The Demons, also known as Devils, are the secondary antagonists of the Devil May Cry franchise.
They are supernatural beings hailing from the Demon World, a chaotic parallel realm to the Human World. They possess superhuman strength, speed and durability, along with the ability to regenerate, manipulate elements, distort space, and even possess human items or bodies. The Demon World itself is a dimension of shifting landscapes, where spatial laws are fluid and reality itself can bend and warp. Some areas within this realm are governed by specific demon lords, each often representing different elemental or thematic domains.
History[]
According to in-game lore, the multiverse began with primordial darkness that eventually split into two realms: the Human World and the Demon World, each born from chaos and light respectively. For countless ages, powerful demons ruled the underworld, but about 2,000 years ago, Mundus, a demon prince who rose to prominence by consuming the sacred Qliphoth fruit, sought to invade the Human World and claim ultimate dominion. This triggered a massive conflict when Sparda, a powerful demon knight, betrayed his own kind, defeated Mundus, and sealed the Demon World from the Human World—trapping Mundus in the process. Afterward, Sparda integrated into human society and fathered two half-demon sons, Dante and Vergil, whose struggles would become central to the series’ narrative.
With Mundus imprisoned, power struggles erupted within the Demon World. Other demon lords, like Argosax, sought to seize control but fell to their own ambitions. Later, Vergil’s demonic half, known as Urizen, emerged in Devil May Cry 5 to challenge for the throne, opening portals to the Human World to harvest blood and strengthen his rule—until he was ultimately defeated and merged back with his human half. Such cycles of conquest and rebellion are a defining trait of demon history.
Membership & Hierarchy[]
Demons in Devil May Cry are categorized by both their rank and their origin. Lower-level demons are often bestial or elemental in nature—examples include Marionettes, Shadows, and Kyklops—while mid-tier demons like Mancer types and Hell Knights wield elemental magic and command lesser creatures. At the top of the hierarchy are demon princes and kings like Mundus and Urizen, who possess reality-warping powers and can command vast armies. As for their origins, some demons are pure-blooded—born from the Demon World itself—while others are artificial creations formed through rituals or technological processes (such as the Angelo series or the demonic transformation of Arius). Additionally, hybrids like Dante, Vergil, and Nero combine demonic strength with human emotion, making them uniquely powerful.
Thematically, the demons of Devil May Cry are emblematic of unrestrained power and ambition, frequently clashing with the human capacity for compassion and emotion. Characters like Dante and Nero, who balance their demonic heritage with their humanity, often surpass pure demons precisely because of their emotional resilience. This dichotomy highlights a core message of the series: that true strength emerges not from raw might but from the heart and the willingness to fight for something beyond oneself. Through this dynamic, demons serve as both formidable adversaries and a mirror to the human condition, representing the temptation of power and the triumph of the human spirit.
Physiology[]
In terms of physiology, demons draw energy from Red Orbs, which sustain their powers and can also corrupt human beings. Their abilities often include elemental manipulation, teleportation, and space distortion, while higher demons can even reshape their bodies by fusing with weapons, creating Devil Arms that retain their consciousness. These creatures are inherently hierarchical, with more powerful demons commanding legions of lesser ones, and are often driven by aggression and an insatiable hunger for dominance. Prolonged exposure to demonic energy or rituals can transform humans into demons, a process that serves as both a literal and symbolic representation of corruption.