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Reason: Needs to be rewritten to clarify which games call it "Charged Shot" and which call it "Charge Shot". Right now it is inaccurately claiming that it is "Charged Shot" in DMC3 and DMC4, at the least; also, it seems irrelevant to cover moves or weapons that do not actually have a technique called "Charge(d) Shot".
HD Charged Shot

The Charged Shot from Nero's Blue Rose

Charged Shot is one of the most recurring techniques in the Devil May Cry series. It involves channeling demonic energy into bullets to increase the damage of firearms. Each charge level is characterized by a colored flash of energy around the firearm.

HistoryEdit

Devil May CryEdit

Charged shot is not a specific ability in Devil May Cry, rather being an undocumented feature of the Devil Arms Alastor, Yamato and Ifrit: it is not available with Force Edge or Sparda. It can be used with Ebony & Ivory, the Shotgun and the Grenadegun, and will imbue their shots with the element of the selected Devil Arm. The charge lasts for a period of time, rather than a set number of shots. Most actions other than simply moving around will cancel the charge, including attacking with Devil Arms. Once the Devil Trigger ability is gained, any shots fired from these weapons while it is active will have the charge shot effect applied to them.

Nightmare-β has a slightly different charging system. Without any runes of the Devil Trigger gauge lit it will fire weak shots, while with at least one rune lit it will fire a stronger shot automatically for a cost of 1 rune. It can be further charged by holding down the shoot button, to expend up to three runes: this increases the number of shots it fires at once, three with a 2-rune charge and five with a 3-rune charge. With DT activated, Nightmare-β's shots and charging do not deduct energy from the DT Gauge as they normally would.

The only firearm with no charge shot ability at all is the Needlegun.

Devil May Cry 3Edit

Charged Shots are only available to Dante only in Gunslinger Style. Up to 3 charged shots from Ebony & Ivory, 2 from the Shotgun. Artemis features a similar mechanic in Gunslinger mode, though in its case the charge determines how many projectiles it fires. Since Dante does not need to be locked on to a target, movement, attacking, and dodging are much easier while charging.

Devil May Cry 4Edit

NeroEdit

Nero's charged shot is channeled by his Devil Bringer, which imbues a demonic charge into his customized revolver. Nero can run and dodge while charging, but is left vulnerable after firing due to the recoil. There are 3 levels for the Blue Rose, signified by the color of the energy around the Devil Bringer.

Levels Color Description
Level 1 Blue Deals six times as much damage as Blue Rose's normal fire.
Level 2 Purple Further increased damage and a explosive AoE effect that damages nearby enemies.
Level 3 Red

Double explosive effect with the second explosion occurring after a slight time delay. Against smaller enemies, the first explosion has a knockdown effect while the second tends to launch the target high into the air.

DanteEdit

DT Dante EI shooting

Dante's Charged Shots from the fourth game

Dante only has access to Charged Shots after purchasing at least 1 Level of the ability for either Ebony & Ivory or the Coyote-A from a Divinity Statue or between missions; however, unlike in Devil May Cry 3, he can charge shots in any style.

Dante's time needed to charge is significantly shorter than Nero's. The strength and quantity of this charge increases with the number of upgrades purchased and both weapons have 3 Levels of Charged Shot. In his Devil Trigger state, all of Dante's shots will be with demonic energy. Shots can be charged during any action.

Gun Shots per Level Maximum Shots
Ebony and Ivory 5 15
Coyote-A 1 3

Lady Edit

In Special Edition, Lady does not have a specific ability called "Charged Shot," but she does have abilities that function in a similar way for each of her weapons. Her Handguns have a a move called "Hollow Point" that increases the power of the shot. Their second level, "Napalm Shot," shoots a fiery bullet that launches the enemy and the final charge "Explosion Shot," will cause another launching explosion. Her Shotgun has "000 Buckshot," "Flachette Shot," and "Shredder Shot" increases power and duration of her shots. Kalina Ann has "AT Missile," "High Explosive," and "Full Blast" that increase the blast radius and power of the missile. The Handguns and Kalina Ann will only fire one shot when charged, while the Shotgun can fire several: however, the tradeoff is that the Shotgun remains "stuck" at whatever level it is charged to until the effect runs out, and so cannot be charged to a higher level or topped up.

Devil May Cry 5Edit

NeroEdit

After losing his Devil Bringer, Nero also loses the ability to use Charged Shot. Instead, he gains a new system named Color Up that makes Nero load six high-powered bullets into Blue Rose and does not require the player to hold down the gun button after loading them. After getting his Devil Trigger, he gains the abilities associated with the Devil Bringer back, including Charged Shot. Due to both using the same control, Nero will always perform Color Up before starting to charge his weapon, and the Charged Shot also has the Color Up damage-over-time effect.

The Devil Breaker called Tomboy features its own charging system, converting Blue Rose into a weapon resembling a Gauss rifle and allowing the pistol to fire powerful beam-like attacks. By holding the shoot button, this attack can be charged by an additional two levels, even if Nero does not yet have the actual Charged Shot ability.

Levels Color Description
Color Up None Loads Nero's weapon with three shots' worth of special ammunition which deals damage over time and can juggle enemies.
Level 1 Light blue/Covers Nero's hand The level 1 charge increases the damage over that of Color Up.
Level 2 Blue/Covers half of Nero's forearm Further increased damage and a explosive AoE effect that damages nearby enemies.
Level 3 Bright blue/Covers Nero's entire forearm Double explosive effect with the second explosion occurring after a slight time delay. Against smaller enemies, the first explosion has a knockdown effect while the second tends to launch the target high into the air.

DanteEdit

Once again, Dante only has access to Charged Shots after purchasing at least 1 Level of the ability for either Ebony & Ivory or the Coyote-A from a Divinity Statue or between missions and he can charge shots in any style. It remains the same as in Devil May Cry 4, but this time, if Dante has Ebony & Ivory equipped while in Gunslinger Style, his shots will be charged automatically after a certain period of time.

Gun Shots per Level Maximum Shots
Ebony and Ivory 5 15
Coyote-A 1 3

DmC: Devil May CryEdit

DmC's firearms have Charge Shots that give them new properties or abilities. Ebony & Ivory have "Ricoshot" that allows the bullets to bounce off of multiple surfaces or enemies. "Charged Shot" is a Revenant technique that allows Dante to fire a mortar shot that will attach to its target and explode after several seconds. All of Dante's Charged Shots allow him freedom of movement and other actions.

See alsoEdit