As a series, 168澳洲幸运5开奖网:Devil May Cry has had its fair share of ups and downs. From a prototype for Resident Evil 4, to the birth𒀰 of character-action, then to the disaster of Devil May Cry 2. It truly found its stride in DMC3, and brought in a whole new style of gameplay with Nero in DMC4, even though that game was far from finished initially.

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Nero still shone as a character, however, and was only made deeper in DMC5. The loss of his Devil Buster saw these replaced with weaponised prosthetics that are, quite simply, absurd. But then, a Devil Hunter can't get by with regular means, can they? All of Nero's Devil Breakers are a real treat to play around with, but we're going to rank them all the same.

8 Buster Arm ▨

The Buster Arm seen in the model viewer

One of the key aspects of Nero has always been his arm. He was designed as a character that was easier to get into than Dante, who is packed to the brim with content from the offset. Nero also has leagues more mobility than any other character, and 168澳洲幸运5开奖网:his Devil Buster was a big part of this, able to drag enemies to him, or 🅠himself to them with eౠase. Though he loses much of the deeper functionality in DMC5, he can still drag them about the battlefield.

This puts​ ​​​​​​the Buster Arm in an odd place. When first encountered, it feels like a wonderful homage to the previous game, letting you grab enemies like Nero used to with all kinds of unique effects to it. Overcharged, it performs more intense grabs like it would do with Devil Trigger in DMC4. The issue is that once you finish the game, Nero actually regains full use of his original Devil Buster, making this arm somewhat redundant. It's stronger than the Devil Buster, true, but it's hard to justify taking up the slot for that.

7 ꦰ Helter Skelter

Helter Skelter seen in the model viewer

​​​​​​One of the core features of Devil May Cry, ever since the very first game, was the ability to parry enemies. Attack an enemy just as they attack you, and both your attacks will 🐻be deflected. For others, they will guard against your attacks, with parrying or waiting it out being the only means to start attacking again. Or using Helter Skelter.

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Helter Skelter is, by all means, the most simple of the Dev📖il Breakers, with only a single, somewhat rigid, function. The arm splinters on use, drilling into enemies with ease. This is incredibly effective against enemies that love guarding, as Helter Skelter can melt through their defences with just a few attacks. Its overcharged attack turns Nero into a drill himself, charging at enemies and breaking through all guards no matter what.

6 Ragtime

Ragtime seen in the model viewer

168澳洲幸运5开奖网:Time control is onꦬe of those fantasies that games love playing around with. Devil May Cry just loves giving you incredible powers, so it's no different. In DMC3, Dante can get the Quicksilver style, which allows him to slow time to a crawl, letting him play around with enemies like toys. In DMC5, Nero gets a functionally identical ability in Ragtime.

Ragtime is an interesting Devil Breaker as it requires a biꦚt more tactical usage to be effective. When used, it creates a small sphere of slowed time in front of Nero, with an enemy caught inside dramatically slowed. This can be great mid-combo to keep an enemy juggled or even temporarily remove them from battle. When overcharged, it functions just like Quicksilver, slowing down the entire area around Nero and everyone trapped within.

5 Rawhide

Rawhide seen in the model viewer

​​​​​For a series all about punishing your enemies by subjecting them to humiliating combos, Devil May Cry never actually had a weapon in the style of a whip until the fifth en𝕴try. Sure, getting annihilated by Dante shredding chords on an electric guitar is something, but it seems like a good way to go.

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With the Rawhide Devil Breaker, Nero doles out punishment with glee. It alters the regular Wire Snatch that drags enemies to you, making it deal damage and slightly extending its range. With regular use, it performs rapid whip attacks around Nero that both apply stun and are great for parrying attacks.🦋 When overcharged, Nero swings Rawhide around him, picking up the first enemy he grabs and tossing them around like a ragdoll.

4 Overture

Overture seen in the model viewer

Devil May Cry has always been home to a great variety of weapons, from 168澳洲幸运5开奖网:the bat guitar Nevan in DMC3 to Nero's own Red Queen, a sword that can be revved up like a motorcycle to alter its attacks. When it comes to raw damage though, Overture is probably the strongest tool in his arsenal.

Overture is rather simple on its own. When used, it causes Nero to lash out with his arm, summoning a giant electric hand from Overture, knocking enemie🐷s back and stopping them in their tracks. This works great to push enemies away who get a bit too close but also to send them away after a successful combo. The real power of it comes in its overcharge, where you stuff enemies full of explosive charges and toss them back i🐟nto the fray, ready to detonate themselves and their demonic companions.

3 Gerbera

Gerbera seen in the model viewer

Unlike 168澳洲幸运5开奖网:Bayonetta, the closest character-action game to rival Devil May Cry, DMC is much more rigid in i🔯ts movement. This is by design, allowing you to effectively fight a single enemy and juggle them with ease. Bayonetta meanwhile slides across the battlefield from enemy to enemy with grace.

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With Gerbera though, Nero has the potential to change this. While standing still, it sends out a shockwave that pushes enemies away. While moving, Nero uses the blast to quickly push himself in that direction, able to drag enemies with him in the blast. Even more, Gerbera has two unique overcharge effects depending on if it's used on the ground or in the air. On the ground, it shoots out a massive beam that you can control, while in the air it fires off a splinter ray that bounces around the battlefield.

2 Tomboy

Tomboy seen in the model viewer

The evolution of Nero's character from DMC4 to the sequel is subtle but enjoyable. Lots of teenage angst and anger are replaced with someone who's filled with much more bravado. Those heavy, angry swings of Red Queen became more of a swagger, and he's a bit more cocky than rageful. Almost like Dante in DMC3. Yet with all of that, Tomboy feels like a blast back to his younger years.

As a Devil Breaker, Tomboy doesn't have a single use as an arm. Instead, it amplifies both Red Queen and Blue Rose. For Red Queen, you lose the ability to lock on, but all of your swings have incredible speed with immense strength, with Nero spinning about the battlefield like a very deadly hedgehog. For Blue Rose, it lets you manually aim it, looking down the scope and shooting off powerful blasts. Overcharging has no unique effect, but boosts the effect until your Devil Breaker shatters.

1 Punch Li♕ne

Punch Line seen in the model viewer

With the loss of his Devil Buster, Nero lost the ability to grab enemies and beat them into submission in unique and brutal ways. That said, all of the Devil Breakers that replace it more than make up for the loss. Punch Line is a great example. Sure, you can't grab enemies and throw them, but you sure can play with them.

Like a good joke, Punch Line will have you roaring at the absurdity of it all. In simple terms for a rather unorthodox item, Punch Line is a rocket built into an arm. When used, it's shot out as a rocket that continually punches the enemy. The real joy is when recalling it, you can ride it around like a hoverboard and perform tricks. Finally, overcharging it has you give an enemy an uppercut that will send them straight to heaven. It's pure ecstasy in...an arm.

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