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Nero, the Devil Hunter
Welcome back Hunters!
Today is the start of our five-day countdown to the start of the Devil May Cry™: The Bloody Palace Kickstarter campaign, set to launch on the 15th of May 2019 at 8PM BST (3PM EDT)! Starting today, we’ll be bringing you a new article filled to the brim with brand new and exciting content every day for the next week!
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Following on from our last article, where we took a look at the incredibly cool Devil Triggers you’ll be unleashing in Devil May Cry™: The Bloody Palace, today we’re going to do our first deep dive into the hunter playstyles, starting with Nero. And if you missed any of the previous articles, don't worry - you’ll be able to find links at the top of this page.
Reload Blue Rose, rev up the Red Queen, and choose your Devil Breakers… it’s time to see how Nero gets it done!
Yeah, He’s A Real Pro at Smackin’ Demons Around
Kicking off with the basics, Nero has a vitality of 8 which puts him comfortably around the mid-range of hunter health stats, and a speed of 6 which makes Nero one of the quicker hunters.
Moving onto his attacks, the most common combo link colour in Nero’s deck is blue. Nero’s blue link cards tend to focus on the wide sweeping arcs we’ve mentioned before, giving him the ability to hit multiple enemies in a single attack. Nero’s green combo link cards focus on bonus effects, allowing him to single out a particular enemy and inflict a higher amount of damage, grant bonus movement, or stun his enemies.
Nero’s unique playstyle is also built around his Devil Breakers. Found within both his starting deck and his upgrade deck, Nero’s Devil Breakers lend him the ability to carry out a variety of super awesome stuff. Let’s take a look at one now.
First up, we should talk about how much of an advantage Nero has by starting the game with an extra basic attack card. Thanks to Overture, Nero can build up some big combo chains early on in the game without having to upgrade, and can get a tremendous head start over his rivals when scoring style points.
Overture also has blank combo links which are incredibly versatile, able to fit almost anywhere in your combo chain. On top of that, Overture does two damage to everything in Nero’s front arc, allowing a clever player to line up a host of kills at once and leaving them to rake in the red orbs.
While Devil Breaker cards like Overture are both powerful and super useful, they have their limits though. Where most basic attack cards can be used over and over, basic attack Devil Breakers like Overture turn face down when they return to your hunter board. This means that unless you find a way to flip them again, you’ll only be able to use each one once per wave of enemies.
Of course, Overture isn’t alone. Nero’s Devil Breakers give him access to other tricks too. Let’s look at Wire Snatch, below.
Remember when we said that Nero was fast? Well, Wire Snatch takes his normal mobility and turns it up to eleven, allowing Nero to move an enormous distance in a single turn. Or, if you’d prefer, you can run six hexes forward and use Wire Snatch to drag a foe across the board towards you instead. With Wire Snatch in your hand, there are few enemies that can escape your fury.
Moving away from Devil Breakers, Nero has some other cool tricks, focused on increasing the damage he deals to enemies.
Color Up is a super useful card for Nero, particularly because he has plenty of ranged attacks like Aimed Shot. Use Color Up to finish off a wounded enemy with Aimed Shot, dropping the enemy’s orbs onto the board, then run over to pick them all up and splash into a fresh enemy to continue the beat down.
Nero can also increase the damage of his melee attacks with abilities like Exceed:
The main difference between this card and Color Up is that Exceed doesn’t just increase the damage of one card. Oh no… Exceed increases the damage of every melee attack that follows it for the rest of the turn! If Nero starts a turn by playing Exceed and then plays six melee attacks, each of those melee attack cards gains the extra damage, unleashing incredible destructive power!
That’s Why I Built Him That Well-Functioning Arm… To Kick Demon Ass
Now that we’ve got the gist of Nero’s starting deck, let’s see how we can send Nero’s devil hunting abilities through the stratosphere with some upgrades!
One of the first things to consider when it comes to Nero’s upgrades are his additional Devil Breaker basic attack cards. Because they’re basic attacks, they don’t go into Nero’s deck and are always available instead. Let’s take a look at some examples.
These extra Devil Breakers typically come with useful bonus effects. Gerbera has a blue stun icon illuminated at the top of the card, which means that any enemy hit by this attack becomes stunned. When using Ragtime Nero can immediately draw extra cards from his deck and put them into his hand ready to use.
And remember we said that Devil Breakers could be flipped back over again after being used? When upgrading you can also purchase Replenish cards which allow you to make more use of any Devil Breaker attack cards that you already have. Nero has one Replenish card in his starting deck, but can purchase more of these from his upgrade deck.
And if all else fails, it's rarely a bad idea to have Nero ready to lash out at everything around him…
Nero is one of our favourite hunters, because he’s just so versatile. With so many different upgrade cards to explore, you’ll be able to play Nero in a different way every time you play Devil May Cry™: The Bloody Palace.
Join us again tomorrow for another exciting update for Devil May Cry™: The Bloody Palace where we continue our five-day countdown to the launch of the Kickstarter campaign, moving on to Trish’s playstyle and upgrades!
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