There are 23 unique weapons in the Devil May Cry 5, however, each character will have their own sets of weapons. (Robotic Arms for Nero, Rebellion for Dante and Cane for V.) Some weapons can perform special attacks or can transform into other variations. Learn their features is the key to defeat the. Hi everyone, I recently started playing DMC3 again, and I'm loving it. Beowulf as my main weapons along with E+I and Spiral as my guns. Grants access to the Japanese Amazon exclusive Monkey Business Devil Breaker by replacing either the Devil Bringer Helter Skelter (non-DLC version) or the Devil Bringer Sweet Surrender / Pasta Breaker (DLC versions).This isn't just a skin; it actually has brand-new abilities. Enjoy your newest Devil Breaker!
Don't think of Stevie Wonder when you think of Ebony & Ivory—-think of a couple of bad ass pistols that wish your enemies all of the harm in the world. The main purpose of these dual duelers is to knock enemies away, not to be your main source of damage dealing. That's what the melee weapons are for. Use your pistols to start off a battle, or to knock enemies back that might be approaching at a fast pace. Ebony & Ivory will certainly do a number on practically any enemy, but it is best to use them sparingly rather than go all-out with shooting. Try juggling enemies in the air with your dual pistols, as well!
Found in Mission 3 on a bulletin board, the Shotgun has slow reloading capabilities but heavy firepower. The best situations to use the Shotgun in are against somewhat weaker enemies so that you can kill them from afar without getting too close to them (and thus avoid taking damage). The Shotgun works well against certain bosses, as well, considering that you can strafe and bust a shell into them for more damage than Ebony & Ivory will provide. Consider this your bigger helper rather than your assistant.
The Artemis gun is a high powered gun from the demon world that will shoot a large (see: unlimited) amount of laser beams to slice through your demon foes from the depths of Hell. The Artemis is very high in firepower, but very lacking in terms of shot rate. The gun is slower than the shotgun, but you can charge it up for a long laser beam that will certainly pack one helluva punch upon impact. Use the Artemis demon laser gun whenever you think you need some added support beyond Ebony & Ivory.
What an odd name for a very high powered rifle. The Spiral can be used in a variety of different ways, but the main thing that you must keep in mind is that the Spiral does not fire fast by any means. If you can deal with the horribly slow firing rate, then you can most definitely use and eventually master the art of the Spiral. The gun is very linear when it comes to usage, but thankfully the one thing that you will use the Spiral for consistently is blowing chunks through the stomachs of your enemies.
The Kalina Ann is Lady's Rocket Launcher, which will be awarded to you upon completion of Mission 16. The main purpose of the Kalina Ann is going back to previous stages and using the Rocket Launcher to quickly destroy bosses for more red orbs, although it can definitely be used for bosses after Mission 16, as well. This is a good, albeit very slow, replacement for Ebony & Ivory in boss fights. It's not very good for crowd control in comparison, however.
Rebellion is the starting weapon amongst the Devil Arms, and one of the easiest weapons to use while being arguably the toughest to master. In order to become picture-perfect with the Rebellion, you will need to practice thoroughly with juggling combos and adding a decent kick with Ebony & Ivory to add a few moves in-between each combo. As far as weapons are concerned, the Rebellion is the ultimate in dueling swords. Think of the Rebellion as the ultimate Samurai sword. It is perfect for one-on-one battles, but fairly shoddy in crowded areas.
The second Devil Arm that you will find is the Cerberus, which is a large whip that will stretch out and expand in the distant area. The Revolver attack is wonderful for taking out large groups of enemies extremely fast, and without taking too much damage in the process. The Cerberus is a personal favorite of ours, as it can take care of enemies fairly cheaply without being overly cheesy. Basically, use the Cerberus to get through those crowded, tough areas that are driving you crazy.
The brothers, Agni and Rudra, are two very tall and very large enemies that will prove to be one Hell of a challenge in Mission 5. For defeating them, they will lend you their powers. These guys are great to use during tough boss fights, like Mission 7, and clear the area when you're taking on those tough enemies, such as the Teleporters and Collars. Equip them and use onslaught combos to defeat your foes.
Nevan is in the form of an incredibly attractive vampire without a top, bra, bikini, or anything. Her hair protects the view of her breasts, you perverse sick puppy, and no, there are no codes to see the boobies, either. Nevan as a weapon, however, is pure string shreddin' fun. That's right, Nevan as a weapon is in the form of an electric guitar, and you fight foes with very sluggish yet very powerful guitar riffs. Getting combos off using Nevan is a pain in the buttocks, but once you've got the power of the bats on your side, you're good to go.
Beowulf is the ultimate in doombringer weaponry, as you can haul these gauntlets will fit perfectly onto Dante's wrists, as well as his dear brother Vergil's. The Beowulf gauntlets will increase your overall attributes by a Hell of a lot, but the big trade-off is that you will attack much, much slower. Even so, once you have mastered the Beowulf, it is nearly impossible to overcome. Using the Beowulf gauntlets and footwear in crowded rooms is like covering yourself with slabs of meat and taunting a tiger: you just don't do it, man, you just don't do it! Instead, focus on how to evade attacks quickly with Beowulf and you can take out even the toughest of bosses in the blink of an eye.
Trigger Heart: Reduces the rate Devil Trigger expends while Nightmare is active. This is essential for larger fights because a sizable portion of your damage will come from Nightmare. Get it as early as you can.
Griffon is a wise-cracking raven who primarily uses ranged combat. His standard electricity bolts wear down enemies, but it’s his larger area-of-effect attacks that are most useful.
Blockade: Summons lightning down that does damage to a wide area. Good for lots of weaker enemies, and when you have multiple targets nearing death.
Flank Attack: Charges forward and launches enemies into the air. Most useful when battling a single enemy so that Shadow can follow up with is own attack.
Double Check: Fires an electric shock forward that slams into enemies. Good for crowd control, especially when you can’t use Nightmare.
Griffon Vigor: Essentially a health boost. Stronger defense prevents “stalemating” from occurring too quickly.
Griffon Vim: Allows Griffon to come back more quickly from a stalemate. Get this ability as soon as possible.
A deadly panther with impressive range, Shadow is your primary melee weapon. He’s capable of dealing damage to multiple targets at a time but functions best when in one-on-one scenarios.
Breakthrough: Shadow dives forward and dashes ahead, attacking with tentacles in front. Good for getting to targets at a medium range.
Guillotine: While in midair, Shadow spins forward or drop attacks on enemies. This can do tremendous damage, especially to targets who are also airborne.
Shadow Vigor: Essentially a health boost. Functions identically to Griffon’s ability.
Shadow Vim:Allows Shadow to recover from a stalemate more quickly. Identical to Griffon’s ability. Get this ability as soon as possible.
A hulking, golem-like creature, Nightmare appears when you activate V’s Devil Trigger ability, and it will only fight for you until the meter is empty. Nightmare can devastate targets of any size, so you don’t want to waste it on smaller battles.
Domination:Nightmare fires a large laser from its eye while V is riding him. This can only be done after performing an “Illegal Move,” done by moving the stick backward and then forward.