DMC5 Dante
This build is super fun and does great on Very Hard difficulty. It's very flexible and can be edited and played using whatever you want, much like Dante in DMC. I found it incredibly enjoyable to just run the dual weild pistols and a sword, but you can easily shift around some perks and weapons to fit a Vergil or Nero build (I recommend Sandy w/ Scalpel or Satori for Vergil, PLS w/ Errata or XMOD-2 Chainsword and Malorian for Nero).
Have fun!!!
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More: Beginner builds, Boss Killer builds, Close Range builds, Melee builds, Roleplay builds
If you would like more cyberware capacity for iconic cyberware, you can have 20 in Tech and 18 in Body instead.
For RP, always try to pick the funniest, corniest, or coolest dialogue choices. Do not harm the innocent. Kill as stylishly as possible.
Points
Cyberware
Berserk is most like Devil Trigger, though a Sandy is obviously just as viable.
I went with Thermal Gorilla Arms to simulate Dante's Balrog. You can spec out of whatever to add perk points to blunt weapons.
Press the cyberware button to activate. When active: Invulnerable to damage Cannot use items Melee weapons only -100% Stamina cost for melee attacks +30% attack speed +20% movement speed Increased damage at low Health (max. +50% damage when below 20% Health) When it ends: +25% Health for each enemy neutralized. Duration: 12 sec.
Cooldown: 25 sec.
body · +0.5% damage during Berserk per Attribute Point.
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Improves Kerenzikov by enhancing the user's speed and reflexes. When Kerenzikov is active: -100% Stamina cost from shooting. Slows time by +19% relative to your enemies.
reflexes · +0.1% Crit Chance per Attribute Point.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 3.75 sec. when you aim a ranged attack during a slide, dodge or Dash.
Cooldown: 6 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
Slows time by 60% for 4.5 sec. when your Health drops below 25%.
Cooldown: 35 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
+30% movement speed for 40 sec. when entering combat.
reflexes · +3 sec. duration with this cyberware per Attribute Point.
Effect active when scanning: Highlights enemies within 19.5 m. The effect remains active for 60 sec. after scanning.
10x optical zoom when scanning or aiming.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Thermal damage.
reflexes · +0.5% damage with this cyberware per Attribute Point.
Reloading an empty weapon causes the next shot to release an electroshock that deals up to 250 Electrical damage to enemies near the point of impact. Electroshock damage increases with the number of bullets reloaded (max. 5 bullets).
intelligence · +0.05% to all dealt damage per Attribute Point.
-24% recoil
cool · +0.2% headshot and weakspot damage per Attribute Point.
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.
body · +10% Health Regen Rate per Attribute Point.
7% chance to block an incoming projectile. +100% bonus chance after performing a dodge or Dash. This bonus chance lasts 1.7 sec. or until the next projectile is blocked, whichever comes first. Cannot block more than 3 projectiles in a 5 sec. span.
reflexes · +0.1% Crit Chance per Attribute Point.
+50% Mitigation Chance for 4 sec. if you lose 35% Health within 3 sec.
Cooldown: 6 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
Health Items now also give: +10% Armor for 5 sec. -30% all Stamina costs for 5 sec. These effects can stack.
technical · +0.5 Armor per Attribute Point.
+66% Carrying Capacity
body · +0.5 Health per Attribute Point.
Press the jump button in midair to perform a double jump.
reflexes · +0.1% Crit Chance per Attribute Point.
Automatically heals you with your equipped Health Item when your Health drops below 50%. +16% Health Item effectiveness
technical · +0.1% Health Item efficiency per Attribute Point.
+25% melee attack speed
reflexes · +0.1% Crit Chance per Attribute Point.
+7.5% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage per Attribute Point.
Activating a faceplate alters both your physical and digital identity, making you virtually unrecognizable. Outside of combat, you can easily escape the Law (up to Bounty level 4).
Assign cyberware to the quickslot and activate it with the combat gadget button.
Cooldown: 900 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
2/3Kongou is a good substitute for Pride while you wait to beat the main story.
Seraph and Pride have great synergy and look most like Dante's Ebony & Ivory.
With their asymmetric mag sizes, you can constantly lay fire while the other pistol reloads.
Sihil/Gwynbleidd is the closest thing to Dante's Rebellion, but any blade (and any weapon for that matter) can be justified since Dante uses any weapon he wants.
Fires explosive rounds.
Each subsequent hit increases the chance that your enemy will be consumed by the purifying flame of the Seraphim. Once Burning, bullets deal increased damage to the enemy.
Rogue's pride and joy. After neutralizing an enemy with the Prejudice power assault, Pride will not consume ammo for a short time. The first shot is a guaranteed Crit Hit. When you're at high Health, headshots deal increased damage. Increased headshot damage against Elite enemies.
Deals extra damage against drones, mechs and robots. All attacks deal increased damage if the enemy is affected by a quickhack. Dashing allows you to temporarily perform a rapid combo of attacks.
Grenades
1/1 + 8Applies Burn for 5 sec.
Deals additional damage to armored enemies.
Applies an EMP effect for 5 sec.
Deals bonus damage against enemy netrunners, drones, mechs, robots and turrets.
Disables turrets for the duration of the EMP grenade effect.
Deactivates enemy cyberware for 20 sec.
Hits enemies with an explosive blast and shrapnel.
Activates 32 lasers that deal damage for 8 sec.
Decapitates non-Boss enemies who have less than 30% Health.
Creates a toxic cloud with a 6-second duration that applies Poison.
-95% enemy melee damage for 25 sec.
Decreased movement speed for 5 sec. and -10% Stamina.
Brings new meaning to blowing one's nose.
Emits a sound that lures enemies.
+80% lock-on speed with Smart weapons against affected enemies.
Creates a smoke screen for 15 sec.
Applies Blinding for 12 sec.
-90% accuracy for affected human enemies for 15 sec.
Quickhacks
Skills
Decreases Visibility to Enemies by 10%.
+10% headshot damage. +10% damage against vulnerabilities.
+1 Perk Point.
No weapon sway when crouched.
Decreases Visibility to Enemies by 10%.
+15% headshot damage +15% damage against Vulnerabilities
+1 Perk Point.
Optical Camo is active while grappling enemies.
Decreases Recovery time after a throw by 30%.
30% faster when crouch-walking and crouch-sprinting.
Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.
+15% Optical Camo charge when neutralizing an enemy in one of the following ways:
- While undetected.
- During Focus mode.
- During Deadeye mode.
- With a thrown weapon.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
Increases RAM Recovery Rate by 5%.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
-20% RAM cost for quickhacks used on devices and vehicles.
+15% duration for Control and Covert quickhacks. +5% damage with Combat quickhacks.
+40% duration for Overclock.
-10% Health loss from using quickhacks during Overclock.
When active, Overclock now reveals enemies within 10 m, and allows you to quickhack non-netrunner enemies through cover.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased accuracy for a short time after dodging or Dashing.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased Mitigation Chance the faster you move.
+25% damage with Fast Attacks.
Air Dashing and sliding automatically reload 20% of your equipped weapon.
When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.
When Sandevistan is active:
- +40% Crit Chance.
- No Stamina cost for any type of movement.
Increases Carrying Capacity by 50.
Increases Health by 10.
+1 Perk Point.
Fists and Gorilla Arms have:
- +20% damage
- +20% attack speed
- Fists also have a chance to apply Bleeding.
Increases Carrying Capacity by 100.
Increases Health by 15.
+1 Perk Point.
+10% Crit Chance against enemies within 5 m.
+25% damage with Strong Attacks and Quick Melee Attacks.
+25% Health after performing a Finisher.
When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.
When Berserk is active:
- +30% enemy Health threshold to perform Finishers
- +50% Health from performing Finishers
- +30% Berserk duration
Increases Armor by 15.
Increases Cyberware Capacity by 5.
+1 Perk Point.
+10% grenade damage and explosion radius
Increases Armor by 25.
Increases Cyberware Capacity by 10.
+1 Perk Point.
Increased Shock chance from charging a Tech weapon or electric baton.
+15% Health Item effectiveness.
+30% to all cyberware stat modifiers.
+10% damage with Bolt shots. +40% Burn chance with Bolt shots. Chain Lightning now also sets enemies on fire.
When Fury is active, you occasionally release an EMP blast.