
Contents:
- Empusa
- Green Empusa
- Red Empusa
- Empusa Queen
- Hell Caina
- Hell Antenora
- Hell Judecca
- Pyrobat
- Hellbat
- Death Scissors
- Riot
- Chaos
- Fury
- Scudo Angelo
- Proto Angelo
- Baphomet
- Lusachia
- Behemoth
- Nobody
OVERVIEW
This is the DMC5 Demon DB. The posts below will contain detailed data for the many different enemy types in the game. There will also be examples of strategies that you can use to take out these demons. The level of detail of these strategies will depend on the enemy’s threat level; no point writing a lot of strategy for an easy enemy. Some of the strategies may be quite challenging to execute consistently without practicing them in the Void.
The Enemy Threat Level is a subjective value for how much a DMD version of that enemy can give you trouble across the various encounters it spawns in. Some people may have more trouble with different demons. But the threat grade given to each enemy represents how much danger it poses even if you know a strategy to defeat it. If you don’t know any strategies then the enemies will be more threatening to you, obviously. The different levels of Enemy Threat in this guide are: Very Low, Low, Medium, High and Very High. These should be self-explanatory, but you could also think of them as how much of your attention they demand.
The Character Strategies section is meant to be used in conjunction with each character’s Standout Attacks portion in their respective Character Overview pages. If guard break or crumple stun or something is mentioned and you don’t know which moves to use, check the chara pages.
Enemies have different affinities to different damage types. Values above 1.0x indicate a weakness and values below 1.0x indicates a resistance to a specific type of damage. Which weapon inflicts which kind of damage is detailed on each character’s respective Overview Page.
The value for ‘Armor Hits‘ refers to a rough estimate for how many hits of attacks an enemy can absorb before flinching in reaction to damage. The number is measured in Nero’s basic High Roller action. So the integer value means “How many High Rollers will hit but not launch the enemy.” If the value is 0, the enemy has no armor and can be launched immediately. For Heavier enemies that can’t be launched, the number will indicate “How many High Rollers will hit but not make the enemy flinch” instead. Please keep in mind that High Roller is one of the slightly more effective launchers in the game, and something like Dante’s DSD High Time will take more hits to launch/flinch.
On Dante Must Die difficulty, enemies have access to Devil Trigger which further increases their defense, armor hits and damage output. The defense and damage increase seems to be a +50% rate for all demons, meaning your damage output will get cut in half. Most demons have Low HP and/or a set amount of Time Elapsed as a Devil Trigger Condition. If you leave enemies alone in battle long enough, or if you lower their HP enough they will activate Devil Trigger. You can also repeatedly Taunt enemies to force them to go into Devil Trigger if you want to.
The Danger Case section describes how and when the corresponding enemy is the most threatening it can be. The aim here is to paint the picture of how this enemy can kill you, so that you can identify this situation before it happens and preemptively stop it.
Overall, these posts aim to lay the building blocks for you to deal with enemies consistently on Dante Must Die difficulty. In essence, the strategies in this guide are written with high difficulty in mind. It is therefore recommended that you experiment yourself and find what you’re most comfortable with.
ENEMY DATA
The basic enemy types of DMC5 are categorized into Weight Classes/Types below. The Weight Class of an enemy in this guide is dictated not by its threat level, but by how it responds to different kinds of attacks in combos.
Light Enemies have an attack reaction to practically everything, but Heavier Enemies might not easily flinch in reaction to weak attacks like basic gunfire from Ebony & Ivory shots. Whether Nero’s Snatch ability will pull an enemy towards him or whether he will grapple towards the enemy was also used as a point of reference in deciding Weight Classes.
But like the rest of DMC5, the Weight Class system has a lot of nuance to it, so there are a fair bit of exceptions within given Weight Classes. These categories are not really as cut and dry as this list might make them seem, so please keep that in mind.
Light Weight Class
These are smaller demons that usually appear in droves. They generally respond to all kinds of damage and have a relatively low HP pool and threat level.
Medium Weight Class
This is the most broad weight class. These are enemies that have an above average size HP pool and generally have damage reactions to most types of attacks with some exceptions. This is where the enemies start being more complex and want you to think about how you approach them.
*Fury is in this weight class because of its low HP, combo weight and hitstun response to attacks. Fury threat level is on par with Heavy and Super Heavy Weight Classes as opposed to Mediums, making it a bit of an outlier here.
Heavy Weight Class
These are large demons that demand your attention. They have high HP and can deal a lot of damage. They also have gimmicks to get around and want you to fight them with a strategy. They also tend to not have damage reactions to weak attacks which causes you to be more practical with your combos.
Super Heavy Weight Class
These are very large demons that cannot be launched. They have very high HP, can deal high damage, have high armor and can be tough to kill on higher difficulties if you don’t have a reliable strategy or gameplan.
Dead Weight Class
heh.



















