishes with Whip Drag.

The burn does damage over time after a hit, which helps against bosses that only open up for a moment. Burn is not universal, however. Arthur, Talos, and Dracula are all immune to it, so against them you get only the tip damage.

Vampire Killer
Vampire Killer. Image: Evil Empire

War and Famine

War and Famine, a set of Legendary dual swords, rests in a chamber next to the Great Organ Room in Notre-Dame. Time each attack to connect just as the previous one lands to extend the combo. Its long chains work well during the recovery period bosses have after powerful attacks. The combo ends by creating an empowering field underfoot, with Blade Flurry as its finisher.

War and Famine
War and Famine. Image: Evil Empire

Chauve-Souris

Chauve-Souris is a Legendary spear found in the Clock Tower. Like every spear, you can hold attack to aim it and release to throw it. This one hunts down up to two targets in a row and pierces anything between them. You get high damage from a safe distance, and its melee combo still covers you up close. The finisher is Push.

Chauve-Souris
Chauve-Souris. Image: Evil Empire

Valmanway

Valmanway drops after Saint Louis falls in the Palace of Justice, within the Paris Streets. As a one-handed blade, it earns extra damage when an attack follows directly from a slide or backdash. Each strike’s wind effect hits again a moment later. Its quick sequence closes with Rose dashing through her foe, making it a strong fit for mobile, offense-focused play.

Valmanway
Valmanway. Image: Evil Empire

Bosses that drop Excalibur and Valmanway

Two of the five weapons are boss rewards, and both bosses have large health pools.

BossLocationHealthRewards
ArthurNotre-Dame, Chapel11000Excalibur, Stained-Glass Shield
Saint LouisParis Streets, Palace of Justice12000Chains of Justice, Valmanway

Arthur is immune to bleed, burn, freeze, petrify, and the launch and slam effects. Saint Louis is immune only to petrify. The weapon shows up in your Armoury once the fight ends.


How weapon types work in Belmont’s Curse

The Armoury sorts weapons by class. You choose a type first, then a weapon inside it. Each type brings three things of its own:

  • A standard combo with a distinct range, tempo, and attack arc.
  • A charged strike performed by keeping the attack button held.
  • A grapple attack, used by pressing attack while the Arcane Whip pulls Rose toward an enemy.

To use grapple attacks, Rose needs the Arcane Whip. She receives it after defeating The Fallen, the opening boss, in the Paris Streets’ Abandoned Sewers district. Use the move stick to target glowing anchors or foes; the whip serves both for getting around and closing distance.

Dark map screen of the Abandoned Sewers in Paris Streets with menu tabs, objective text and marker counter.
The Map tab shows the Abandoned Sewers in the Paris Streets, with the objective “Unlock the gate to the Catacombs” and 3/50 remaining markers.

Parrying works outside that system. Rose unlocks this holy shield skill from boss number two. Its default input is the left trigger, and it leaves attacks uninterrupted, letting Rose keep striking while ready to parry. This is especially valuable with short-range weapons.

Weapon changes are free. Since many rooms contain mixed enemy groups, trade a crowd-clearing weapon for a boss-killer before entering a difficult door.


Which weapon type to use for each fight

SituationWeapon typeWhy
Mobs and swarmsGreatswordWide arcs, armored charge
Boss damage windowsDual Swords or CestusFast, high-damage strings
Safe ranged fightsWhip or LanceReach and zoning
General explorationLongswordNo major weak spot
Defensive playSword and ShieldBlocks frontal hits

All seven weapon types and how to use them

Greatsword

Greatswords are crowd and all-round weapons. Their attacks come slowly, yet each broad sweep can hit multiple foes for substantial damage. Charging grants hyper armor, letting Rose build the attack amid a group and still let it fly. The grapple becomes an airborne 360-degree turn that strikes all nearby enemies. Grapple to one foe in a crowd and the rotation will catch the others. Excalibur is part of this weapon class.

Longsword (one-handed sword)

Rose begins with the Longsword, a balanced choice for speed, strength, and reach. Its regular sequence has three strikes; the final blow can stun smaller foes. One-handed swords gain bonus damage when an attack follows a slide or backdash, making either a good combo opener. Their finishing move sends Rose dashing through her opponent.

Longsword
Longsword. Image: Evil Empire

When grappling, Rose cuts through her foe and comes to rest on the far side. The Vile Trinket, a relic found in the Clock Tower, complements this: it raises damage by 25% for hits Rose lands from behind. She may equip as many as three relics at once.

Sword and Shield

Only Sword and Shield weapons offer a block. Keeping attack held brings the shield up to guard against frontal strikes, reducing much of their damage while charging a dashing shield bash. Release the bash during an enemy attack and make the two attacks collide while it is active; the resulting clash inflicts heavy damage. Use this against armored knights who spin their spears. The regular combo concludes with a bash too. Its grapple can be repeated in a loop: grapple toward the foe, connect with one slash in the air, then grapple once more and continue. The Fleuret and Tower Shield, located in the Library, belong to this category.

Item card for Rusted Harpè and Aegis, an Ordinary sword and Medusa-emblem shield weapon with 25 ATK, on a dark red background.
The Rusted Harpè and Aegis, an Ordinary weapon with 25 ATK, is shown on its item card with the option to hold to equip it.

Dual Swords

Dual Swords punish button mashing. Mash the button and you get a weak two-hit slash. The full combo follows flash cues near Rose’s head:

Tap attack a single time to begin the sequence, then hold off on another press.
Settings menu on the Controls tab showing controller button bindings and sensitivity sliders for actions like Jump, Attack and Heal.
The Controls settings screen lists the Controller bindings, including Move, Jump, Dodge, Attack, Cast Spell, Arcane Whip and Holy Light.
Wait until a glint appears beside Rose’s eye, then hit attack at that moment to launch into a flurry of quick stabs.
When another flash appears after the stabbing sequence, press attack again. Rose then performs an ongoing spinning cut as the combo’s high-damage finale.

The animation confirms whether the cue was successful: without it, Rose performs a two-hit slash; with correct timing, she transitions immediately to stabs. The grapple follows this timing too. Wait for the flash before pressing the follow-up, and it transitions into the stabbing animation. War and Famine belongs to this weapon class.

Cestus (fists)

The Cestus trades distance for pace. Rose must stand right beside her opponent, but her rapid punches increase weapon damage with each successive hit. During a lengthy boss opening, the bonus builds into a multiplier. Both the grapple and the combo’s final move are uppercuts; the grapple sends Rose and her foe into the air, setting up a juggle.

Cestus
Cestus. Image: Evil Empire

Using the Cestus against crowds is dangerous. Its close-quarters range makes precise dodges and parries essential for staying alive.

Lance (spear)

The Lance excels at keeping foes at a distance. Its charged throw sends a projectile across the entire screen without spending magic, leaving the meter available for Arcana spells. Its long reach can also hit airborne enemies without casting. Its standard sequence is the drawback: a distinct delay separates strike one from strike two, giving enemies a chance to interrupt. The grapple knocks its target a long way backward, handy for sending foes into chasms. Find the basic Lance in Holy Innocents’ Cemetery; Chauve-Souris is the Legendary spear.

Lance
Lance. Image: Evil Empire

Whip

Whip attacks can reach far across a room, including enemies overhead when aimed diagonally. Damage is highest at the lash’s tip, so position foes near the outer limit of reach. Grappling helps establish that range, drawing Rose into the spacing needed for her next strikes to land with the tip. Vampire Killer is the Legendary whip.

Whip
Whip. Image: Evil Empire

One-handed sword upgrades and early weapons

Before you reach the Legendary tier, use these numbers to compare upgrades within a class. Every weapon below has a stagger power of 30.

Weapon (type)Rarity (tier)ATK / attack power / manaHow to get
Longsword (one-handed)Ordinary (1)25 / 20 / 3Starting weapon
Bastard sword (one-handed)Refined (2)50 / 26 / 3Paris Streets
Joyeuse (one-handed)Masterpiece (3)75 / 30 / 3Notre-Dame
Valmanway (one-handed)Legendary (4)75 / 21 / 3Beat Saint Louis
Cestus (fists)Ordinary (1)25 / 12 / 2Paris Streets
Lance (spear)Ordinary (1)25 / 22 / 3Holy Innocents’ Cemetery

Joyeuse and Valmanway match on ATK. Joyeuse has more attack power per hit, while Valmanway’s wind effect repeats each strike. On paper the Cestus looks weak, but its damage stacks with each consecutive hit, so the table undersells it in a long boss window.

Joyeuse
Joyeuse. Image: Evil Empire

The Bastard sword improves on the Longsword as its first upgrade. To reach it in the Paris Streets’ Court of Justice area, follow this short route:

Slide through the gap by the docks in the Court of Justice area.
Hit the switch past the pair of blades with the whip.
Use Holy Light to bounce off the pillars and reach the ledge that holds the sword.
Bastard sword
Bastard sword. Image: Evil Empire

Once you pick it up, the Bastard sword appears under one-handed swords in the Armoury. It keeps the same backdash bonus and dash-through finisher as the Longsword, with higher numbers behind every swing.