Table of Contents

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.