Devil May Cry 5 (DMC 5) - Recommended Abilities

A list of recommended Abilities for each playable character in Devil May Cry 5, including essential abilities for the early, mid, and late game.

Recommended Abilities for Beginners

Nero (Mission 2)

Ability Name Red Orbs Required to Unlock
Speed 4,500
Air Hike 20,000
Color Up 2 1,800
Streak 800
Split 1,200
Total 28,300

*These Abilities can all be unlocked using the 30,000 Red Orbs obtained as a bonus for playing the game’s demo.

Speed

DMC 5 Recommended Abilities

Allows you to dash after running for a while. Speed simply lets you move around faster. Get it at the start of Mission 2.

Air Hike

Creates a foothold in the air, enabling you to jump a second time. Air Hike is useful for reaching high places normally inaccessible by a single jump. It can also be used to evade enemy attacks while airborne.

Color Up 2

Enhances damage done by Blue Rose’s charged attacks. When the Blue Rose gauge is full, you can perform up to three powered shots.

Streak

DMC 5 Recommended Abilities

Perform a forward rush attack with the Red Queen. Streak is used to close distance between you and an enemy or to knock them back and isolate them. The ability is easy to unlock thanks to its low cost.

Split

Performs a plunging slash from the air. Split is commonly used to connect an aerial assault to a ground combo.

Recommended Items and Abilities for Early Game

Items (Mission 4)

Ability Name Red Orbs Required to Unlock
Blue Orbs 1,500
3,500
6,000
9,000
18,000
40,000

*Blue Orb’s Price goes up with each purchase.

V (Mission 4)

Ability Name Red Orbs Required to Unlock
Quick Play 4,500
Trigger Heart 15,000
Blockade 2 2,500
Breakthrough 1,200

*After unlocking the above abilities, focus on purchasing Purple Orbs to extend Nightmare’s summon duration.

Quick Play

DMC 5 Recommended Abilities

Allows V to move quickly. Shadow turns into a dark cloud under V’s feet and allows him to “surf” the ground. It is a good ability to use for exploring.

Trigger Heart

DMC 5 Recommended Abilities

Reduces the depletion rate of Devil Trigger when it is active. Since V mostly relies on Nightmare to clear waves of enemies, it is important to get the Ability early.

Recommended Abilities for Mid Game

Dante (Mission 10)

Ability Name Red Orbs Required to Unlock
Speed 4,500
Air Hike 20,000
Stinger 1,500
Trigger Heart 15,000
SM Style Level 2 4,000
GS Style Level 2 4,000

Recommended Abilities for Late Game

Nero

DMC 5 Recommended Abilities

Ability Name Details
Max Act Extremely useful for instantly charging the Red Queen. You will be able to perform enhanced versions of Nero’s melee attacks more frequently.
Exceed 3 Gives you up to 3 levels of Exceed charge.
Streak 2 Grants greater range and damage for Streak.
Wire Snatch 3 Grants the maximum range for Wire Snatch.
Color Up Level 3 Grants the maximum charge level for Color Up.
Payline Attacks enemies on the ground from the air. There are very few melee moves in the game that home in on enemies from the air.

V

DMC 5 Recommended Abilities

Ability Name Details
Blockade Griffon generates up to five pillars of lightning.
Round Robin 3 Griffon unleashes even more lightning strikes on enemies.
Domination Allows Nightmare to perform a powerful concentrated laser attack. Does about twice the damage of Nero and Dante’s regular combo attacks.
Purple Orbs 3,500
6,000
9,000
18,000
40,000

Dante

DMC 5 Recommended Abilities

Ability Name Details
SM Style Level 4 Unlocks the last of the Swordmaster Style Actions.
Overdrive Shoots three sword waves with Devil Sword Dante. Good for dishing out heavy damage from a distance.
Ignition 3 Extends the duration of Ignition. This is required to perform Real Impact in Balrog Blow Mode.
Revolver 2 Dante spins rapidly in the air before finishing with a powerful ground attack with King Cerberus.
The Luce Shoots a powerful barrage of flames on the target when in Sin Devil Trigger form.

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