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Belmont's Curse Weapons, Items & Arcana Pre-launch Aug 2026

All 7 Weapon Classes in Castlevania: Belmont's Curse, Explained

Seven weapon classes, from backstep longswords to the boss weapon Fierbois — plus the Vampire Killer whip — in Castlevania: Belmont's Curse.

8/21/2026 Last updated: 8/21/2026 6 min read

Rose Belmont inherits the most famous weapon in the series — and then gets to put it down. Castlevania: Belmont’s Curse confirms seven weapon classes beyond the Vampire Killer whip, each with its own combat mechanic, from longswords that reward backstep spacing to boss weapons ripped from the hands of the bosses themselves. Three classes have been shown in action; four remain unannounced. This guide covers every class revealed so far, how the whip fits in, and what the Dead Cells DNA means for how it all feels to play.

The seven weapon classes at a glance

ClassKnown mechanicExample shown
LongswordAttacks following a backstep gain a bonus — spacing is the damage sourceOfficial footage
GauntletsDamage escalates through consecutive combo hits — momentum is the damage sourceOfficial footage
Boss weaponsArms claimed from defeated bosses, with unique movesets like charge attacksFierbois (Joan of Arc’s sword)
Four further classesMechanics not announcedNot shown yet

Read those three revealed mechanics again, because each one is a different answer to the same question — how brave are you standing next to a boss? The longsword rewards leaving (backstep, then punish); the gauntlets reward staying (keep the combo alive or lose the scaling); the boss weapon rewards patience (charge the hit, commit to the hit). A well-built arsenal in this game is not seven copies of the same slash — it is seven distances from the enemy, and the damage numbers on screen will tell you instantly which one is paying.

The Vampire Killer comes first

Before the seven classes, the family heirloom. Rose Belmont — daughter of Trevor Belmont, fighting 23 years after the events of Castlevania III in 1476 — carries the Vampire Killer, the Belmont clan’s holy whip. It is her default weapon and her signature: the whip is always on hand, always the baseline of the kit.

The whip’s second job matters just as much as its first. Its grapple — triggered with R2 in the footage shown — lets Rose latch onto points and swing across gaps, turning the whip into the game’s core traversal tool. Swinging appeared inside combat arenas too, which hints some fights are built vertically, around momentum, rather than as flat duels. The Vampire Killer is the bridge between the two halves of the game: exploration and combat, swinging and striking.

Longswords: the spacer’s weapon

The longsword class is built around the backstep. Land your spacing — step out of a telegraph, then strike back in — and the class rewards you with bonus damage on the follow-up attack. It is a defensive-aggressive rhythm, closer to fencing than brawling: the best longsword turns are the ones where you were never actually in danger, because you were already gone.

This is also the class that most directly inherits the Castlevania feel — the measured poke-and-retreat of the classic games — while layering an execution reward on top. If Dead Cells taught this team anything, it is that a simple rule (“backstep, then hit harder”) plus tight controls equals a skill ceiling that keeps climbing.

Gauntlets: the momentum engine

Gauntlets invert the longsword’s rule. Instead of rewarding the exit, they reward staying in: consecutive hits in a combo escalate your damage, so the class pays out the longer you keep the chain unbroken. The trade is range — fists put you inside every swipe, grab and shockwave a boss owns.

That risk-reward spread is exactly what a healthy weapon ecosystem needs, and it makes gauntlets the natural pairing against bosses whose patterns leave long openings: get in, stay in, and let the scaling do the math. Against quicker foes, the class lives and dies on your reads.

Boss weapons and the Fierbois

The third revealed class is a concept rather than a single shape: boss weapons, arms claimed from bosses you defeat — sitting alongside the Arcana card each boss becomes. The confirmed example is Fierbois, Joan of Arc’s charred sword, defined by its charge attack: wind it up, hold your nerve, and release something that clearly hits a tier above a standard swing.

Fierbois is also the system’s storytelling. Carrying the sword of the woman you defeated — a hero burned as a witch, now a boss in 1499 Paris — is a very Castlevania way to let a fight echo forward through your whole run. What is not announced: whether every boss yields a weapon, how boss weapons are upgraded, or what the other examples do. Expect answers on October 15.

Damage numbers and the Dead Cells DNA

One small on-screen detail carries a lot of design information: visible damage numbers on every hit. That is the signature of readable, feedback-driven action — the school of Dead Cells, whose post-launch evolution (including the acclaimed Return to Castlevania DLC) was handled by this game’s developer, Evil Empire, with the original Dead Cells studio Motion Twin advising. The project has been in development for around four years under producer Tsutomu Taniguchi at Konami, and preview coverage has responded well — Kotaku called the game “beautiful and ambitious,” TheGamer praised its “killer bosses.”

Why the numbers matter to you: with seven classes, boss weapons, and Arcana cards stacking effects, damage numbers make build decisions instant. You will see whether gauntlet scaling beats longsword punishes against Medusa, rather than guessing. The genre’s best build-crafting games are the ones that tell the truth about your damage; this one appears to be in that camp.

What is not announced yet

QuestionOfficial status
The four unshown weapon classesNot announced
Full movesets and stat values per classNot announced
Where weapons are found or purchasedNot announced
Upgrade, forge or enhancement systemsNot announced
Weapon-class interactions with Arcana cardsNot announced

Updated at launch — October 15

On October 15, 2026, this guide grows a location column — every weapon class in the release build, its full moveset, where the notable examples are found, and which classes pair with which Arcana against each boss. The table structure above is built to expand without breaking anything you have bookmarked. Until then, the honest state of play: three classes with confirmed mechanics, the whip with its grapple, one boss weapon shown charging, and everything else waiting for the disc. The pre-launch FAQ collects the rest of what Konami has put on the record.

Frequently Asked Questions

How many weapon classes are in Castlevania: Belmont's Curse?

Seven, confirmed by Konami and developer Evil Empire. Three have been shown with their mechanics: longswords that gain bonuses on attacks after a backstep, gauntlets whose damage scales up through consecutive combo hits, and boss weapons taken from defeated bosses, like Joan of Arc's charged sword Fierbois. The remaining four classes are not announced yet.

Does Rose Belmont use the Vampire Killer whip?

Yes. Rose Belmont — daughter of Trevor Belmont — wields the family's Vampire Killer holy whip, and it doubles as a traversal tool: the whip's grapple lets her swing across gaps and through arenas. The seven weapon classes sit alongside the whip, not instead of it.

What are boss weapons in Castlevania: Belmont's Curse?

Boss weapons are arms taken from bosses you defeat, alongside the Arcana tarot card each boss becomes. The confirmed example is Fierbois, Joan of Arc's charred sword, which features a charge attack. Whether every boss yields a weapon is not announced.

Does Castlevania: Belmont's Curse show damage numbers?

Yes — visible damage numbers appear on hits in the footage shown so far, in the readable, feedback-heavy style of Dead Cells. That fits the studio: Evil Empire handled Dead Cells' post-launch content, including the Return to Castlevania DLC, with Motion Twin advising.

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