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Main Page
»
Devil May Cry
»
Enemies
Table of Contents
General Notes
Enemy Data
Boss Data
References
General Notes
(1)
This Helm Breaker damage occurs when dante's height is same as air hike jump.
The D.T. Accumulation is when you defeat or hit an enemy.
“Damage amount”
confirms to the numerical value of “Dante’s attack damage” posted in this data.
The number of orbs from boss enemies are fixed. However, the usual enemy encounters are calculated based on a certain formula.
When using Devil Trigger dante's damage will be multiplied depending on the diffculity
Attacking certain enemies in certain ways will result in critical hits, allowing you to kill them in one hit.
Ifrit's basic combo and Magma Drive
- charging itself starts after button is held for a certain time (13 frames), after that each frame adds x0.1 to damage until a certain moment (61 frame - x5.8) when multiplier drops down to about x4 soon after which an auto release occurs.
(1)
Meteor
- charging starts after button is held for a certain time after which each frame adds x0.02 until auto release (108 frame) which gives further 1/4 damage.
The gray value numbers on each boss HP values is their health on Easy mode.
(2)
Kick13
DT
version differs from initial data presented in the table so the calculation is:
“Lv1 “Straight x 2 + High Kick + Lotus Drop x2””
“Lv2 it is “Straight x 2 + High Kick + Magma Drive” x2”
Enemy Data
Press
Ctrl
+
F
to search for specific Enemies or Bosses!
Marionettes
Health
800
(1/16)
1000
(7/16)
1100
(1/16)
1200
(3/16)
1250
(1/16)
1400
(1/16)
1500
(2/16)
Effective Attack
General
D.T. Accumulation
On kill gain DT: 10
On hit gain DT: (Damage/20) + 1
Number of Red Orbs drop
Any Maris: 1
Bloody Mari: 2
DT behavior
Full HP recovery and multiplied. 9k for Bloody Mari
Super armor status and doesn't flinch unless Dante DT is active
Attack power tripled
Damage taken 1/2
Doubles Dante's DT runes gain when Dante lands an attack
Notes
Purple Mari Health is 2x times while Bloody Mari is 3x times
Damage Status
Techniques
Damage
Regular Slash
320
Reverse Double Slash
340
Slashing Down
400
MS per Hit
80
MS End hit
500
Helm Breaker
550
Helm Breaker v2
(1)
1101
High Time
270
Round Trip
96
RT Straight, RT Body
150
RT High Kick
1st Phase
170
RT High Kick
2nd Phase
200
Stinger
(Charging)
500
Techniques
Damage
Stinger
(On hit)
700
Vortex
1402
Air Raid
1000
Ifrit Straight, Body
302
High Kick
353
Lotus Drop
403
Jump Kick
502
Rolling Blaze
500
Magma Drive
403
Kick 13
403
Meteor
3002
Inferno
2008
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
100
80
50
Handgun
(DT)
200
160
100
Shotgun
678
456
5
Shotgun
(DT)
1321
944
20
Needle gun
600
500
400
Grenade Gun
2500 (2500)
Grenade Gun
(DT)
5001 (5000)
Nightmare-β
500 (125)
Fetish
Health
2000
Effective Attack
General
D.T. Accumulation
On kill gain DT: 30
On hit gain DT: (Damage/6) + 1
Number of Red Orbs drop
40
DT behavior
Full HP recovery and multiplied
Super armor status and doesn't flinch unless Dante DT's
Attack power tripled
Damage taken 1/2
Doubles the amount of DT Runes restoration when dante attacks
Damage Status
Techniques
Damage
Regular Slash
160
Reverse Double Slash
170
Slashing Down
200
MS per Hit
40
MS End hit
250
Helm Breaker
220
Helm Breaker v2
(1)
551
High Time
135
Round Trip
58
RT Straight, RT Body
100
RT High Kick
1st Phase
120
RT High Kick
2nd Phase
150
Stinger
(Charging)
250
Techniques
Damage
Stinger
(On hit)
350
Vortex
702
Air Raid
500
Ifrit Straight, Body
201
High Kick
252
Lotus Drop
303
Jump Kick
252
Rolling Blaze
350
Magma Drive
303
Kick 13
203
Meteor
1402
Inferno
1008
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
40
30
20
Handgun
(DT)
80
60
40
Shotgun
278
156
5
Shotgun
(DT)
502
344
20
Grenade Gun
900 (900)
Grenade Gun
(DT)
1800 (1800)
Nightmare-β
200 (50)
Sin Scissors
Health
Standard:
800
(7/16)
1000
(5/16)
1200
(2/16)
1400
(2/16)
Easy:
1650
(1/16)
1800
(4/16)
2000
(3/16)
2200
(3/16)
2400
(2/16)
2600
(1/16)
2800
(1/16)
Effective Attack
Helm Breaker
Shotgun
D.T. Accumulation
On kill gain DT: 20
On hit gain DT: (Damage/20) + 1
On Mask hit gain DT: (Damage/10) + 1
Number of Red Orbs drop
20
DT behavior
Attack Power Tripled
Damage Taken reduced to 1/3
Increased attack frequency
Damage Status
Techniques
Damage
Regular Slash
300
Reverse Double Slash
300
Slashing Down
500
MS per Hit
75
MS End hit
500
Helm Breaker
600
Helm Breaker v2
(1)
1001
High Time
300
Round Trip
11
RT Straight, RT Body
150
RT High Kick
1st Phase
250
RT High Kick
2nd Phase
350
Stinger
(Charging)
500
Techniques
Damage
Stinger
(On hit)
700
Vortex
700
Air Raid
600
Ifrit Straight, Body
300
High Kick
500
Lotus Drop
700
Jump Kick
500
Rolling Blaze
500
Magma Drive
700
Kick 13
500
Meteor
2002
Inferno
3000
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
100
80
60
Handgun
(DT)
200
160
120
Shotgun
678
456
5
Shotgun
(DT)
1001
1001
20
Needle gun
600
500
400
Grenade Gun
1001 (1001)
Grenade Gun
(DT)
2001 (2001)
Nightmare-β
501 (126)
Sin Scythe
Health
Standard:
800
(10/16)
1000
(6/16)
Easy:
1200
(6/16)
1300
(4/16)
1400
(4/16)
1500
(2/16)
Effective Attack
Helm Breaker
Shotgun
D.T. Accumulation
On kill gain DT: 30
On hit gain DT: (Damage/20) + 1
On Mask hit gain DT: (Damage/10) + 1
Number of Red Orbs drop
40
DT behavior
Attack Power Tripled
Damage Taken reduced to 1/3
Increased attack frequency. More frequent in low position
Damage Status
Techniques
Damage
Regular Slash
300
Reverse Double Slash
300
Slashing Down
500
MS per Hit
75
MS End hit
500
Helm Breaker
600
Helm Breaker v2
(1)
1001
High Time
300
Round Trip
11
RT Straight, RT Body
150
RT High Kick
1st Phase
250
RT High Kick
2nd Phase
350
Stinger
(Charging)
500
Techniques
Damage
Stinger
(On hit)
700
Vortex
700
Air Raid
600
Ifrit Straight, Body
300
High Kick
500
Lotus Drop
700
Jump Kick
500
Rolling Blaze
500
Magma Drive
700
Kick 13
500
Meteor
2002
Inferno
3000
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
100
80
60
Handgun
(DT)
200
160
120
Shotgun
678
456
5
Shotgun
(DT)
1001
1001
20
Grenade Gun
1001 (1001)
Grenade Gun
(DT)
2001 (2001)
Nightmare-β
501 (126)
Death Scissors
Health
5000
Effective Attack
Helm Breaker
Shotgun
D.T. Accumulation
On kill gain DT: Full
On hit gain DT: (Damage/14) + 1
On Mask hit gain DT: (Damage/7) + 1
Number of Red Orbs drop
53
DT behavior
Attack Power Tripled
Damage Status
Techniques
Damage
Regular Slash
200
Reverse Double Slash
250
Slashing Down
300
MS per Hit
50
MS End hit
400
Helm Breaker
500
Helm Breaker v2
(1)
800
High Time
500
Round Trip
74
RT Straight, RT Body
150
RT High Kick
1st Phase
200
RT High Kick
2nd Phase
350
Stinger
(Charging)
400
Techniques
Damage
Stinger
(On hit)
400
Vortex
400
Air Raid
200
Ifrit Straight, Body
300
High Kick
400
Lotus Drop
700
Jump Kick
600
Rolling Blaze
500
Magma Drive
600
Kick 13
600
Meteor
1200
Inferno
1400
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
8
7
5
Handgun
(DT)
16
14
10
Shotgun
60
30
5
Shotgun
(DT)
160
100
50
Grenade Gun
100 (100)
Grenade Gun
(DT)
200 (200)
Nightmare-β
50 (12)
Death Scythe
Health
3000
Effective Attack
Helm Breaker
D.T. Accumulation
On kill gain DT: Full
On hit gain DT: (Damage/10) + 1
On Mask hit gain DT: (Damage/5) + 1
Number of Red Orbs drop
50
DT behavior
Attack Power Tripled
Doesn't flinch when flipping a sickle
Easy to switch into four sickle states
Damage Status
Techniques
Damage
Regular Slash
100
Reverse Double Slash
120
Slashing Down
150
MS per Hit
25
MS End hit
200
Helm Breaker
500
Helm Breaker v2
(1)
800
High Time
300
Round Trip
37
RT Straight, RT Body
120
RT High Kick
1st Phase
140
RT High Kick
2nd Phase
200
Stinger
(Charging)
200
Techniques
Damage
Stinger
(On hit)
300
Vortex
300
Air Raid
300
Ifrit Straight, Body
250
High Kick
280
Lotus Drop
400
Jump Kick
300
Rolling Blaze
250
Magma Drive
320
Kick 13
300
Meteor
640
Inferno
1000
Holy Water
2500
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
50
40
30
Handgun
(DT)
100
80
60
Shotgun
100
100
10
Shotgun
(DT)
200
150
60
Grenade Gun
100 (100)
Grenade Gun
(DT)
200 (200)
Nightmare-β
50 (12)
Sargasso
Health
Regular skulls:
1000
Large Skull:
2000
Effective Attack
General
D.T. Accumulation
On kill gain DT: 20
On hit gain DT: (Damage/20) + 1
Number of Red Orbs drop
1
DT behavior
Attack Power Tripled
Damage taken 1/3
Damage Status
Techniques
Damage
Regular Slash
300
Reverse Double Slash
300
Slashing Down
500
MS per Hit
75
MS End hit
500
Helm Breaker
500
Helm Breaker v2
(1)
999
High Time
300
Round Trip
75
RT Straight, RT Body
150
RT High Kick
1st Phase
250
RT High Kick
2nd Phase
350
Stinger
(Charging)
500
Techniques
Damage
Stinger
(On hit)
700
Vortex
700
Air Raid
400
Ifrit Straight, Body
300
High Kick
500
Lotus Drop
700
Jump Kick
500
Rolling Blaze
250
Magma Drive
700
Kick 13
500
Meteor
1000
Inferno
2000
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
8
7
5
Handgun
(DT)
16
14
10
Shotgun
60
30
5
Shotgun
(DT)
160
100
50
Grenade Gun
100 (100)
Grenade Gun
(DT)
200 (200)
Nightmare-β
50 (12)
Shadow
Health
First appearance in NORMAL:
1500
Standard:
3000
Durability:
100
Effective Attack
Guns (Unclock)
Melees (Core)
D.T. Accumulation
On kill gain DT: 120
On hit gain DT: (Damage/16) + 1
On Core hit gain DT: (Damage/8) + 1
Number of Red Orbs drop
45
DT behavior
Attack Power Tripled
Generates magic power reflection when approached
Disables critical hits
Notes
The amount of damage, the left of "/" is the normal damage against the core. The right is the amount that reduces the durability to reveal the core.
Damage Status
Techniques
Damage
Regular Slash
200/14
Reverse Double Slash
300/14
Slashing Down
400/17
MS per Hit
50/11
MS End hit
200/14
Helm Breaker
500/14
Helm Breaker v2
(1)
800/15
High Time
300/13
Round Trip
74/25
RT Straight, RT Body
150/7
RT High Kick
1st Phase
250/7
RT High Kick
2nd Phase
350/7
Stinger
(Charging)
200/12
Techniques
Damage
Stinger
(On hit)
400/12
Vortex
400/7
Air Raid
0/12
Ifrit Straight, Body
300/7
High Kick
500/7
Lotus Drop
700/7
Jump Kick
400/7
Rolling Blaze
250/7
Magma Drive
700/7
Kick 13
500/7
Meteor
0/11
Inferno
0/13
Holy Water
10001/101
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
85/7
75/7
55/7
Handgun
(DT)
170/19
150/19
110/19
Shotgun
1001/11
600/11
200/11
Shotgun
(DT)
660/19
440/19
220/19
Grenade Gun
1001 (1001)/20
Grenade Gun
(DT)
2001 (2001)/30
Nightmare-β
201 (51)/11
Beelzebub
Health
Blue:
10
(1/16)
20
(1/16)
30
(3/16)
40
(1/16)
50
(4/16)
60
(1/16)
70
(1/16)
100
(1/16)
125
(1/16)
130
(1/16)
200
(1/16)
Green:
1300
(1/16)
1500
(1/16)
1600
(4/16)
1700
(5/16)
1800
(1/16)
1900
(1/16)
2000
(1/16)
2100
(1/16)
2500
(1/16)
Effective Attack
Shotgun
Grenade Gun
D.T. Accumulation
On kill gain DT: 10 (Blue), 20 (Green)
On hit gain DT: (Damage/10) + 1
Number of Red Orbs drop
Blue: 1
Green: 2
DT behavior
Blue beelzbub restores 500 hp
Attack power tripled
Damage taken 1/3 (Green) or 1/6 (Blue)
Increased evasion and attack frequencey
Notes
The amount of damage, the left of "/" is the normal damage against Blue. The right is Green.
Damage Status
Techniques
Damage
Regular Slash
300
Reverse Double Slash
300
Slashing Down
500
MS per Hit
75
MS End hit
500
Helm Breaker
600
Helm Breaker v2
(1)
1001
High Time
11/75
Round Trip
150
RT Straight, RT Body
250
RT High Kick
1st Phase
350
RT High Kick
2nd Phase
500
Stinger
(Charging)
700
Techniques
Damage
Stinger
(On hit)
700
Vortex
600
Air Raid
600
Ifrit Straight, Body
300
High Kick
500
Lotus Drop
700
Jump Kick
500
Rolling Blaze
500
Magma Drive
700
Kick 13
500
Meteor
2002
Inferno
1002
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
85
75
55
Handgun
(DT)
170
150
110
Shotgun
1001
600
200
Shotgun
(DT)
1001
1001
400
Grenade Gun
1501 (1500)
Grenade Gun
(DT)
3001 (3000)
Nightmare-β
301 (75)
Kyklops
Health
Standard:
1080
Easy:
540
Effective Attack
Alastor DT
D.T. Accumulation
On kill gain DT: Full
On hit gain DT: (Damage/2) + 1
Number of Red Orbs drop
70
DT behavior
Does not activate DT
Damage Status
Techniques
Damage
Regular Slash
100
Reverse Double Slash
100
Slashing Down
150
MS per Hit
25
MS End hit
150
Helm Breaker
150
Helm Breaker v2
(1)
300
High Time
120
Round Trip
37
RT Straight, RT Body
50
RT High Kick
1st Phase
50
RT High Kick
2nd Phase
80
Stinger
(Charging)
150
Techniques
Damage
Stinger
(On hit)
200
Vortex
100
Air Raid
200
Ifrit Straight, Body
100
High Kick
100
Lotus Drop
150
Jump Kick
100
Rolling Blaze
100
Magma Drive
150
Kick 13
100
Meteor
200
Inferno
280
Holy Water
1990
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
8
7
5
Handgun
(DT)
16
14
10
Shotgun
100
80
10
Shotgun
(DT)
200
180
20
Grenade Gun
200 (200)
Grenade Gun
(DT)
400 (400)
Nightmare-β
50 (12)
Blade
Health
Small:
1200
(1/3)
1300
(1/3)
1500
(1/3)
Large:
3000
(2/3)
3300
(1/3)
Effective Attack
Alastor DT
D.T. Accumulation
On kill gain DT: 20
On hit gain DT: (Damage/10) + 1
Number of Red Orbs drop
Small: 30
Large: 40
DT behavior
Attack power tripled
Damage taken 1/3
Doubles amount of DT runes restoration when Dante hits
Doubles amount of red orb drops
Notes
Damage dealt when Blade is wearing mask is 1/2
Damage Status
Techniques
Damage
Regular Slash
130
Reverse Double Slash
130
Slashing Down
200
MS per Hit
35
MS End hit
200
Helm Breaker
200
Helm Breaker v2
(1)
400
High Time
150
Round Trip
48
RT Straight, RT Body
70
RT High Kick
1st Phase
70
RT High Kick
2nd Phase
100
Stinger
(Charging)
200
Techniques
Damage
Stinger
(On hit)
250
Vortex
300
Air Raid
500
Ifrit Straight, Body
170
High Kick
170
Lotus Drop
240
Jump Kick
240
Rolling Blaze
100
Magma Drive
240
Kick 13
240
Meteor
600
Inferno
1200
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
30
25
20
Handgun
(DT)
60
50
40
Shotgun
150
125
30
Shotgun
(DT)
240
210
60
Needle Gun
100
100
100
Grenade Gun
330 (330)
Grenade Gun
(DT)
660 (660)
Nightmare-β
101 (26)
Plasma
Health
1000
Effective Attack
Shotgun
D.T. Accumulation
On kill gain DT: 60
On hit gain DT: (Damage/5) + 1
Number of Red Orbs drop
70
DT behavior
Attack power tripled
Damage taken 1/3
Attack movement in human form becomes faster
Some moves in human form makes dante float right above them
Damage Status
Techniques
Damage
Regular Slash
120
Reverse Double Slash
140
Slashing Down
160
MS per Hit
28
MS End hit
140
Helm Breaker
160
Helm Breaker v2
(1)
300
High Time
140
Round Trip
44
RT Straight, RT Body
30
RT High Kick
1st Phase
70
RT High Kick
2nd Phase
100
Stinger
(Charging)
140
Techniques
Damage
Stinger
(On hit)
140
Vortex
140
Air Raid
40
Ifrit Straight, Body
120
High Kick
150
Lotus Drop
200
Jump Kick
150
Rolling Blaze
100
Magma Drive
200
Kick 13
150
Meteor
600
Inferno
1000
Holy Water
10001
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
40
30
20
Handgun
(DT)
80
60
40
Shotgun
250
101
5
Shotgun
(DT)
532
230
50
Grenade Gun
255 (255)
Grenade Gun
(DT)
512 (512)
Nightmare-β
20 (5)
Frost
Health
3000
Effective Attack
Ifrit
D.T. Accumulation
On kill gain DT: 120
On hit gain DT: (Damage/4) + 1
Number of Red Orbs drop
100
DT behavior
Attack power tripled
Doubles amount of red orb drops
Damage Status
Techniques
Damage
Regular Slash
100
Reverse Double Slash
100
Slashing Down
150
MS per Hit
25
MS End hit
150
Helm Breaker
150
Helm Breaker v2
(1)
300
High Time
120
Round Trip
370
RT Straight, RT Body
120
RT High Kick
1st Phase
140
RT High Kick
2nd Phase
180
Stinger
(Charging)
150
Techniques
Damage
Stinger
(On hit)
200
Vortex
140
Air Raid
200
Ifrit Straight, Body
250
High Kick
280
Lotus Drop
350
Jump Kick
300
Rolling Blaze
250
Magma Drive
320
Kick 13
300
Meteor
640
Inferno
1500
Holy Water
5000
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
8
7
5
Handgun
(DT)
16
14
10
Shotgun
80
70
5
Shotgun
(DT)
200
180
50
Grenade Gun
250 (250)
Grenade Gun
(DT)
500 (500)
Nightmare-β
51 (12)
Nobody
Health
2400
Effective Attack
Inferno
D.T. Accumulation
On kill gain DT: 60
On hit gain DT: (Damage/3) + 1
Number of Red Orbs drop
150
DT behavior
Attack power tripled
Mask doesn't break
Absorbs DT Runes 5x times than normal
Does not get knocked down from Dante's close-range attacks
Damage Status
Techniques
Damage
Regular Slash
100
Reverse Double Slash
100
Slashing Down
150
MS per Hit
25
MS End hit
150
Helm Breaker
150
Helm Breaker v2
(1)
300
High Time
120
Round Trip
37
RT Straight, RT Body
50
RT High Kick
1st Phase
50
RT High Kick
2nd Phase
80
Stinger
(Charging)
150
Techniques
Damage
Stinger
(On hit)
200
Vortex
100
Air Raid
200
Ifrit Straight, Body
130
High Kick
130
Lotus Drop
195
Jump Kick
130
Rolling Blaze
100
Magma Drive
195
Kick 13
130
Meteor
260
Inferno
1200
Holy Water
2000
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
8
7
5
Handgun
(DT)
20
20
20
Shotgun
50
40
1
Shotgun
(DT)
200
160
4
Grenade Gun
200 (200)
Grenade Gun
(DT)
600 (600)
Nightmare-β
50 (12)
Boss Data
Phantom
Health
M3:
4500
(3375)
M4/7:
2000
(1500)
M8:
5500
(4125)
M16:
2250
(2250)
Effective Attack
Alastor DT
D.T. Accumulation
On kill gain DT: Full
On hit gain DT: (Damage/2) + 1
Number of Red Orbs drop
500
DT behavior
Does not activate DT
Damage Status
Techniques
Damage
Regular Slash
100
Reverse Double Slash
100
Slashing Down
150
MS per Hit
25
MS End hit
150
Helm Breaker
150
Helm Breaker v2
(1)
300
High Time
120
Round Trip
37
RT Straight, RT Body
50
RT High Kick
1st Phase
50
RT High Kick
2nd Phase
80
Stinger
(Charging)
150
Techniques
Damage
Stinger
(On hit)
200
Vortex
100
Air Raid
200
Ifrit Straight, Body
100
High Kick
100
Lotus Drop
150
Jump Kick
100
Rolling Blaze
100
Magma Drive
150
Kick 13
100
Meteor
200
Inferno
280
Holy Water
1990
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
8
7
5
Handgun
(DT)
16
14
10
Shotgun
100
80
10
Shotgun
(DT)
200
180
20
Grenade Gun
200 (200)
Grenade Gun
(DT)
400 (400)
Nightmare-β
50 (12)
Nelo Angelo
Health
M4:
1500
(1500)
M11:
2100
(2100)
M17:
2500
(2100)
M20:
1000
(1000)
Effective Attack
General
D.T. Accumulation
On kill gain DT: 60
On hit gain DT: (Damage/5) + 1
Number of Red Orbs drop
500
DT behavior
Does not activate DT
Damage Status
Techniques
Damage
Regular Slash
34
Reverse Double Slash
34
Slashing Down
39
MS per Hit
5
MS End hit
29
Helm Breaker
39
Helm Breaker v2
(1)
55
High Time
35
Round Trip
12
RT Straight, RT Body
15
RT High Kick
1st Phase
16
RT High Kick
2nd Phase
20
Stinger
(Charging)
29
Techniques
Damage
Stinger
(On hit)
43
Vortex
46
Air Raid
60
Ifrit Straight, Body
35
High Kick
37
Lotus Drop
40
Jump Kick
39
Rolling Blaze
30
Magma Drive
40
Kick 13
35
Meteor
50
Inferno
240
Holy Water
1000
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
4
3
2
Handgun
(DT)
8
6
4
Shotgun
40
30
5
Shotgun
(DT)
80
70
10
Grenade Gun
75 (75)
Grenade Gun
(DT)
150 (150)
Nightmare-β
8 (4)
Griffon
Health
M9:
8000
(6000)
M12:
4000
(4000)
M15:
10000
(10000)
M18:
4000
(2000)
Effective Attack
3/4 damage to the head. 1/2 if attack hits anything else other than the core and head
D.T. Accumulation
On kill gain DT: Full
On hit gain DT: (Damage/2) + 1
Number of Red Orbs drop
500
DT behavior
Does not activate DT
Damage Status
Techniques
Damage
Regular Slash
150
Reverse Double Slash
150
Slashing Down
225
MS per Hit
35
MS End hit
225
Helm Breaker
180
Helm Breaker v2
(1)
400
High Time
180
Round Trip
40
RT Straight, RT Body
50
RT High Kick
1st Phase
50
RT High Kick
2nd Phase
80
Stinger
(Charging)
225
Techniques
Damage
Stinger
(On hit)
300
Vortex
60
Air Raid
240
Ifrit Straight, Body
130
High Kick
130
Lotus Drop
200
Jump Kick
130
Rolling Blaze
130
Magma Drive
180
Kick 13
130
Meteor
260
Inferno
300
Holy Water
3200
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
36
33
30
Handgun
(DT)
70
70
70
Shotgun
300
250
10
Shotgun
(DT)
450
400
20
Grenade Gun
300 (300)
Grenade Gun
(DT)
500 (500)
Nightmare-β
50 (12)
Nightmare
Health
General:
7000
M20 Berserk phase:
2000
Effective Attack
Ifrit on Green core, but when the core is red then the damage is reduced to 1/2
D.T. Accumulation
On kill gain DT: Full
On hit gain DT: (Damage/5) + 1
When attacking the core: (Damage/3) + 1
Number of Red Orbs drop
500
DT behavior
Attack power doubled
Damage Status
Techniques
Damage
Regular Slash
75
Reverse Double Slash
100
Slashing Down
140
MS per Hit
25
MS End hit
150
Helm Breaker
160
Helm Breaker v2
(1)
300
High Time
135
Round Trip
39
RT Straight, RT Body
20
RT High Kick
1st Phase
50
RT High Kick
2nd Phase
70
Stinger
(Charging)
170
Techniques
Damage
Stinger
(On hit)
210
Vortex
100
Air Raid
120
Ifrit Straight, Body
50
High Kick
80
Lotus Drop
100
Jump Kick
90
Rolling Blaze
100
Magma Drive
110
Kick 13
90
Meteor
150
Inferno
300
Holy Water
2500
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
8
7
6
Handgun
(DT)
24
21
18
Shotgun
90
75
5
Shotgun
(DT)
270
225
50
Grenade Gun
150 (150)
Grenade Gun
(DT)
400 (400)
Nightmare-β
2 (1)
Mundus I
Health
Phase I:
10000
Phase II:
10000
Effective Attack
Core Chest
Can only use Sparda as a weapon
Easy mode deals 1.5 times more damage in phase 1 with energy bullets and vortex
D.T. Accumulation
On kill gain DT: Full
When hit by energy bullets: 4 (Easy is 8)
When hit by vortex or Puff: 0
Phase II on hit gain DT: The same amount of damage on the right table
Number of Red Orbs drop
1000
DT behavior
Does not activate DT
Damage Status
Techniques
Damage
Regular Slash
60
Reverse Double Slash
60
Slashing Down
80
MS per Hit
20
MS End hit
80
Helm Breaker
80
Helm Breaker v2
(1)
120
Techniques
Damage
High Time
80
Round Trip
25
Stinger
(Charging)
80
Stinger
(On hit)
80
Meteor
70
Flamethrower
70
Holy Water
400
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
5
4
3
Handgun
(DT)
9
7
5
Shotgun
80
30
2
Shotgun
(DT)
120
60
4
Grenade Gun
70 (100)
Grenade Gun
(DT)
140 (200)
Nightmare-β
40 (10)
Phase I Damage
Techniques
Damage
Energy Bullets
18 (70 at core)
Vortex
1500~5000 dpending on the location of the hit
Puff
500 per DT Rune
Mundus II
Health
2000
Effective Attack
DT
D.T. Accumulation
On kill gain DT: 0
On hit gain DT: The same amount of damage on the right table
Damage Status
Techniques
Damage
Regular Slash
40
Reverse Double Slash
40
Slashing Down
50
MS per Hit
12
MS End hit
50
Helm Breaker
60
Helm Breaker v2
(1)
80
High Time
50
Round Trip
15
RT Straight, RT Body
20
RT High Kick
1st Phase
20
RT High Kick
2nd Phase
20
Stinger
(Charging)
50
Techniques
Damage
Stinger
(On hit)
50
Vortex
80
Air Raid
80
Ifrit Straight, Body
30
High Kick
30
Lotus Drop
50
Jump Kick
30
Rolling Blaze
25
Magma Drive
50
Kick 13
30
Meteor
60
Inferno
200
Holy Water
150
Fire Arm's Damage
Weapon
Close Range
Medium Range
Far
Handgun
4
3
2
Handgun
(DT)
8
6
4
Shotgun
50
20
1
Shotgun
(DT)
100
40
2
Grenade Gun
60 (100)
Grenade Gun
(DT)
120 (200)
Nightmare-β
30 (8)
Dragon's Bone
Health
5000
Notes
Nullifies Fire Arm's damage
Damage Status
Techniques
Damage
Regular Slash
300
Reverse Double Slash
300
Slashing Down
600
MS per Hit
50
MS End hit
300
Helm Breaker
1000
Helm Breaker v2
(1)
2000
High Time
600
Round Trip
10
RT Straight, RT Body
600
RT High Kick
1st Phase
600
RT High Kick
2nd Phase
900
Stinger
(Charging)
300
Techniques
Damage
Stinger
(On hit)
300
Vortex
400
Air Raid
0
Ifrit Straight, Body
600
High Kick
600
Lotus Drop
900
Jump Kick
1000
Rolling Blaze
600
Magma Drive
700
Kick 13
900
Meteor
6000
Inferno
0
Holy Water
0
References
1)
DMC
Official Guide (2001): Tankobon Hardcover. Chapter 1, Action; p. 40-53.
2)
DMC
Official Guide (2001): Tankobon Hardcover. Chapter 2, Enemy; p. 112 - 122.