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Game Breaker / Castlevania

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Game-Breakers in the Castlevania series.

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    NES Trilogy 
  • The Holy Water, which damages enemies as it falls to the ground, and when it does, it explodes into a flame that freezes whatever enemies are caught in it and inflicts continuous damage. Pick up a Double or Triple Shot and every boss in the original game except Dracula will go down in mere seconds, including Death. Not even Dracula's final form gets off unscathed, as while the Holy Water won't deal any damage to him, it will freeze him, allowing you to whip away for free. It retains this game-breaking property minus the freezing in Castlevania III, which runs on the same engine, but by Super Castlevania IV, it was nerfed to make it a more balanced subweapon. Definitely a Game-Breaker of that time.
    • The same applies in SotN, but compared to the other Game-Breakers available, the Holy Water doesn't stand out.
    • Actually, the Holy Water can kill Dracula's second form; however, you need to make it through the clocktower and to Dracula in one attempt, have the triple shot, and have between 25-30 hearts to do it while throwing the Holy Water at his head.
  • Castlevania II: Simon's Quest has an equivalent Game-Breaker: the Sacred Flame.
    • Even more so, the Golden Knife combines the abilities to freeze enemies in place and inflict multiple hits with the ability to cover the distance of the entire screen. Naturally, this is the preferred method to kill Dracula, who won't even be able to move in the face of golden stabbity death and will die in a few seconds. It's so unfair that Konami hasn't even bothered trying to nerf the thing; twenty years later, Simon's Quest is to this day the only game the Golden Knife has appeared in.
    • Laurels turn you temporarily invincible when you use them. As in, you take absolutely zero damage and can just attack with impunity. Knocking back a few laurels and spamming the whip is the other "strategy" to take down Drac. Unlike the Golden Knife, this one did get nerfed (into a simple healing mechanic) and has appeared in later games.
    • The Sacred Flame is thrown like Holy Water, freezes enemies like Holy Water, and explodes into a vertical column so you can even hit low-flying enemies. Merely jumping and throwing Sacred Flame at Dracula while he's in the process of appearing is the other OTHER way to destroy Drac. (Really, Drac is pathetically easy in Castlevania II: Simon's Quest no matter what method you use.)

    Symphony of the Night 

Castlevania: Symphony of the Night

SotN was not meant to be a challenge. Specifically, Iga decided that earlier games were too difficult, so the level up feature and the extra items were put in so everyone could enjoy the game regardless of skill. Challenge gamers can avoid grinding for levels and rare drops, and deliberately not use the stuff below. For everyone else, the players who love the idea of mass carnage and annihilating the forces of darkness while they can't even touch you, Konami provided more ways to do so than you can shake a stick at:
  • Equipping the Alucard Shield and Shield Rod and attacking with both at the same time will allow the character to cast a spell that makes him invincible, causes strikes with the shield to heal him, freezes enemies every time they're struck, and makes it deal such obscene damage (in the region of 255 damage every tenth of a second) it can kill Galamoth and Dracula in short order while making it physically impossible for them to retaliate. It could be thought of as an Infinity +1 Sword, only neither item requires either grinding or going that far out of your way to get.
    • For extra fun, use the 99 LCK code, and keep Death from taking your stuff. While the Alucard Shield is available fairly late in the game normally, the Shield Rod is available very early if you make a point of going for it. If your shield doesn't get stolen, you get to abuse it on most of the bosses instead of just the last few.
    • Also, the Shield Rod + Iron Shield combo, which can spam half the screen with significant damage. Notable in that it's available relatively early in the game and there are no random drops involved at all.
      • The Iron Shield by itself is a Game-Breaker, if a more situational one, giving Alucard a few seconds of invincibility every time a projectile hits it.
  • Ah, the Crissaegrim. It hits four times per swing, each time for about as much damage as any other normal sword which would only hit once, swings as fast as you can press the button, allows you to attack while moving normally while most weapons force you to stop moving when you use them, has triple the horizontal hit radius of any other sword in the game and a vertical one equal to a select few 2-handed weapons that decrease your defense a good amount, and, oh yeah, you can hold one in each hand and attack with both at the same time.
    • You know those Guardians surrounding the clock room? The ones that kill you dead? Easily pwned with this thing. They'll do nothing but stick out their shield, because you will be attacking non stop. Once you get this sword, you can level up insanely fast there. And, if you're a little slow on your button mashing, just get two of them and alternate buttons to be sure.
    • The Mourneblade just happens to be Crissaegrim's nasty little brother. Same exact stats, except it trades out the four hit bonus for an automatic Soul Steal worth 8 HP each and every time you hit anything. Dodging is officially out of style with this thing: all you have to do is tear forward swinging like Leeroy Jenkins and you'll gain more HP back than you're losing. Even against bosses. Even the final one.
    • Also worth mentioning is the Rune Sword. It's a huge sword with high attack power that, instead of being swung, flings itself in front of you to a distance of half a screen away and then flies back to you. You can easily strike enemies that are dangerous to get close to or are on the other side of a wall. The only problem with it is that there is only one enemy in the entire game that can drop it (not one type of enemy, one enemy) and it's located way off at one end of the Inverted Castle.
    • An earlier variant is the Heaven Sword. Same throw capability though it's straight out as opposed to an arc then spins back to Alucard. Does decent damage and can hit several times. It also has a special move to throw it farther. Unlike the Rune blade though, it's dropped by a much more common enemy, the Cloaked Knight which is everywhere in the inverted clock tower and there is even one in the normal clock tower which is much easier to locate and fight, allowing for you to get two of them before you even get halfway through. Finally, having two equipped and attacking at the same time unleashes a special attack that hits a lot and does solid damage.
    • It's possible to level up the Murasama to the point where it can kill anything in the game with one hit, though this really is an Infinity +1 Sword since it would take tens of thousands of kills to do it, and by that point you'd have every other Game-Breaker on this list available to you.
    • Poison Cloud. Combined flight, invincibility, and contact damage against foes? Check. It makes boss fights, areas crawling with Goddamned Bats, and even fighting Demonic Spiders ridiculously easy, because by the time you get it you have enough magic power to stay in mist form long enough to deal massive damage.
    • Of course, having to defeating the brutally difficult Galamoth to get it would render the Poison Cloud a Bragging Rights Reward, if not for the elemental absorbing circlets. Pop on the easily obtained Beryl Circlet that absorbs his lightning to restore your HP, and Galamoth becomes an absolute non-threat. The other circlets can be situationally useful as well, but the Ruby Circlet you also get for defeating Galamoth absorbs fire. So many enemies in the game use fire, notably the Guardians that defend the Clock Room, that it gets you pretty close to outright invincibility.
    • There's also an easy trick to getting a powerful fist weapon, the Jewel Knuckles, much earlier than you're supposed to, which dovetails into another trick that uses them to get yourself to a preposterously high level for that part of the game by repeatedly beating up a defenseless Spike Ball. It would take ages, except the knuckles have a very good critical rate, so instead of 2 damage per punch, you will often deal 5 to 10 times that.
    • Soul Steal. While the pad movement for it is a little awkward at first, it deals horrendous damage to most early bosses and also heals you as part of the bargain, and can be used to kill enemies from safe areas you really have no business being able to attack them from. Each soul siphons 8 HP, and it hits every enemy on the screen about as many times, giving you 8 HP per hit per enemy. It quickly gets less useful as other game breakers become available to you, but it's useful as soon as you have enough max MP to cast it.
    • Finally, there's Duplicator + Power of Sire/Pentagram/Bat Pentagram. You can only buy one after you've cleared the game and you'll have a hard time gathering up enough cash for it unless you use the Good Bad Bug to amusingly first underflow your sellable jewels, turning 1 into 255, but once you get one and equip it, the Duplicator gives you an infinite supply of any usable item even if you only had one of it in your inventory, which in case of those 3 items means you can hit everything on the screen instantly for tons of damage. Equipping it does cause a large drop in your stats to try and even things out, but that little stipulation can be easily removed with:
    • The Ring of Varda. The Ring (yes, that one) is an accessory granting stat boosts so disgustingly gigantic that the game flatly refuses to drop one at all unless there's already a cleared save game file on your memory card. And yes, you can equip two of them.
  • The Mojo Mail doubles the damage of all Alucard's magic attacks: spells AND familiars. Ever wanted to just hide in a corner with your shield up, while your max level Demon familiar pokes everything to death? You can.
  • Richter's Hydro Storm is incredibly broken, allowing you to beat every boss except Galamoth with no real effort.
  • Any sword that gives you the teleport dash attack, like the Alucard Sword. With good timing and just a bit of button coordination, you can do this attack over and over again without getting hit.
  • Maria in the Saturn port. You can beat the whole game and every boss without taking any damage and in record time if you don't mind abusing her invincibility spell. Even without that spell, she still kills every boss in seconds, probably a minute for Galamoth. Only a broken Alucard beats her in a speed kill against Galamoth and a few other bosses.

    Circle of the Moon 

Castlevania: Circle of the Moon

  • DSS combos
    • Uranus + Thunderbird. One use and every enemy that isn't a Boss in Mook Clothing (or an actual boss) is just plain dead. Not only is it the strongest attack in the game (besides the Pluto + Black Dog combo), it's a guaranteed hit on every enemy within a radius that extends beyond the screen. As if that weren't enough by itself, you're invincible for about 5 seconds after using it, so you can even use it as a very effective defense.
    • For mages (unlocked after beating the game), Uranus + everything (except Unicorn, as it heals instead of doing damage). All summons give you invincibility until they end, but the game makes up for it by having huge-to-insane MP costs. But the mage playthrough gives you insane MP and MP recovery, so partway through the game you gain enough MP to chain-spam the cheapest summon until the cows come home, and by the end you can chain-spam even the strongest summons with zero risk.
    • Jupiter + Manticore forms a poisonous mist around you, which instantly destroys most of the projectiles caught on it, making bosses like Adramelech, Camilla, Death and the final boss easier. It is also handy in discovering hidden rooms.
    • Pluto + Black Dog can be this with a bit of luck. Yes, you turn into a slow skeleton whose only attack is throwing bones — a One-Hit-Point Wonder one at that. So what makes it a potential game-breaker? Occasionally at random, you'll throw a huge bone. That does an almost-guaranteed 9999 damage. Turning every single enemy and boss in the game into One-Hit-Point Wonders themselves...
  • Due to a programming error in the game, if you switch your card combo to something like Mars + Black Dog (even if you don't actually have the cards) just after you activate the summon, its power goes DRASTICALLY up.
    • And you never really need any cards beyond the Mercury/Salamander, the easiest cards to get in the entire game, because of a similar glitch. If you pause the game when turning on the cards you can change the combination to any combination at all, even if you don't have them. Using this and the Mars+Black Dog glitch requires an irritatingly massive amount of menu handling, though.

    Harmony of Dissonance 

Castlevania: Harmony of Dissonance

  • The Bolt + Bible combo summons a pair of Gradius-style shields to float in front of Juste. On top of blocking projectile shots, it does over 140 damage per hit, and each shield can take about 10 hits.
    • The Bible itself is the real Game-Breaker. In addition to the Bolt combo, there's also the Ice combo, which demolishes more or less anything given sufficient MP. And when you're out of MP, you can use the Bible with no attribute — its default attack is to spin out from you in ever-expanding circles, essentially hitting everything on the screen up to three times depending on size.
    • Additionally, the Cross + Wind combo is a great way to dish out the hurt while still retaining the ability to evade attacks. The orbiting crosses have RIDICULOUS range. Also, the Sacred Fist + Wind combo lets you fire a VERY damaging Hadoken for a low amount of MP, and you're invincible while performing this attack.
      • This qualifies more as a Disc-One Nuke as once you obtain the Bolt Book, you'll want to switch to the Bible as your endgame source of damage as by then the damage of the Wind/Cross combo will fail to keep up.
  • You can store up to 99 of any consumable item, as opposed to 9 for later Metroidvanias. While you could do the same in Symphony, you could only use healing items when they were equipped in your hand slot (denying you the use of a secondary weapon or a shield), you had to use them during actual gameplay and each one either took around 5 seconds from using one to actually having your HP restored in case of potions or resulted in the healing food item being thrown to the floor, where you had to pick it up again to recover health with it: compare this to HoD and most of the later games, where healing items are used in the menu and take effect immediately, allowing you to tank almost any number of hits that don't kill you outright as long as you have potions to spare. With enough money on you, you can stock 99 Potions and Hi-Potions, which makes an already-easy game even easier.
    • Plus, there's a certain chandelier in the upper left part of the map that drops $400 each time it's broken. Like every chandelier, it respawns when the player leaves the room. As if that wasn't enough, it's located right next to the door to the next room.
  • Above all else is the Crushing Stone upgrade. When used in conjunction with the Bible and Wind combo can actually cause massive damage every frame if you're close enough to the enemy you're attacking. This combo can actually work with anything that allows you to charge your whip while the ability is in effect. Including the Bible/Bolt and Wind/Cross attacks, however, the Bible/Wind combo is time based, allowing you to get in more hits with the Crushing Stone, conserving MP.
    • The reason why this works is any time an enemy takes 3 different sources of damage, the game doesn't know how to handle the third source and just registers the attack every frame. The charge attack of the crushing stone qualifies as two different sources of damage on its own, but only if there hilt of the charged attack also connects.

    Chronicles of Sorrow 

Aria of Sorrow

  • The Claimh Solais. It has the highest stats of any weapon, a long reach, swings in a nearly 180 degree arc, and has the holy element, which many of the tough enemies in the game are weak against. Even given that it's the game's Infinity +1 Sword (albeit a remarkably easy to get hold of one), getting a hold of it makes the game insultingly easy.
    • And a Disc-One Nuke, if you obtain it early enough. Also accompanied by the extraordinarily powerful Eversing armor.
    • You might want to have a dark-element or mundane sword as backup, though. That One Boss resists holy damage, and moves fast enough that Claimh Solais's slower swing is more a hindrance than a help.
      • The Claimh Solais hits even faster if you're dexterous enough. All you have to do is tap A for a short hop, then tap B to swing the sword; once Soma hits the ground, the swinging animation gets canceled out, and with good enough tempo, one can easily swing the sword at an enemy and retreat at the same time.
    • And the Valkyrie Soul is just as bad, delivering a hideous strike across a huge area for a very reasonable MP cost, and coming much earlier in the game than the Claimh Solais does.
      • And, of course, it's Holy-element! You can count the number of monsters resistant to Holy on your fingers, whereas at least half the remaining cast of creatures is weak to holy.
    • The Red Minotaur Soul. It's a costly 150 MP attack, but it creates a massive axe that swing completely around you, obliterating practically everything. Added to this is the fact that standing with your back facing the enemy makes the soul hit TWICE (once when it arcs back to swing, the second when the swing makes contact)leading to over 2000 damage in one attack. One can destroy bosses without even replenishing their MP.
    • The Killer Mantle Soul, which has the property of swapping HP and MP, can one hit kill many enemies, and costs a mere pittance in MP. Even against enemies its stat-swapping property doesn't affect, the Killer Mantle inflicts solid damage and has no attribute. Even enemies such as Final Guards (who have a resistance to all attributes) still take hefty damage from the Killer Mantle.
      • Even better, once you get the Mantle Soul, you can use it to do some disgustingly quick power leveling in a hallway in the Arena full of Mantles, Red Minotaurs, and Werejaguars, since the Mantle soul will one-shot the otherwise fairly difficult to kill Red Minotaurs. It's easily possible to gain dozens of levels within an hour or two.
    • The Final Guard Soul itself is phenomenal once acquired. It seems Awesome, but Impractical at first glance; using it completely stops Soma in place, he can't do anything while it's active, it can only be used on the ground, and it has a very high MP cost over time. However, there is no startup or cooldown on it in Aria of Sorrow — however long you hold the button is however long it remains active. Furthermore, blocking an attack with it gives Soma a downright gratuitous amount of invinciblity frames — frames that persist even if he drops his guard immediately after blocking an attack. This soul effectively allows Soma to nullify almost every attack in the entire game by simply tapping the button for a split second to throw up a shield just before an attack lands, and then drop it as soon as the attack is blocked with all the time in the world to retaliate or get into a better position.
      • Dawn of Sorrow nerfed it slightly by applying a short delay after you stop guarding before you can move again, but the instant startup and lengthy invincibility frames still make it a powerful defensive option even with its diminished potential for performing counterattacks.
    • The Giant Bat Soul from Aria of Sorrow seems like your usual bat transformation ability, providing flight and allowing Soma to get into small spaces (and being necessary to both advancement and getting the best ending). However, its true power lies not in flight, but taking advantage of its smaller hitbox to push up against walls and then exploiting collision detection to clip into walls, forcing room transitions to occur where they normally can't and sending Soma to completely different sections of the castle. A very basic "bat zip" allows you to start in the Arena and warp directly to the Top Floor in an instant - with more advanced zips going from there to the Forbidden Area to grab the above-mentioned Claimh Solais, and then from there to the Chaotic Realm. Behold.
    • Even if you don't have the Chaos Ring, the Black Panther Soul allows you to just charge through most enemies at a high enough speed that you take no damage. And it costs all of two MP per second, making it EXTREMELY spammable. It can even make a joke out of the above mentioned That One Boss.Explanation 
      • Except that it's obtainable right at the end, and only if you gain access to the "post-game."
    • Lightning Doll Soul. Has incredible reach, slightly less costly than Valkyrie, deals multiple hits with high power, and you can get it as soon as you have access to the Clock Tower.
    • The Positron Rifle from the Boss Rush mode deserves mention. It hits nearly as hard as the Solais and it multi-hits enemies. It also has the longest range of any basic weapon short of the handguns, and combined with the Succubus Soul, you can decimate any grounded or large enemy without taking a single hit and heal a lot of HP.

Dawn of Sorrow

  • The Mandragora Soul. It simply sends a screaming mandragora out for 30 MP. The range is insane, the damage is very good for such a cheap-costing soul, and while a little grinding may be needed for it, you can get it as soon as you get into the Garden of Madness. The somewhat rarer and later Great Axe Armour Soul costs more and is only a little more powerful, but the range is massive, similar to the Red Minotaur Soul but less broken.
    • There's also the Devil Soul, which gives you a huge Strength stat boost in exchange for doing 10 HP of damage each second. The Devil Soul is also very easy to get, appearing fairly early in the game. Using it in combination with the Valmanway (see "Crissaegrim" under Symphony, because being broken in just one game apparently wasn't enough), it can beat the game's Boss Rush mode in just over 4 minutes (taking into account the long waiting times to gather the healing orb after every battle).
    • The Medusa Soul + jumpkick combo: basically, in Dawn of Sorrow, your jumpkicks do more damage the longer you fall before connecting with an enemy, which is normally only useful against Gergoth, since his boss arena is the only one with a long vertical drop. But since the game only counts airtime and not the distance you cover before connecting with an enemy, you can easily use the Medusa Soul to freeze yourself in midair mid-kick and do ridiculous amounts of damage to anything below you when you let go. There were several bosses who ate an extremely, extremely damaging boot to the top of the skull.

    Curse of Darkness 

Castlevania: Curse of Darkness

  • Curse of Darkness isn't too bad with regards to game-breakery in Hector's story, but playing in Trevor mode — dear god. Spamming the Dagger subweapon crush on some bosses means you can destroy their faces without taking a single hit. It pales to the more proactive approach, that being throwing on the right elemental whip and beating down whatever poor unfortunate monster just happens to be blocking your way.
  • Hector can be pretty break-y too if you're prone to experimenting with weapons. Using the replica of Isaac's spear against him in the second battle is almost unfair because your combo is faster than his recovery, and if you keep hitting him from behind (Foe Yay abounds with those two), you can get him stuck in perpetual recovery stagger until he switches modes, or until one of the IDs lambasts you.
  • The End would probably be broken as hell, if he wasn't such a bottomless heart-munching beastie and prone to attacking everything large and moving.
  • Trevor's speed-kick combo also bears mentioning. Massive damage, tons of hits, can track enemies. Many a boss have had their bodies shattered by this thing. Makes you wonder why he even bothers with the whip.
    • The whip is nothing to sneeze at either, mind. As noted earlier, using the correct element (which Trevor has no problem whatsoever with, while Hector has limited options) causes every hit to deal double damage. It's possible to shred that poor Minotaurus with the Wind Whip before he can grab a second pillar.

    Portrait of Ruin 

Castlevania: Portrait of Ruin

  • Illusion Fist + Miser Ring + maxed-out gold stash = Mook Horror Show.
  • The Stellar Sword's special move HITS EVERY ENEMY ON THE SCREEN. As in, Jonathan creates shadow clones to teleport and slash at each enemy simultaneously. Also, it has the Holy element, and it's got a good amount of power (overall being the third strongest sword, behind the Jagdplaute and Damascus Sword). But would you expect any less from Maxim's preferred weapon?
  • The 1,000 Blades Dual Crash is probably the worst example, though, because you get it so early in the game. It's not actually one thousand blades, just 48 (or 51 if your partner is on-screen), but even that will kill pretty much anything in a few strikes, and since each stuns separately, the enemy is quite screwed. The high hit count also makes it perfect against Final Guard, a Boss in Mook Clothing who has 50 HP... but with a DEF so high that it takes only 1 HP of damage per hit from everything.
  • The Ancient Armor makes Level 1 runs trivial. It turns you into a Ten-Hit-Point Wonder, which doesn't seem like a very good deal until you realize that ten hits is far more than bosses like Dracula, Death, or Whip's Memory would take to kill you in a fair fight.
    • And that's not taking into account the fact that it allows you to use potions and other healing items to increase the total amount of hits you can take: Take 9 hits, use a potion, take 9 hits, use a potion...
  • Portrait of Ruin has a hilariously broken inventory glitch, where tapping the stylus at a certain place will always select a potion and allow you to use it... even if you don't even have a potion, so you can at any time use any amount of potions at will. This makes everything even more trivial, as any damage taken can always be instantly fully recovered. With proper usage of potions it's nearly impossible to die.

    Order of Ecclesia 

Castlevania: Order of Ecclesia

  • Dominus Agony. With it active, you get massive stat boosts, but lose 66 HP per second. Combined with the Death Ring (even more massive stat boosts in exchange for becoming a One-Hit-Point Wonder), you can drain bosses' hit points at a ridiculous rate. It can kill Dracula in about two hits!
    • If you add in another Death Ring (you're already going to die in one hit anyway thanks to the first Death Ring, so why not get another obscene stat boost) and equip the Nitesco Sword (Nitesco glyph + any weapon glyph), you're basically destroying half the screen every time you attack. Throw in a Queen of Hearts (reduces the heart consumption of Glyph Unions) and you're getting twice as much overkill as you were before.
      • It's made even more broken by the fact that it consumes less hearts than the de facto strongest union (Light + Dark), and is only slightly less powerful.
      • The only trade-off is Dominus Agony is draining your HP at a ridiculous rate, so you're better off leaving that inactive except against bosses. Not that you really need it. Just the Nitesco Sword and a single Death Ring is more than adequate for 99% of the game.
    • The Arma Custos Glyph (also a mandatory acquisition) increases Shanoa's STR as her health gets lower. Combine with all of the above (in place of Dominus Agony) and a Judgment Ring (increases damage dealt by combo attacks) in place of the Death Ring, and Shanoa is still breaking the faces of bosses and mooks alike before they know what's happening.
  • Order of Ecclesia also has a "tape down buttons" trick that can lead to maxing out all your elemental experience points, simply by repeatedly absorbing glyphs from the floating goat-like spellcaster foes. It involves an accessory that completely nullifies Shanoa's reaction to getting hit (apart from the damage, of course) with high enough defense that the enemies don't do more than 1 damage to her when they fly into her, combined with a glyph that regenerates Shanoa's health. The goat-dudes can hover right over her face as much as they want, but since her defense is high enough, the regeneration glyph heals her faster than they can deplete her health. As long as you have Up taped down, you'll keep absoring their glyphs, preventing them from using their attacks with each absorbed glyph boosting all of her elemental attributes by 1 up to a maximum of 65535, at which point all of her attacks will do 3 times the normal amount of damage.
  • When playing as Albus, you have access to the teleport ability, which you use by touching an empty spot on the screen. It's most useful outside of boss fights, as you can skip platforming segments with it.

    Harmony of Despair 

Castlevania: Harmony of Despair

  • The Valmanway. Just... the Valmanway. Remember the Crissaegrim from SotN? The Valmanway is the very same weapon, but weaker. However, it slashes 4 times per second, making 14 damage into 56 damage. With stat-increasing items it can deal a maximum of 35+ damage per hit. This makes it a staple for Somas and Alucards on Hard Mode. Needless to say, a lot of people who believe the game is meant to be experienced "fairly" abhor the existence of this sword.
    • The Yasutsuna, when wielded by Alucard, was very similar to the Valmanway before the patch, which changed its hit rate. It is still useful, however.
      • Valmanway +1 in Chapter 10 made this worse, despite the fact it's just a slightly stronger Valmanway, by 6 points of attack. So that 20 attack is now 80 attack, and stat increases mean it can deal 45+ damage per hit.
      • Soma himself is a complete game breaker with two of these, the Succubus Soul, the Astral Ring, and on some bosses, the Medusa Head soul. This lets Soma hang in mid air, spam his Valmanways, and recover the health lost by the Medusa Head soul. Other than that, Soma can freely spam whatever soul he wants so long as he goes and hits a few enemies.
  • Before the patch, Charlotte had a special accessory combination that essentially gave her infinite health to both herself and her teammates. All you needed was her Heal spell and an Astral Ring that allows her to cast spells using HP instead of MP: this allowed her to heal herself for more HP than the spell cost to cast, and naturally it healed any of her teammates for the full amount. Adding a Skull Ring turns her into what fans dubbed "Super Saiyan Charlotte", due to the convenient status increases it gives her as well as a yellow glow from being cursed that reduces her MP to 0, which didn't matter to her since she didn't use MP to cast spells with this setup.
  • There is a glitch in Chapter 10 involving Soma's Puppet Master Soul which allows you to completely bypass 3 of the 6 minibosses and go straight through the lift to the Clock Tower into Dracula's Tower, which is extremely handy considering the stage is a mostly faithful reproduction of the entire Castlevania stage and is thus a Marathon Level with many extremely useful items you can get from killing R. The Count repeatedly.
    • Soma's Yorick Soul also lets you skip sections of some stages. It can be used in Chapters 3 and 4 to get to the bosses very quickly.
    • It's recently been learned that Richter can perform the same glitch in Chapter 10 using his spin kick ability. Everyone else with a jumpkick can apparently do it as well, but it requires a ton of precision and is a lot harder to do and every time you mistime it, you're guaranteed to be sent at the very bottom of the elevator shaft and forced to spend another 20 seconds to ride one back up to try again.
  • There's YET another new Soma-only glitch that allows him to reach Dracula's room from the very beginning of the level using the same overall principle, but it's much harder to pull off and requires ridiculous amounts of precision and speed to do.

    Lords of Shadow 

Castlevania: Lords of Shadow

  • The Holy Cross ability, Ultimate Light, and the Holy Water. The first stunlocks all enemies in a 90-degree arc in front of Gabriel, inflicting ridiculous damage and actually increasing experience drops from certain enemies. Ultimate Light has Gabriel whirl around endlessly, inflicting even more damage while also healing for the damage inflicted. Either attack makes the final battle with Satan (where Gabriel has infinite magic) a complete joke. The Holy Water is only a little less broken since it instantly puts very tough enemies like vampires and Creeping Coffins into their stun state so they can be the subject of...
    • ... the extremely broken grapple move. Gabriel is invincible while using it, it can be performed immediately on any low-level enemy, and is an instant kill as long as the QTE is performed correctly. There's really no reason aside from boredom for the player not to grapple every enemy, and with some annoying enemies like Mandragoras and Gremlins, it is literally the best way of dealing with them. Later on it gets even more broken when Gabriel acquires the ability to grapple at a distance. Fortunately, the developers must have noticed this as the grapple was nerfed in the Reverie DLC.
  • In the sequel, most of the first game's more degenerate nonsense was nerfed, but Exploding Quake (the shadow magic companion to Holy Cross which nobody used because it wasn't as broken as Holy Cross) was not touched, and the Flame Claws power can easily deal with just about any non-boss enemy, doing around 266 damage per hit across a huge arc at full Mastery. Exploding Earthquake, as it's now called, does have the drawback of tending to attack enemies that are far away before nearer ones, but it is devastating against slow-moving or single enemies.
    • On the Void Sword's side, the Whirlwind move. Comes out fast, ignores the "do virtually no damage" theme of most Void Sword attacks with similar per-hit power to Exploding Earthquake, deals multiple hits that stagger large enemies and juggle small ones, costs very little magic, and since it's a Void Sword attack it also heals Dracula. A decently-aimed Whirlwind can restore Dracula's entire health bar.
    • Stolas' Clock puts enemies into an extreme stun state which grants additional XP and becomes very broken combined with certain Chaos Claw attacks, particularly Fire Cover and Furious Claw. Since Chaos Claw attacks cannot be interrupted by the enemy blocking, all they can do is take the hits. It lasts for 30 seconds, and with the aforementioned powers it is possible to get thousands of experience from a single group of enemies; the only drawback is it does not work on bosses (it ignores its own timer and only lasts a few hits) or, for some reason, Harpies.
    • The Ensnared Demon power-up is also broken; it puts Dracula in the same infinite magic state as during the previous game's Satan battle (the bars decrease with use but refill almost instantly). Combined with Flame Claws or Exploding Earthquake it can absolutely wreck a boss.
    • Mist Form. Acquired partway through the boss battle through Carmilla, the game quickly educates you on both using it to pass through certain gates as well as breaking out of certain attacks. Not only does it allow you to escape some QTE situations like the spit of a Satan's Soldier or a Heavy Brotherhood Knight's bear hug, almost any action you take can be cancelled into Mist Form - which, unlike your dodge move, gives you invincibility frames against almost everything the moment you press the button, and you can act immediately once your invincibility ends. However, the real kicker is the set of magic attacks associated with the Mist Form; the Chaos version breaks the guard of any blocking enemy in one hit (whereas even dedicated block-breaking attacks such as Sustained Whip and its variants require several hits before they become capable of breaking guards), the Void version instantly freezes any enemy in your way no matter how long it would take to freeze them otherwise, leaving them helpless to a devastating followup as soon as you untransform, and both moves are an Invulnerable Attack. While some opponents can use attacks that will hit Dracula out of Mist Form, just about all of these attacks are extremely telegraphed and/or easy to avoid with a simple jump or dodge.



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