Published , by Sam Chandler
Published , by Sam Chandler
Devil May Cry 5 is all about defeating demons in style, so unlocking all the skills, abilities, and moves is going to be a top priority. There are dozens of moves to buy for Nero, V, and Dante, and more are unlocked as the player progresses through the story. Below you’ll find every skill and ability in Devil May Cry 5, as well as some suggestions on what skills to buy first.
Skills | Description | Cost |
Abilities | ||
Speed | Keep holding move in the same direction to build up speed into a full sprint. | 4,500 |
Table Hopper | Evade an enemy attack with a slight movement of the body, allowing for easier counter-attacks. | 3,000 |
Table Hopper 2 | Evade in any direction after a Table Hopper. | 10,000 |
Table Hopper 3 | An even more effective evasive maneuver that expands upon what you have learned before. | 25,000 |
Wire Snatch 2 | An upgrade to Wire Snatch with a longer reach. | 8,000 |
Wire Snatch 3 | The final Wire Snatch upgrade, extending the wire reach even farther. | 40,000 |
Air Hike | Concentrate demonic power into the area under your feet to perform a double jump that can reach higher locations. | 20,000 |
Enemy Step | In mid-air, use an enemy as a stepping stone to execute a double jump. | 45,000 |
Get More Orbs | Increase the range from which you can gather orbs. | 50,000 |
Ex Provocation | A special taunt given only to those who paid a heavy price. Increases Stylish Rank more than a normal taunt. | 3,000,000 |
Blue Rose | ||
Color Up 2 | Pack even more power into your Color Up shots. Hold shoot to fill up the Bullet Gauge, letting you fire three shots once the gauge is full. | 1,800 |
Color Up 3 | The final upgrade to Color Up, cramming explosive power into your special bullets. Hold shoot to fill up the Bullet Gauge, letting you fire three shots once the gauge is full. | 35,000 |
Charge Shot | Channel the power from your body into the Blue Rose to fire powerful shots that send foes flying. Hold shoot while attacking to build up the charge. | 7,000 |
Charge Shot 2 | A powered-up version of Charge Shot, packing more pain into each bullet. | 18,000 |
Charge Shot 3 | The strongest version of Charge Shot. These demonic bullets run wild inside an enemy's body, detonating after a certain amount of time. | 45,000 |
Red Queen | ||
Streak | A magnificent rushing attack that sweeps up surrounding enemies. | 800 |
Split | A violent descending slash that slams through an enemy and splits them right down the middle. | 1,200 |
Red Queen Combo B | A series of heavy blows deal massive damage to anything unlucky enough to get in the way. | 2,500 |
Red Queen Combo C | A flashy sword combo versatile enough to lay out unsuspecting foes over a wider area. | 5,000 |
Red Queen Combo D | A brutal series of strikes culminating in a powerful final blow. | 8,500 |
Roulette Spin | Spin the Red Queen's blade in mid-air, cutting up enemies. This attack will allow you to gain a little altitude. | 7,000 |
Shuffle | After avoiding an attack by backstepping, rush forward and counter with a fast, powerful blow. | 8,000 |
Payline | A swift mid-air strike that exploits an enemy's weak point. Brushes off enemy attacks when activated. | 15,000 |
Hard Way | A swift strike that exploits an enemy's weak point. Brushes off enemy attacks when activated. | 20,000 |
Calibur | Streak towards your foe in mid-air and strike with a heavy blow. | 25,000 |
Exceed | ||
Exceed 2 | An upgrade to the Exceed system. Consume two stocks of the Ex-Gauge to use level 2 Exceed moves. | 3,800 |
Exceed 3 | The final upgrade to the Exceed system. Consume three stocks of the Ex-Gauge to use level 3 Exceed moves. | 12,000 |
MAX-Act | Right after an attack, activate Exceed with perfect timing to max out your Exceed gauge. | 45,000 |
Devil Bringer | ||
Showdown | An incredibly powerful series of strikes with the Red Queen and your demonic arms. | 25,000 |
Maximum Bet | Demonic arms and the Red Queen combine to blow through enemies like a powerful wind. Holding then relaxing attack and B/Circle will increase its attack strength. | 50,000 |
Flat Top | Twist your body into the air and unfurl your demonic arms for a second jump. Hold jump to extend the air time. | 50,000 |
Devil Breaker | ||
Breaker Plus | Up the size of your magazine, increasing the total number of Devil Breakers you can take on a mission to four. | 3,000 |
Breaker Plus 2 | Up the size of your magazine again, increasing the total number of Devil Breakers you can take on a mission to five. | 7,000 |
Breaker Plus 3 | Up the size of your magazine again, increasing the total number of Devil Breakers you can take on a mission to six. | 15,000 |
Breaker Plus 4 | Up the size of your magazine once more, increasing the total number of Devil Breakers you can take on a mission to seven. | 30,000 |
Breaker Plus 5 | Up the size of your magazine for a final time, increasing the total number of Devil Breakers you can take on a mission to eight. | 50,000 |
Nero's moves and skills focus on the various tools he has to use during combat. The Blue Rose and Red Queen are the two tools used to deal damage, while the Devil Breaker is an excellent utility skill. The Air Hike skill is likely going to be the best choice to purchase early on in the game. Being able to double-jump means it's easier to avoid getting hit and it helps to reach hidden areas where blue orb fragments are found.
Skills | Description | Cost |
Abilities | ||
Quickplay | Utilize Shadow's celerity for high-speed movement. Cannont be activated in battle, or while Shadow is stalemated. | 4,500 |
Promotion | Ride atop the demonic beast Nightmare | 20,000 |
Enemy Step | In mid-air, use an enemy as a stepping stone to execute a double jump. | 45,000 |
Trigger Heart | While Nightmare is active, the DT Gauge will deplete at a reduced rate. | 15,000 |
Green Gainer | More likely to receive green orbs from enemies while Nightmare is active. | 18,000 |
White Gainer | More likely to receive white orbs from enemies while Nightmare is active. | 18,000 |
Get More Orbs | Increase the range from which you can gather orbs. | 50,000 |
Ex Provocation | A special taunt given only to those who paid a heavy price. Increases Stylish Rank more than a normal taunt. | 3,000,000 |
Cane | ||
Royal Fork | Rain down demonic canes from on high, finishing of all dying enemies in the area at once. Expends the DT Gauge. | 50,000 |
Griffon | ||
Blockage 2 | Power up Blockage to summon three pillars of lightning at once. | 2,500 |
Round Robin 2 | This Round Robin upgrade rains even more electric strikes on foes in the area. | 2,500 |
Flank Attack | Griffon charges at enemies, launching them into the air. | 7,500 |
Double Check | Use Griffon's power to fire an electric shock that slams into enemies. | 5,000 |
Griffon Vim | Reduce the time needed for Griffon to recover after getting stalemated. | 8,500 |
Griffon Vigor | Increase Griffon's defense, allowing him to take more hits before getting stalemated. | 20,000 |
Shadow | ||
Shadow Combo B | An extra combo for Shadow, knocking away enemies with a swing of his tail and rending them with enormous fangs. | 12,000 |
Shadow Combo C | A combo to follow up Shadow's claw attack, changing his neck into a whip to flay nearby foes. | 3,500 |
Breakthrough | Shadow dives into the ground and dashes ahead, attacking with tentacles as it moves. | 1,200 |
Hedgehog | Shadow transforms into spikes that jut out in all directions to attack. | 5,000 |
Guillotine | A spinning charge attack that transforms Shadow's body. Press lock-on and forwards for a diving charge or lock-on and back for a drop attack. | 7,500 |
Skewer | Shadow transforms his head into a needle to stab at enemies. V can even stand on the needle during this attack. | 35,000 |
Shadow Vim | Reduce the time needed for Shadow to recover after getting stalemated. | 8,500 |
Shadow Vigor | Increase Shadow's defense, allowing him to take more hits before getting stalemated. | 20,000 |
Nightmare | ||
Nightmare Combo B | A new combo for Nightmare, spreading his powerful blows across a wider area. | 9,000 |
Domination | Nightmare fires a thick laser straight ahead. Use left-stick to adjust the angle slightly. | 50,000 |
V offers the most unique playstyle in Devil May Cry 5, opting to stand back and out of the fight while his demons wreak havoc. Due to how far he is from the combat, and how important it is for his demons to deal damage, Griffon, Shadow, and Nightmare should be upgraded first. Start with the basics and then work your way up to the more advanced and expensive abilities on offer.
Skills | Description | Cost |
Abilities | ||
Speed | Keep holding forward in the same direction to build up speed into a full sprint. | 4,500 |
Air Hike | Focus your demonic power into a temporary mid-air platform, allowing you to double-jump. | 20,000 |
Trigger Heart | While Devil Trigger is active, the DT Gauge will deplete at a reduced rate. | 15,000 |
Enemy Step | In mid-air, use an enemy as a stepping stone to execute a double jump. | 45,000 |
Get More Orbs | Increase the range from which you can gather orbs. | 50,000 |
Ex Provocation | A special taunt given only to those who paid a heavy price. Increases Stylish Rank more than a normal taunt. | 3,000,000 |
Rebellion/Devil Sword Dante | ||
Stinger | A high-speed lunge attack toward the enemy that skewers them through the middle. While Devil Trigger is active, the attack is more powerful, but expends the DT Gauge. | 1,500 |
Drive | This blistering sword swing creates a shockwave that damages distant enemies. Hold attack to make it hit harder. | 10,000 |
Swords Formation | Conjures four swords that automatically attack, evade, and block on your behalf. Swords disappear after a set time. Consumes 2 units of the DT Gauge. | 5,000 |
Balrog | ||
Bantam Revenge | Execute a counter in the direction you dodged with Welter Move. Slip through enemy attacks and lay on the pain. | 5,000 |
Fly Dragon | After charging forward with Heavy Jolt, send out your left fist to pound enemies into the air. | 7,000 |
Updraft | A high-flying flip kick that launches enemies upward. Great for intercepting airborne foes. | 3,000 |
Rolling Blaze | Jumping discharges a blast wave that damages nearby enemies | 15,000 |
Ignition 2 | Upgraded version of the Ignition attack buff technique. Effects remain active for longer. | 10,000 |
Ignition 3 | Ultimate evolution of the Ignition attack buff technique. Dramtically lengthens effect duration. | 40,000 |
Cavaliere | ||
Cross Line | Cross over your twin Cavaliere for a devastating slam attack. Activates Gear Wheel. | 3,500 |
Slipstream | Ride your momentum forward and cross over your twin Cavaliere for a devastating slam attack. Activates Gear Wheel. Can chain into Cavaliere Combo A or Cavaliere Combo B's second step. | 8,000 |
Highside | This high-velocity attack ramps you skyward after the enemy you hit. Activates Gear Wheel. | 9,000 |
Braking | Drag airborne enemies into the spinning wheels and dive into a backbreaking ground impact. Activates Gear Wheel. | 10,000 |
Idling | Send enemies flying with blows from your twin Cavaliere. | 35,000 |
Ebony & Ivory | ||
Charge Shot | Infuse a shot with demonic power to deal greater damage. Charges automatically in Gunsligner style. | 2,000 |
Charge Shot 2 | An upgrade to Charge Shot. Longer duration. | 5,000 |
Charge Shot 3 | The ultimate evolution of Charge Shot. Even longer duration. | 18,000 |
Coyote-A | ||
Charge Shell | Channel your demonic power into a solid slug shot. | 2,000 |
Charge Shell 2 | An upgrade to Charge Shell. Faster infusion of power into the shot. | 5,000 |
Charge Shell 3 | The ultimate evolution of the Charge Shell. Faster infusion of power into the shot. | 18,000 |
Kalina Ann | ||
High Explosive | Launch a powered-up missile packed with high explosive. | 3,000 |
Dr. Faust | ||
Man in the Red | Carpet the area around you with countless Red Orbs that will damage enemies on contact. Expends the Red Orbs you've collected. | 8,000 |
Hat Trick | Inflict damage on all enemies hit by Set Hat while absorbing Red Orbs. | 20,000 |
Dr. Faust 2 | Increases the Orbs earned and Orbs expended while Dr. Faust is equipped. Uses more Orbs for more attack power. | 10,000 |
Dr. Faust 3 | Further increases the Orbs earned and Orbs expended while Dr. Faust is equipped. | 45,000 |
Dr. Faust 4 | Maximizes the Orbs earned and Orbs expended while Dr. Faust is equipped. A high-risk, high-rward gambit with Red Orbs on the line. Use with caution. | 500,000 |
Trickster | ||
TS Style Level 2 | Learn Level 2 Trickster skills
|
3,500 |
TS Style Level 3 |
Learn Level 3 Trickster skills
|
10,000 |
TS Style Level 4 |
Learn the Level 4 Trickster skill.
|
40,000 |
Swordmaster | ||
SM Style Level 2 | Learn Level 2 Swordmaster skills.
|
4,000 |
SM Style Level 3 |
Learn Level 3 Swordmaster skills.
|
18,000 |
SM Style Level 4 |
Learn Level 4 Swordmaster skills.
|
50,000 |
Gunslinger | ||
GS Style Level 2 | Learn Level 2 Gunslinger skills.
|
4,000 |
GS Style Level 3 |
Learn Level 3 Gunslinger skills.
|
18,000 |
GS Style Level 4 |
Learn Level 4 Gunslinger skills.
|
50,000 |
Royalguard | ||
RG Style Level 2 |
Learn the Level 2 Royalguard skill.
|
3,500 |
RG Style Level 3 |
Learn Level 3 Royalguard skills.
|
10,000 |
RG Style Level 4 |
Learn Level 4 Royalguard skills.
|
40,000 |
Sin Devil Trigger | ||
Sin Stinger | Charge into the enemy surrounded by the whirlwind of Swords Formation. Tears through an enemy, leaving tattered shreds in your wake. Hold attack to keep the attack going. | 9,000 |
Sin Inferno | Slam a thunderous punch into the ground, making the fires of hell erupt around you and launch any nearby enemies into the air. | 18,000 |
Demolition | Grab an enemy and trigger a blast from within, shattering the enemy with raw explosive power. | 35,000 |
The Luce | Focus energy into your outstretched wings and raze the earth with a laser barrage. Hold right-trigger to keep the attack going. | 40,000 |
Quadruple S | When transformed into Sin Devil Trigger with Stylish Rank SSS: Press left-bumper while the SDT Gauge is glowing to disengage your transformation. This allows you to unleash your Sin Devil Trigger power for a moment and attack. | 50,000 |
Dante offers the most variety when it comes to skills and abilities in Devil May Cry 5. He has numerous guns to use, a handful of sword-types and four different attack stances. Each of these areas offers multiple skills for purchase, though the most important will likely be for the Rebellion, Balrog, and Cavaliere. However, skilled players will be looking to supplement these with various style upgrades for Dante's stances. Each stance offers three extra levels of upgrade, each adding new moves and benefits for their attack styles. Because Dante has the most variety, the skills you choose to unlock first will be entirely up to personal preference. Your best bet is to find a playstyle for Dante you like, and then focus on leveling up the stance that benefits that playstyle most!
With over 10 million red orbs needed to unlock all skills and abilities in Devil May Cry 5, choosing the right ones to start with is important. While some moves will help increase damage output, others will simply give you more avenues to be stylish when killing demons. No matter what skills or abilities to purchase in Devil May Cry 5, chances are you’ll be able to send those demons back to hell with ease.