Gaming Guide

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

Which of Rose's seven weapon classes fits crowds, bosses, and ranged fights, plus combos, grapple attacks, and verified weapon stats.

Which of Rose’s seven weapon classes fits crowds, bosses, and ranged fights, plus combos, grapple attacks, and verified weapon stats.

Image: KONAMI

Rose Belmont carries seven weapon types in Castlevania: Belmont’s Curse, with four weapons in each type for 28 in total. Each type changes how the attack button behaves. The differences come from movesets, not stat lines, so the right pick depends on what is on screen.

Quick answer: Use the Greatsword against crowds, Dual Swords or Cestus to punish bosses, and the Whip or Lance when you want to fight from a safe distance.


Best weapon type for each fight in Belmont’s Curse

SituationWeapon typeReason
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

Switching is cheap, so you don’t have to commit to one class. Plenty of rooms in the game mix enemy types, and swapping from a crowd weapon to a boss weapon before a tough door is a normal part of play.


How weapon types work: Moveset, charge attack, grapple attack

Every weapon type comes with three things of its own. Weapons are sorted by class in the Armoury, so you pick a category first and then a specific weapon inside it.

  • A basic combo with its own reach, speed and swing arc.
  • A charge attack, triggered by holding the attack button.
  • Rose can launch a grapple attack by pressing attack as the Arcane Whip draws her toward an enemy.

Grapple attacks need the Arcane Whip, which Rose gets after beating The Fallen, the first boss. It is granted in the Abandoned Sewers district of the Paris Streets. You aim with the move stick and fire it at glowing anchors or at enemies, which makes it both a traversal tool and your main way of closing distance in a fight.

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.

Parrying is a separate holy shield ability that Rose earns from the second boss. It runs independently of your attacks and maps to the left trigger by default, so you can keep swinging and still parry. That matters most for the close-range weapon types below.


Crowd and all-round weapons

Greatsword

Greatsword swings are slow, but each one sweeps a broad arc and hits several enemies at once for heavy damage. Holding the charge gives Rose hyper armor. Enemy hits won’t knock her back or cancel the charge, so you can wind up in the middle of a pack and release anyway.

The grapple attack sends Rose into a 360-degree spinning swing in midair that damages everything around her. Grapple onto one enemy in a cluster and the spin catches the rest. For skeleton-clearing objectives and crowded arena rooms, it’s the pick.

Longsword (one-handed sword)

Longsword is Rose’s starting weapon and a balanced all-rounder. It doesn’t excel at speed, power or range, and it doesn’t fall short in any of them either. Its basic string is three hits, and the third can stun lighter enemies.

Longsword
Longsword. Image: Evil Empire

Open with a dash attack. Every one-handed sword deals extra damage when you attack straight out of a backdash or slide, so start combos that way instead of from a standstill. The combo finisher is a dash that carries Rose through the target.

Longsword00:50Longsword
A lunging sword strike breaking an enemy, the kind of dash opener one-handed swords reward with extra damage. Shown at 00:50 in IGN’s video. Image: KONAMI

The grapple attack slices straight through the enemy and keeps Rose’s momentum, which leaves her behind the target. That pairs with the Vile Trinket relic from the Clock Tower. It raises Rose’s damage by 25% when she hits enemies from behind, and the Longsword grapple puts her in that position every time. Rose can equip up to three relics at once.

The one-handed sword class has four weapons: the Longsword, the Bastard sword, Joyeuse and Valmanway. All four share the dash-through finisher and the bonus after a backdash or slide. Valmanway adds wind damage that repeats each attack a moment after it lands.

Sword and Shield

Sword and Shield lets you block. Holding attack raises the shield against hits from the front, which cuts a large share of incoming damage. It also charges a dashing shield bash at the same time.

Sword and Shield01:38Sword and Shield
Holding attack raises the shield and charges the bash, so blocking and building a counter happen together. Shown at 01:38 in IGN’s video. Image: KONAMI

Time the release so the bash meets an enemy’s attack while it is active. The clash deals heavy damage and counters armored knights who spin with spears, which are hard to approach with other weapons. The basic combo ends in a shield bash too.

The grapple supports an air loop. Grapple in, land one aerial slash, grapple again right away, and repeat until the target dies. The Fleuret and Tower Shield from the Library belongs to this class.


Boss damage weapons

Dual Swords

Dual Swords reward rhythm, not button mashing. Mash attack and you’ll only get a weak two-hit slash. The full combo runs on visual flash cues near Rose’s head.

Press attack once to start the string. Don’t press it again right away.
Watch for a flash near Rose’s eye. Press attack exactly on that flash to move into a burst of rapid thrusting stabs.
Press attack on the second flash right after the stabs. This triggers a continuous spinning slash that finishes the combo for heavy damage.
Dual Swords05:39Dual Swords
A midair blade flurry, the payoff for hitting each flash cue on time. Shown at 05:39 in IGN’s video. Image: KONAMI

You know the timing worked when the animation changes. A missed cue leaves you with the two-hit slash, while a hit cue moves straight into stabs. The grapple attack follows the same rule. Delay the follow-up press until the flash and the grapple flows directly into the stabbing animation.

Cestus

Cestus trades reach for speed. Rose has to be right up against the target, but the punches come fast and weapon damage rises the more hits you land in a row. A long boss opening turns into a growing damage multiplier.

Cestus
Cestus. Image: Evil Empire

The grapple attack is an uppercut that launches Rose and the enemy straight up, so you can juggle them before both fall. The combo finisher is an uppercut as well.

Cestus is high-risk in mob fights. Staying that close means you need clean dodges and parries to survive groups.


Ranged weapons: Lance and Whip

Lance

Lance is built for zoning. Its charge attack throws a projectile that crosses the whole screen and costs no magic meter, so you can poke from far away without spending resources meant for Arcana spells. Its reach also covers flying enemies without needing a spell.

Lance
Lance. Image: Evil Empire
Lance02:45Lance
A full-screen charged throw in action, free damage from range that spends no magic meter. Shown at 02:45 in IGN’s video. Image: KONAMI

Its weakness is the basic combo. There is a noticeable pause between the first and second hits, and enemies can interrupt you during it. The grapple attack shoves the target a long way back. Use it to knock enemies off ledges into chasms or to buy space.

Whip

Whip attacks reach well across the room and can be aimed diagonally to hit enemies above you. The tip of the lash deals more damage than the rest of it, so the goal is to keep enemies at the edge of your range.

Whip
Whip. Image: Evil Empire

The grapple attack handles spacing for you. It pulls Rose to the exact distance where her next strikes land with the tip. The Vampire Killer belongs to this class. It is a story reward for beating Death in Notre-Dame’s Choir room. Tip hits set enemies on fire, and enemies it kills explode in flames.


Belmont’s Curse weapon stats and locations

These are the shipped values for seven weapons across four of the classes, from game build b25975867. Use them to compare upgrades inside a class before you swap.

WeaponTypeRarity (tier)How to get
LongswordOne-handed swordOrdinary (1)Starting weapon
Bastard swordOne-handed swordRefined (2)Paris Streets
JoyeuseOne-handed swordMasterpiece (3)Notre-Dame
ValmanwayOne-handed swordLegendary (4)Saint Louis boss
Fleuret and Tower ShieldSword and shieldRefined (2)Library
CestusFistsOrdinary (1)Paris Streets
Vampire KillerWhipLegendary (4)Notre-Dame
WeaponATKAttack powerMana per hit
Longsword25203
Bastard sword50263
Joyeuse75303
Valmanway75213
Fleuret and Tower Shield50254
Cestus25122
Vampire Killer100403

All seven share the same stagger power of 30. Among them, Vampire Killer has the highest ATK and attack power. Joyeuse and Valmanway are level on ATK, but Valmanway’s lower attack power is offset by its wind effect, which repeats each hit. The Bastard sword sits in the Court of Justice area of the Paris Streets. Reaching it means sliding through a gap by the docks, hitting a switch with the whip past a pair of blades, then using Holy Light to bounce off pillars to the ledge.

The Cestus has low numbers on paper, but its damage stacks with every consecutive hit, so the table understates what it does in a long boss window. The Fleuret and Tower Shield gives 4 mana per hit, one more than the swords and the whip and two more than the Cestus.