Doppelganger
First identify the current weapon and attack windup. Doppelganger chooses between melee combos, spinning projectiles, whip strikes, shield bashes, and spells; a fixed number of dodges cannot cover every move.
Entry requirements
Complete the four trials of Courage, Temperance, Justice, and Wisdom at Notre-Dame, ring each verification bell, and enter the central entrance.
Spawn locations
Area
Notre-Dame
How to clear
Combat tips
The petrification beam is still followed by a dodge and a charged heavy slash. An enhanced aerial Smash still produces a fire shockwave after landing. Approach only after the final part ends and the ground route is safe.
Phase one
First exchange group: melee, whip strikes, and spinning projectiles
Moves and states
Dashing melee, dual-wield combos, retreats followed by whip strikes or returning projectiles.
Dodging and handling
Judge the trajectory by the current weapon; a retreat may also lead into an attack; after dodging the melee attack, keep watching the projectile’s return path.
Counterattacking and advancing
Use brief attacks only after the entire combo and returning projectile have finished; don’t keep attacking while chasing its retreat.
Phase two
Anti-air and supplies: identify whether Smash is followed by a flame wave
Moves and states
Besides throwing spears, it also uses Double Jump and Aerial Rush, then Smash. The first group’s Smash ends after landing; the second group’s enhanced Smash continues its wind-up and releases a flame shockwave; it also has potion-searching and potion-drinking actions.
Dodging and handling
Once it jumps, first watch its new landing spot for Aerial Rush; don’t stay directly beneath the first jump. After Smash lands, keep checking whether it raises its hand to release a flame wave; first leave the ground attack’s path. Even when you see it take out a potion, first check that the surroundings are safe.
Counterattacking and advancing
For normal Smash, attack briefly during the recovery after landing. For enhanced Smash, also dodge the follow-up flame wave and approach only once the route is clear. When the opponent drinks a potion, approach safely and apply pressure. If you do not interrupt the healing, stay ready for the next attack.
Phase three
Second-group encounter: the petrification ray is followed by a charged heavy slash
Moves and states
The petrification combo consists, in order, of a dodge, petrification ray, another dodge, and a charged heavy slash. The shield bash also has a charged follow-up attack; there are also charged scythe strikes and retreats with Blood Spikes.
Dodging and handling
After moving out of the ray’s path, stay ready to dodge the heavy slash; don’t rush in when the ray ends. When Doppelganger dodges again, reassess the direction of its sword strike; keep your distance after the shield bash; for the Blood Spikes branch, check beneath your feet first.
Counterattacking and advancing
For the petrification combo, the end of the final charged heavy slash signals when to approach; for the shield-bash combo, wait until the charged follow-up ends. For scythe strikes and Blood Spikes too, confirm that lingering attacks have cleared the route before countering with a short combo.
Post-battle rewards
Post-battle steps
Defeat Doppelganger and absorb the light orb to obtain Absolution. Using Absolution requires full MP and holding the cast key until charging completes.
Base stats
Base HP: 8778
Game homeCastlevania: Belmont’s CurseAll games