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I'll make you understand! You'll know that I am the one who holds the key to the future!
~ Vile to Sigma
Sorry to burst your bubble, but I'm the one that's gonna change the world!
~ Vile in his route
Sigma was wrong! You're not the Reploid with the power to change the world! I am! Me, Vile! Gah ha ha ha ha ha!
~ Vile to X in his route
I've always hated you, Storm Eagle! You and that smug face of yours!
~ Vile before fighting Storm Eagle
Not a charge shot..! AUGHHHSHWUHWHHAA
~ The end of Vile

You worthless piece of scrap metal, did you think you could defeat me? You only get one life; you should’ve used yours with more care! Hahahaha!
~ Vile after defeating X on Central Highway
What a worthless gesture! I can't be defeated so easily! So X, it's just you and me now!
~ Vile after Zero's sacrifice

Thanks for the upgrade Doctor, but I have a score to settle... ...and I'll do it my way...
~ Vile to Dr. Doppler
My waiting has finally come to an end! Prepare to die at the hands of the world's most advanced riding armor - the new "Goliath"!
~ Vile before fighting X
Don't think that this is the end, X! I will haunt you to the day you die......
~ Vile's defeat
Caused rebellion together with Sigma, and was destroyed by X. But now he has been revived from the depths of hell to seek his revenge, and stands in X's way once more. His implacable hatred for X is beyond human, but has he completely lost touch with reality?
~ Vile Mk-II's Sourcebook description

How nice to see you again, X! I'd love to stay and play, boys, but I'm afraid have too much work to do.
~ Vile's return in X8
It begins now, X. A new world will be born! Ha ha ha ha!
~ Vile
Ha ha ha... You finally piece it together, X? The Orbital Elevator... the energy... the space minerals... the rocket data... The route to space - the thing that's allowed this world to survive this long - is ours!
~ Vile
Ha ha ha ha ha! Why don't you just give up now and get it over with? The world as you know it? Mavericks? Kiss it all goodbye! Mayhem, doom, and destruction! That's what we were built for!
~ Vile

Background

Vile, known as VAVA in Japan, is a major antagonist in the Mega Man X series. Formerly an A Class Maverick Hunter, he always had violent tendencies and was eager to participate in Sigma's rebellion, becoming an infamous Maverick with a grudge against X. He appeared in multiple games as a boss, and was a playable character for the first time in Mega Man Maverick Hunter X.

Statistics

Key: Vile | Vile MK-II | Vile V

Tier: 4-C, Higher with Rage Power, Far Higher with Ride Armor | 4-C, Higher with Rage Power, Far Higher with Ride Armor and Preparation | 4-C, Higher with Rage Power, Far Higher with Ride Armor and Self-Destruction

Name: Vile, VAVA in Japan and Xtreme, Vile MK-II, Vile V, VAVA Pente (Vile V) in Japan

Origin: Mega Man (Franchise)

Sex: Male

Age: Unknown

Classification: Reploid, Maverick, Former A-Class Maverick Hunter

Status: Other (Reploids' true form is their Data/DNA Soul that exists even after destruction. All past battle data exists within the Mother Computer which includes all of the events of X1. Vile despite being deleted is able to return from his Central Highway point in time without limit and can come back to the real world in Mega Man X8 despite being deleted twice in Mega Man Xtreme)

Alignment: Originally Lawful Good (Was originally a loyal Maverick Hunter that fought against mavericks to protect the world), Chaotic Evil upon infection (Due to being infected by the Sigma Virus, he became chaotic and chaotically destroyed reploids. He was captured and immobilized but set free during Sigma's rebillion as he was now a maverick. After defeat Vile's sanity decreased with him caring about nothing else but revenge and destroying and haunting X for as long as he lives)

Dimensionality: 3-D

Attack Potency: Star level (Can fight and harm First Armor X. Is noted to be designed as a powerful war machine and originally was an A-Class Maverick Hunter by Zero. Reploids models are directly based off of Mega Man X's designs and Dr. Lights notes, making them all have the same limitless potential and relative power and stats.[1] X defeated Lumine, who was also capable of creating a dimension that has a sun. Lumine was able to completely destroy it and it was calculated at this. The dimension was also entirely destroyed when Lumine was defeated. Due to all Reploids being design off X, They should all easily beyond the likes of Mega Man, who was able to fight on par with beings such as Duo, who was at this level. Dr. Light even describe's the danger of X of being far beyond any of Dr. Wily's Incidents[2]), Higher with Rage Power (When Robot Masters are damaged to about half their health, they become invulnerable for a few seconds and perform more powerful attacks), Far Higher with Ride Armor (Ride Armors are noted to amplify the user and be powerful mechs to the Maverick Hunters.[3] Was able to complete overpower X in the beginning of the game. Was able to nearly defeat both Zero and First Armor X in his Ride Armor which required Zero to sacrifice himself and self-destruct to destroy) | Star level (Is directly noted to be superior then before after being resurrected by Dr. Doppler. Can fight and harm Third Armor X), Higher with Rage Power, Far Higher with Ride Armor (Vile rides the Ride Armors DRA-00 and Goliath. Ride Armors are noted to amplify the user and be powerful mechs to the Maverick Hunters.[4] Ride Armors are also noted to get stronger and advance as time passes.[5] DRA-00 Is noted to have high punch power[6] and the Goliath is noted to be the most advanced one during X3) & Preparation (Vile set an entire factory to blow up with explosives strong enough to one shot X) | Star level (Should be even stronger then before as he is Vile 5th model. Can harm Mega Man X in any of his X8 Armors, Zero and Axl), Higher with Rage Power, Far Higher with Ride Armor (Vile's new Devil Bear Ride Armor is completely invulnerable to the hunters and they must use specific techniques to negate it to knock Vile outside of it to deal damage) & Self-Destruction (Was able to Self-Destruct which temporarily incapacitated either Zero, Axl or X)

Durability: Star level (Can take hits from First Armor X), Far Higher with Ride Armor (First Armor X was unable to destroy Vile's Ride Armor and it required Zero to Self-Destruct to destroy it. Ride Armors take any omnidirectional hit for the user and are capable of taking several charge shots from characters. They can even can be used to fight Mavericks) | Star level (Can take hits from Third Armor X), Far Higher with Ride Armors (Can take hits from Third Armor X)

Striking Strength: Star Class, Higher with Rage Power, Far Higher with Ride Armor | Star Class+, Higher with Rage Power, Far Higher with Ride Armor | Star Class+, Higher with Rage Power, Far Higher with Ride Armor

Lifting Strength: At least Class G (Reploids are far superior to the Robot Masters and Mega Man, who was able to hold up Dr. Wily's fortress at end of Mega Man 5, with Robot Masters such as Guts Man being superior in strength to Mega Man and Robot Masters such as Splash Woman having comparable feats such as lifting entire ships from the ocean) | At least Class G | At least Class G

Travel Speed: Massively FTL (Far beyond the likes of Duo, who is capable of traveling through galaxies while doing his job and likely travels across the universe doing his job to destroy the Evil Energy. Moves faster then to Mega Man, who can outrun black holes from Robot Masters such as Saturn and Galaxy Man), Far Higher with Teleporters (Reploids should have superior teleporter technology to Robot Masters, whose teleporters should scale to Mega Man and Proto Man’s teleportation, where they are able to travel planets and solar systems in a short time frame[7], reaching this levels of speed) | Massively FTL (Should be superior then before) | Massively FTL (Should be even more superior then before)

Combat Speed: Massively FTL (Can keep up with X and Zero in combat. Far beyond the likes of Mega Man, who can keep up with Duo in combat who uses attacks that involve his travel speed, where Duo is capable of traveling through galaxies while doing his job and likely travels across the universe doing his job to destroy the Evil Energy) | Massively FTL (Should be superior then before) | Massively FTL (Should be even more superior then before. Can keep up with X, Zero, and Axl in combat)

Reaction Speed: Massively FTL (Can Keep up with X and Zero in combat. Far beyond the likes of Mega Man, who can keep up with Duo in combat who uses attacks that involve his travel speed, where Duo is capable of traveling through galaxies while doing his job and likely travels across the universe doing his job to destroy the Evil Energy) | Massively FTL (Should be superior then before) | Massively FTL (Should be even more superior then before. Can keep up with X, Zero, and Axl in combat)

Stamina: Essentially Limitless due to being a robot (Superior in model to the Robot Masters, whose bodies are powered by solar energy, effectively giving them limitless stamina and ammo[8][9][10][11])

Range: Standard Melee Range physically, Extended Melee to Hundreds of Meters with Weaponry (With His several weapon types have varying ranges. Ride Armors are giant mech that can be used for ramming and punching) Interdimensional with Teleporters (X, Zero, and Axl can all teleport out of the separate space that Sigma created and sent them to in Mega Man X7. Reploids can also teleport out of Cyber Worlds which are other dimensions in the form of data that can even parralel the real world and Cyberspace can materialize in the real world along with enemies of it. Reploids should have superior teleporters to the Robot Masters, who naturally display teleportation through teleporters interplanetary distances[12])

Intelligence: Extraordinary Genius (Is regarded as a powerful war machine and was originally an A-Class Maverick Hunter. Was specifically seeked out by Sigma for help to defeat X. Can keep up with Mega Man X in combat)


Powers and Abilities

Superhuman Physical Characteristics, Accelerated Development (All reploids are all directly off of X's design, making all reploids have limitless potential to grow), Self-Sustenance (Types 1, 2, & 3; Superior in technology to Robot Masters, where all Robot Masters can breathe in space just fine, with an entire game revolving around traveling through space[13] and as robots do not require food, sleep or sustenance), Inorganic Physiology (Type 2; Reploids are a new generation of robots which contain an innovative new feature, the ability to think, feel and make their own decisions), Rage Power & limited Invulnerability (Type 1; When Reploids are damaged to about half their health, they gain an extra attack. Mavericks can enter an invicible state where they can do stronger attacks. Superior to their previous models where when Robot Masters are damaged to about half their health, they become invulnerable for a few seconds and perform more powerful attacks), Psuedo-Teleportation, Transformation, Light Manipulation & Intangibility (Type 3 [Transformation], Phasing/Elemental; Reploids should have superior teleporters to the robot masters who naturally display teleportation through teleporters interplanetary distances[14], they do this through transforming into a beam of light, they can use this in the middle of combat to turn intangible and phase through attacks), Hive Mind (Reploids can have their data moved into other bodies essentially posessing multiple of them), Immortality (Type 3; Through robots and reploids ability to regenerate back their body and data. Type 6; Reploids can survive after being severely destroyed. All reploids souls are able to posses a new body if their old one is destroyed or return to their old one if separated. Robot Masters can survive wounds such as being cut in half, with ones such as Proto Man calling it merely "a flesh wound", being able to come back just fine after teleporting away to be repaired. Type 8; All robots "true existences" rely on their data, thus as long as their data is stored they can be remade or come back if their data is specifically "SAVED". With data further being explored through here), Regeneration (At least Mid. Should upscale from robots like Proto Man who can regenerate from being crushed by Mad Grinder. Should scale to all the other Robot Masters who all regenerate after being flattened in Mega Man Powered Up. Mid-Godly through their data; In Mega Man Xtreme, Sigma was trying to reproduce the past data of several mavericks in the mother computer to bring havoc to the world's peace and the only way the past data of previously defeated Mavericks from X1 and X2 could be stopped is if X goes inside as his data form. Inside the Mother Computer, X defeats Vile's data form along with the data forms of a bunch of mavericks he has previously defeated. However, despite defeating their data form, their data is still are able to come back for the rematches at the end of the game along with Vile being back in the hard mode's post game story. Despite destroying Vile's data twice, he was still able to come back and better then ever in Mega Man X8. In Mega Man ZX, Omega's soul data along with flashes of the past battle in Zero 3 are trapped in area O and even after defeat, he can come back without limit even after obtaining Model OX which contains his soul data. With data further being explored through here), Resurrection (Robots that are fought and defeated are able to be brought back as long as they still have their data, with this also extending to reploids being able to come back for rematches. With data further being explored through here), Information Manipulation & Conceptual Manipulation (Can directly interact with, harm, and destroy a robots data, which all robots "true existences" rely on their data, thus as long as their data is stored they can be remade or come back if their data is specifically "SAVED". All data resides in the deep log of each game's data and information of the Mega Man Franchise and many other Capcom franchises, with it being stated that data makes up the characters' personality, memories are data pieces that can be used to materialize hunter programs and also have the feelings of the characters, their data is even what determines their own canonicity in reality, with all characters being considered data alongside all universes being made of data. With data further being explored through here), Resistance to Extreme Heats, Extreme Colds, & Weather Manipulation (Superior models to the Robot Masters, who are made to withstand extreme terrains and weather conditions), Cosmic Radiations (Superior models to all Robot Masters, who can breathe and survive in space just fine, with an entire game revolving around traveling through space[15]), Information Manipulation & Conceptual Manipulation (Can take hits from characters that can directly interact with, harm, and destroy a robots data, which all robots "true existences" rely on their data, thus as long as their data is stored they can be remade or come back if their data is specifically "SAVED". All data resides in the deep log of each game's data and information of the Mega Man Franchise and many other Capcom franchises, with it being stated that data makes up the characters' personality, memories are data pieces that can be used to materialize hunter programs and also have the feelings of the characters, their data is even what determines their own canonicity in reality, with all characters being considered data alongside all universes being made of data. With data further being explored through here), Plot Manipulation (As data determines one's canonicity in reality and all universes are made of data, one would need to fully change one's data in order to change their narrative. With data further being explored through here), Electricity Manipulation (Superior models to the Robot Masters, who are able to tank and survive attacks from electricity based Robot Masters attacks, even those with a weakness can survive hits from it), Heat Manipulation & Fire Manipulation (Superior models to the Robot Masters, are able to tank and survive attacks from heat and fire based Robot Masters attacks, even those with a weakness can survive hits from it and survive the intense heats), Magma Manipulation (Superior models to the Robot Masters, who are able to tank and survive attacks from magma based Robot Masters attacks, even those with a weakness can survive hits from it), Ice Manipulation & Absolute Zero (Superior models to the Robot Master, who are able to tank and survive attacks from ice based Robot Masters attacks, even those with a weakness can survive hits from it, even with ice as cold as absolute zero), Gravity Manipulation (Superior models to the Robot Masters, who are able to tank and survive attacks from gravity based Robot Masters attacks, even those with a weakness can survive hits from it), Black Holes (Superior models to the Robot Masters, who are able to tank and survive attacks from black hole based Robot Masters attacks, even those with a weakness can survive hits from it), Petrification (Superior models to the Robot Masters, who are able to tank and survive attacks from petrification based Robot Masters attacks, even those with a weakness can survive hits from it, with the petrification being potent enough to effect black holes), Acid Manipulation & Corrosion Inducement (Superior models to the Robot Masters, who are able to tank and survive attacks from acid & corrosive based Robot Masters attacks, even those with a weakness can survive hits from it), Space-Time Manipulation & BFR (Superior models to the Robot Masters, who are able to tank and survive attacks from the likes of Centaur Flash, which creates a dimensional distortion where he warps space and sends an opponent into a black hole, with even Robot Masters that have a weakness to it surviving its hits and not being sent into a black hole. Robot Masters can also take hits from Cut Man who can cut through space itself and leave dimensional tears that he can jump in)
Weapon Creation (With Cherry Blast, Vile can rapidly create and shoot several bullets with a range of approximately 25 feet. With Zip Zapper, Vile can rapidly create and shoot several high accuracy bullets at the cost of less range. With Buckshot Dance, Vile can rapidly create and shoot several bullets going in many different directions. With Distance Needler, Vile can create and shoot bullets with good range and speed but with a lack of rapid fire. With Triple 7, Vile can rapidly fire powerful bullets in a spread of all directions at the cost of rapidly draining weapon energy for maximum output. It fires slower as his energy guage recovers. With Humerus Crush, Vile can create missiles. With Popcorn Demon, Vile can create missiles that split into 3. With Banzai Beetle, Vile can create missiles with a larger hit range. With Serotinal Bullet, Vile can create slower missiles that can be used as a trap. With Lost Lamb, Vile can create missiles that go in random directions) Explosion Manipulation (With Humerus Crush, Vile can create missiles, With Popcorn Demon, Vile can create missiles that split into 3. With Banzai Beetle, Vile can create missiles with a larger hit range. With Serotinal Bullet, Vile can create slower missiles that can be used as a trap. With Lost Lamb, Vile can create missiles that go in random directions. With Fire Murrain, Vile's cannon can shoot an explosion of energy that explodes and can create chain explosions. With Necro Burst, Vile can create a massive burst of energy exploding anything in sight. With Bumpity Boom, Vile launches hot napalm that explodes. With Rumbling Bang, Vile launches napalm that explodes and creates a wide horizontal range of fire. With Splash Hit, Vile throws a Napalm that explodes into a tornado that whirlwinds in place. With Territorial Pow, Vile launches a short range napalm that explodes into three balls of energy that can negate enemy shots. With Bang Away Bomb, Vile launches a napalm that explodes into a chain of fire explosions), Air Manipulation (With Splash Hit, Vile throws a Napalm that explodes into a tornado that whirlwinds in place), Fire Manipulation (With Bumpity Boom, Vile launches hot napalm that explodes. With Rumbling Bang, Vile launches napalm that creates a wide horizontal range of fire. With Bang Away Bomb, Vile launches a napalm that explodes into a chain of fire explosions), Severing (With Popcorn Demon, Vile can create missiles that split into 3), Curtain Fire (Can create several weapons at once shooting around everywhere rapidly as shown here. With Necro Burst, Vile can create a massive burst of energy exploding anything in sight), Body Control (With Go-Getter Right, Vile can shoot his arm off his body as an attack and reattach it. With Spoiled Brat, Vile can shoot his arm at intenses speeds at the cost of less power. With Egotistic Pill, Vile can shoot his arm and pierce enemies. With Golden Right, Vile can shoot his arm at a very short range in exchange for being one of his strongest weapons. With Infinity Gig, Vile can shoot his arm and have it automatically homing attack on his target.), Penetration Damage (Can pierce enemies with his Egotistic Pill Rocket Punch. Can pierce enemies with his Strait Nightmare Laser. With Parasite Sword, Vile's cannon can shoot a cutter that grows as it travels and can pierce enemies), Homing Attack (With Infinity Gig, Vile can shoot his arm and have it automatically homing attack on his target), Energy Projection (With Front Runner, Vile's cannon can shoot energy projections both up and down. With Trident Line, Vile's Cannon can rapidly fire 3 energy projections but leaves him open for a moment. With Fatboy, Vile can shoot one very powerful energy projection from his cannon at the time. With Fire Murrain, Vile's cannon can shoot an explosion of energy that explodes and can create chain explosions. With Longshot Gizmo, Vile's cannon can shoot 5 rapid energy projections but leaves him open for a moment. With Necro Burst, Vile can create a massive burst of energy exploding anything in sight. With Metal Crescent, Vile can create 3 energy cutters from his cannon. With Quick Homesick, Vile can shoot a cutter from his cannon that travels in an arc like a boomerang. With Parasite Sword, Vile's cannon can shoot a cutter that grows as it travels and can pierce enemies. With Two-Headed Slash, Vile's cannon can shoot 2 energy cutters. With Marooned Tomahawk, Vile can create a long lasting spinning cutter that can go through objects. With Territorial Pow, Vile launches a short range napalm that explodes into three balls of energy that can negate enemy shots), Chain Reactions (Can create a chain reaction of explosions with Fire Murrain), Light Manipulation (With Cerberus Phantom, Vile can shoot 3 lasers. With Nervous Ghost, Vile can shoot one long laser. With Rising Specter, Vile can shoot one giant laser. With Strait Nightmare, Vile can create a blue circling laser capable of piercing enemies), Intangibility (With Quick Homesick, Vile can shoot a cutter from his cannon that can go through walls to collect items. With Marooned Tomahawk, Vile can create a long lasting spinning cutter that can go through objects), Size Manipulation (With Parasite Sword, Vile's cannon can shoot a cutter that grows as it travels), Energy Projection Negation ( With Territorial Pow, Vile launches a short range napalm that explodes into three balls of energy that can negate enemy shots)

Standard Equipment


Notable Techniques

Vile's Weapons in Maverick Hunter X

This is a list of Vile's weaponry in Mega Man Maverick Hunter X. He can equip one weapon to his arms, shoulders, and legs, which are further divided into weapon systems: Vulcans, Missiles, Rocket Punches, Cannons, Lasers, Cutters, Napalms, Balls, and Flamethrowers. Vile's default weapons are the Vulcan Cherry Blast, the Cannon Front Runner, and the Napalm Bumpity Boom.

Each weapon has a cost to its use, and the total cost of all three equipped weapons must be less than Vile's available resources, which increase for each boss he defeats. Completing Vile Mode removes this limitation. Additional weapons are obtained by defeating the eight Maverick bosses, along with specific weapon systems. For example, Straight Nightmare is a Laser-type weapon obtained from Storm Eagle, and thus requires Sting Chameleon's Laser weapon system first before it can be used.

Arm Weapons

Arm Weapons are generally the weakest of Vile's weapons, but their high firing rate and low energy usage means they can deal a large amount of damage over time. They are also the only weapons he can use while still clinging to a wall or ladder.

Vulcans

Vulcans are Vile's standard Arm Weapons. While individually weak, they have good rapid-fire ability.

Image Name Boss Cost Description
Cherry Blast
(チェリーブラスト
Cherī Burasuto
?)
Available from start. 2 units With a range of approximately 25 feet, this vulcan is easy to use.
Zip Zapper
(ジップザッパー
Jīppu Zappā
?)
Armored Armadillo 8 units Though boasting extreme accuracy, this vulcan lacks extensive range.
Buckshot Dance
(バックショットダンス
Bakkushotto Dansu
?)
Sting Chameleon 12 units The scattering power of this vulcan results in less than perfect aiming.
Distance Needler
(ディスタンスニードラー
Disutansu Nīdorā
?)
Chill Penguin 6 units This vulcan has good range and speed, but cannot fire rapidly. It is effective against Spark Mandrill.
Triple 7
(トリプルセブン
Toripuru Sebun
?)
Flame Mammoth 16 units Boasting both power and spread, this vulcan consumes much power. It is also the Vulcan Weapon used when Vile rides the Goliath Ride Armor in the game, albeit without using any weapon energy.

Missiles

Missiles offer more power than vulcans, but consume more energy. This weapon system is obtained from Launch Octopus.

Image Name Boss Cost Description
Humerus Crush
(ヒューメラスクラッシュ
Hyūmerasu Kurasshu
?)
Launch Octopus 4 units Missiles offer more power than vulcans, but consume more energy. It is effective against Boomerang Kuwanger.
Popcorn Demon
(ポップコーンデーモン
Poppukōn Dēmon
?)
Sting Chameleon 6 units This missile splits into 3 and can cause great damage.
Banzai Beetle
(バンザイビートル
Banzai Bītoru
?)
Storm Eagle 6 units A set of wings allows this missile to glide, contacting many enemies. It is effective against Flame Mammoth and Boomerang Kuwanger.
Lost Lamb
(ロストラム
Rosuto Ramu
?)
Boomerang Kuwanger 6 units This missile travels at an odd angle but can be very useful. It is effective against Boomerang Kuwanger.
Serotinal Bullet
(セロティナルバレット
Serotinaru Baretto
?)
Chill Penguin 4 units This missile is extremely slow, but can be set as a trap. It is effective against Boomerang Kuwanger and Spark Mandrill.

Rocket Punches

Vile's Rocket Punch weapons are similar to the Mega Arm from Mega Man V. They are powerful, but can only be fired once at a time. This weapon system is obtained from Spark Mandrill.

Image Name Boss Cost Description
Go-Getter Right
(ゴーゲッターライト
Gō Gettā Raito
?)
Spark Mandrill 6 units A rocket punch sends your fist flying to teach enemies a lesson. It is effective against Armored Armadillo.
Spoiled Brat
(スポイルドブラット
Supoirudo Buratto
?)
Launch Octopus 6 units Though lacking in power, this rocket punch offers intense speed.
Egoistic Pill
(エゴイスティックピル
Egoisutikku Piru
?)
Armored Armadillo 12 units This punch can pierce enemies and objects, but can be stubborn. It is effective against Armored Armadillo.
Golden Right
(ゴールデンライト
Gōruden Raito
?)
Flame Mammoth 20 units Though suffering from a short range, this weapon is among the strongest.
Infinity Gig
(インフィニティーギグ
Infinitī Gigu
?)
Chill Penguin 16 units Advanced homing technology can be difficult to get a handle on. It is effective against Spark Mandrill and Armored Armadillo.

Shoulder Weapons

Shoulder Weapons are of middling strength, and can be aimed to fire at 0°, 30°, and 60°. Because of this, they are best used against airborne enemies. Furthermore, if used in the air they will cause Vile to hover while firing, decreasing their firing time. This technique can also be used to extend the horizontal distance of Vile's jumps. If used on a ladder or wall, they put Vile into an aerial state.

Cannons

Cannons are Vile's standard Shoulder Weapons.

Image Name Boss Cost Description
Front Runner
(フロントランナー
Furonto Ran'nā
?)
Available from start. 2 units This cannon not only offers power, but can be aimed up and down.
Trident Line
(トライデントライン
Toraidento Rain
?)
Sting Chameleon 6 units This weapon fires 3 rounds, but leaves you open for a moment.
Fatboy
(ファットボーイ
Fattobōi
?)
Boomerang Kuwanger 10 units The most powerful cannon around, it consumes a lot of energy.
Fire Murrain
(ファイヤーマーレイン
Faiyā Mārein
?)
Flame Mammoth 8 units This weapon spreads explosions on contact, damaging lots of enemies. It is effective against Launch Octopus.
Longshot Gizmo
(ロングショットギズモ
Rongushotto Gizumo
?)
Storm Eagle 14 units This cannon fires 5 shots at once, but leaves you open to attack. It is effective against Flame Mammoth.

Lasers

Lasers are similar to Cannons, but can pierce enemy shields. This weapon system is obtained from Sting Chameleon.

Image Name Boss Cost Description
Cerberus Phantom
(ケルベロスファントム
Keruberosu Fantomu
?)
Sting Chameleon 6 units Not as powerful as other weapons, this laser fires in 3 directions. It is effective against Storm Eagle.
Nervous Ghost
(ナーバスゴースト
Nābasu Gōsuto
?)
Spark Mandrill 8 units This laser can be aimed with the up and down directional buttons. It is effective against Storm Eagle.
Rising Specter
(ライジングスペクター
Raijingu Supekutā
?)
Flame Mammoth 18 units It cannot be aimed, but its wide shape covers a large area. It is effective against Storm Eagle.
Straight Nightmare
(ストレートナイトメア
Sutorēto Naitomea
?)
Storm Eagle 14 units Though slow, this laser can burn through multiple enemies in a row. It is effective against Flame Mammoth.
Necro Burst
(ネクロバースト
Nekuro Bāsuto
?)
Launch Octopus 28 units Use up all your energy at once to unleash a powerful energy burst.

Cutters

Cutters fly around the screen on arcing paths. All Cutters can also sever Launch Octopus's tentacles and Flame Mammoth's trunk. This weapon system is obtained from Boomerang Kuwanger.

Image Name Boss Cost Description
Metal Crescent
(メタルクレセント
Metaru Kuresento
?)
Boomerang Kuwanger 4 units Use the directional buttons to aim this weapon that fires 3 cutters. It is effective against Sting Chameleon.
Quick Homesick
(クイックホームシック
Kuikku Hōmushikku
?)
Spark Mandrill 4 units This cutter travels in an arc like a boomerang. Use it to pick up items! It is effective against Spark Mandrill and Sting Chameleon.
Parasite Sword
(パラサイトソード
Parasaito Sōdo
?)
Chill Penguin 6 units Fires cutters that grow as they fly and can pierce enemies. It is effective against Sting Chameleon.
Two Headed Slash
(ツーヘッドスラッシュ
Tsū Heddo Surasshu
?,
lit. "Two Head Slash")
Launch Octopus 6 units This specialized weapon unleashes 2 cutters at once. It is effective against Sting Chameleon.
Marooned Tomahawk
(マルーンドトマホーク
Marūndo Tomahōku
?)
Armored Armadillo 12 units This long-lasting weapon spins in place and goes through objects. It is effective against Sting Chameleon.

Leg Weapons

Leg Weapons are generally the most powerful of Vile's weapons, but they cause Vile to stop while launching them, leaving him open to attack. However, like Shoulder Weapons, if used in the air they will cause Vile to hover while firing, decreasing their firing time. This technique can also be used to extend the horizontal distance of Vile's jumps. If used on a ladder or wall, they put Vile into an aerial state.

Napalms

Napalms are Vile's standard Leg Weapons. They launch explosives that burst with different effects.

Image Name Boss Cost Description
Bumpity Boom
(バンピティブーム
Banpiti Būmu
?)
Available from start. 2 units This powerful leg weapon launches hot napalm, but leaves you open.
Rumbling Bang
(ランブリングバン
Ranburingu Ban
?)
Spark Mandrill 12 units This napalm sports a wide horizontal range but cannot attack upward.
Splash Hit
(スプラッシュヒット
Supurasshu Hitto
?)
Launch Octopus 8 units This napalm can attack foes above, but has a narrow horizontal range. It is effective against Flame Mammoth.
Territorial Pow
(テリトリアルパウ
Teritoriaru Pau
?)
Armored Armadillo 4 units Though offensively weak, this napalm destroys some enemy shots.
Bang Away Bomb
(バンナウェイボム
Ban'nawei Bomu
?)
Storm Eagle 4 units This napalm travels along the ground, laying a path of fire. It is effective against Flame Mammoth.

Balls

Balls produce spheres of energy which roll or bounce along walls, or waves of fire that spread along surfaces. This weapon system is obtained from Armored Armadillo.

Name Name Boss Cost Description
Deadstar Hug
(デッドスターハグ
Deddosutā Hagu
?)
Armored Armadillo 4 units Unleash balls of energy which bounce once when contacting walls. It is effective against Launch Octopus.
Peace Out Roller
(ピースアウトローラー
Pīsu Auto Rōrā
?)
Spark Mandrill 6 units This ball of energy splits into two upon contact with the ground. It is effective against Armored Armadillo.
Sword Bouquet
(ソードブーケット
Sōdo Būketto
?)
Flame Mammoth 16 units Unleash a wave that follows the ground and stops at walls.
Hot Icicle
(ホットアイシクル
Hotto Aishikuru
?)
Sting Chameleon 10 units Send destructive energy upward in areas with ceilings.
Stubborn Crawler
(スタボーンクロウラー
Sutabōn Kurourā
?)
Boomerang Kuwanger 12 units This energy ball travels over terrain, but uses much energy. It is effective against Armored Armadillo and Launch Octopus.

Flamethrowers

Flamethrowers are among the most powerful weapons. They produce jets of flame from Vile's leg continuously for several seconds. Unlike X's Fire Wave, they do not continue as long as the button is held, but have a set duration. This weapon system is obtained from Flame Mammoth.

Name Name Boss Cost Description
Wild Horse Kick
(ワイルドホースキック
Wairudo Hōsu Kikku
?)
Flame Mammoth 6 units Shoot jets of flame from your leg. Strong, but not energy efficient. It is effective against Chill Penguin.
Dragon's Wrath
(ドラゴンズワース
Doragonzu Wāsu
?)
Storm Eagle 8 units A long-range arcing flamethrower useful against far away enemies. It is effective against Chill Penguin.
Green-Eyed Lamp
(グリーンアイドランプ
Gurīn Aido Ranpu
?)
Sting Chameleon 10 units Powerful, but with a short range, this weapon consumes much energy. It is effective against Chill Penguin.
Sea Dragon's Rage
(シードラゴンズレイジ
Shī Doragonzu Reiji
?)
Chill Penguin 12 units This powerful freezing gas can even be used underwater. It is effective against Spark Mandrill.
Burning Drive
(バーニングドライブ
Bāningu Doraibu
?)
Boomerang Kuwanger 16 units Create a powerful ball of flame using nearby oxygen as fuel. It is effective against Chill Penguin.

Ride Armor

Vile's unique Ride Armor is hidden in all eight stages of Maverick Hunter X. In addition to the standard punch attack, the Ride Armor possesses a rapid-fire vulcan able to quickly destroy most enemies. However, it has a time limit; once mounted, the Ride Armor has thirty-two seconds (analogous to the maximum 32 units of Weapon Energy) before it runs out of energy and self-destructs. Time decreases when damage is taken, but increases when Weapon Energy pickups are collected. The Ride Armor also automatically self-destructs when dismounted.

Dash Punch (ダッシュパンチ)[16]
Vile dashes, stopping in front of the player to punch them.
Damage: 4 (Highway), 6 (Sigma's Hideout)
Charge (突進)[16]
Vile charges across the screen while punching rapidly.
Damage: 5 (Highway), 6 (Sigma's Hideout)
Dash Attack (ダッシュ攻撃)[17]
Vile dashes at high speed, ramming into the player.
Damage: 8
Head Bomb (ヘッドボム)[17]
Vile jumps and drops bombs from his knee, which split into projectiles that crawl along the floor.
Damage: 4
Electroshock Bullet (電撃弾)[17]
Vile fires a paralyzer projectile from his shoulder cannon. Deals no damage, but leaves the player open to other attacks.
Damage: 0
Dash Punch (ダッシュバンチ)[18]
Vile's Ride Armor dashes, stopping in front of the player to punch. Shakes the wall to interrupt wall kicks.
Damage: 4
Flame Round (炎弾)[18]
Vile jumps, releasing a knee bomb midair which erupts into a pillar of flame. The fire travels along the floor until it climbs a wall and hits the ceiling.
Damage: 4
Machine Gun (マシンガン)[18]
Vile jumps, stopping midair to fire five bullets from his left shoulder. He can aim the shots behind himself as well.
Damage: 2
Dash Punch (ダッシュバンチ)[16]
Vile's Ride Armor dashes with a spiked fist extended until it hits a wall. Shakes the wall to interrupt wall kicks.
Damage: 8
Light Shot (光弾)[16]
Vile's Ride Armor charges up, becoming invincible, before firing a large shot flanked by two smaller shots.
Damage: 8 (main shot), 4 (side shots)
Trap (トラップ)[16]
Vile's Ride Armor releases three pods that use harpoons to create walls that trap the player. The harpoons deal heavy damage, but once a wall is made, the player can wall kick off them. Vile always follows up by destroying them with Dash Punch.
Damage: 16
Flame Round (炎弾)[18]
Vile jumps, releasing a knee bomb midair which erupts into a pillar of flame. The fire travels along the floor until it climbs a wall and hits the ceiling. The move will fire faster than in his own stage.
Damage: 4
Machine Gun (マシンガン)[18]
Vile jumps, stopping midair to fire five bullets from his left shoulder. He can aim the shots behind himself as well.
Damage: 2
Spread Shot (拡散弾)[16]
Vile jumps and fires a sphere from his right shoulder, which splits into five smaller shots. They don't cause damage, but trap the player on the floor on contact.
Damage: 0
Dash Attack (ダッシュ攻擊)[16]
Vile dashes towards the player to catch them. On a successful grab, Vile raises them off the floor and releases them, causing damage.
Damage: 4+8

Vile V

Vile V uses thrusters to hover, rather than staying grounded like in previous appearances. As a mid-boss in the eight stages, Vile has reduced health and only uses Flight Shot (in the first battle he only uses α, in the second and third encounters only uses β, and in fourth and higher encounters he uses γ and λ). He only makes use of his full moveset as the boss of Jakob. He is weak to ice attacks such as Drift Diamond, Hyouryuushou, and Ice Gattling, which freeze him out of the air.

Flight Shot α (フライトショットα[19][20])
Vile shoots a spread of three shots twice.
Damage: 4
Flight Shot β (フライトショットβ[19][20])
Vile shoots a sequence of nine shots at the player's location.
Damage: 4
Flight Shot γ (フライトショットγ[19][20])
Vile shoots a sequence of six shots that home in on the player.
Damage: 4
Flight Shot λ (フライトショットλ[19][20])
Vile shoots two giant shots, which each split into eight smaller shots to home in on the player all at once.
Damage: 4
Fire Stream (ファイアストリーム[19][20])
Vile drops a flame that bursts into a fluctuating pillar of fire, which crosses the floor before fading. This move is only used on Jakob.
Damage: 6
Summon Bindholder (サモンボルダー, "Summon B.Holder"[19][20])
Vile lands, tossing out canisters to release a pair of Bindholders. This move is only used on Jakob.
Damage: 4 (canisters)
Hexa Involute (ヘキサインボリュート[19][20])
Vile's Overdrive Attack. He floats in the center of the arena, invincible, and expels six streams of electricity. They slowly rotate around his body, occasionally fizzling out to let the player duck through the gaps, before changing direction and rotating again. On subsequent uses of this attack, Vile only rotates the electricity once. This move is only used on Jakob.
Damage: 4
Devil Rush (デビルラッシュ[21][22])
Vile's Devil Bear approaches and performs a rush of lightning-fast punches.
Damage: 4
Devil Stamp (デビルスタンプ[21][22])
Vile's Devil Bear jumps, attempting to land on the player. On impact, it causes a small tremor for the player.
Damage: 4

Other

Name Boss Description
Frozen Castle
(フローズンキャッスル
Furōzun Kyassuru
?)
Chill Penguin By utilizing a thin layer of ice, this armor reduces damage by half.
Speed Devil
(スピードデビル
Supīdo Debiru
?)
Storm Eagle A layer of atmospheric pressure adds speed by reducing resistance.

Other

Standard Tactics:

Weaknesses:

Trivia

References

  1. Mega Man X Manual
  2. Mega Man X Japanese Manual - “X” presents many problems inconceivable in existing robots. There is a danger he may worry over or question even the absolute requirement for robots, “Do not harm a human.” The act of worrying in “X” marks a new epoch in robotics and is the first time this experiment has succeeded, but if it extends to matters that by their nature must not be questioned, it would be disastrous. In the worst case, if a robot were to harm humans deliberately, humankind would tremble with fear the like of which was unknown even in the days of the “Dr. Wily” incidents… I conclude that “X” is an extremely dangerous being. If I am to send “X” out into the world, he must have a verification period of 30 years at the least. However, I do not have that long to live, and regrettably there is no one who understands all my research to carry it on for me. Therefore I seal “X” here. If by some chance there is someone who discovers this capsule, as long as “X’s” thinking has not been fully analyzed, please leave him untouched. “X” is a robot laden with both unlimited possibility and unlimited danger…
  3. Mega Man X1, X2, and X5 Sourcebook
  4. Mega Man X1, X2, and X5 Sourcebook
  5. Mega Man X2 and X5 Sourcebook
  6. Mega Man X3 Sourcebook
  7. PEACE HAS COME TO THE WORLD.
    Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
    “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
    Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
    –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
  8. Q. What kind of foods does Rockman like to eat?
    A. Well… Actually, Rockman’s body is powered by “Solar Energy.” Therefore, he doesn’t really eat, but there are some things that are okay for his consumption… Around the lab, he enjoys drinking “Energy Juice.” As responsibly as he behaves, he’s still a kid after all.
  9. Q. The shots that the Rockbuster fires from the hand, what are those exactly?
    A. The Rockbuster on the arm fires something called a “Solar Bullet”, essentially emitting a compressed form of solar energy that’s very powerful.
  10. Weapon: Transforming Rockbuster, fires a solar bullet
  11. Q. Do robots like those made by Dr. Wily or Dr. Cossack have self-awareness, and can they talk? And do they run on solar energy like Rockman does?
    A. I take it you’d like to know if Wily and Cossack’s robots possess “sentience”? Naturally, they each have a “consciousness”, although the level of every “cognitive circuit” embedded inside each one of them varies, producing as many different “personality” types as found in people… Just like you or I, they can speak, and have emotional responses like shyness, or anger, just as we do.
    Regarding their energy systems, many of them do utilize “solar energy” in some way.
  12. PEACE HAS COME TO THE WORLD.
    Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
    “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
    Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
    –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
  13. PEACE HAS COME TO THE WORLD.
    Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
    “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
    Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
    –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
  14. PEACE HAS COME TO THE WORLD.
    Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
    “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
    Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
    –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
  15. PEACE HAS COME TO THE WORLD.
    Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
    “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
    Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
    –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Boss File: VAVA, Rockman X Cyber Mission. Compendium of Rockman X. pg. 120. Cite error: Invalid <ref> tag; name ":1" defined multiple times with different content
  17. 17.0 17.1 17.2 Boss File: VAVA, Rockman X. Compendium of Rockman X. pg. 27.
  18. 18.0 18.1 18.2 18.3 18.4 Boss File: VAVA MK-II (DRA-00), Compendium of Rockman X. p. 54.
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 Cite error: Invalid <ref> tag; no text was provided for refs named Hisshou 1
  20. 20.0 20.1 20.2 20.3 20.4 20.5 20.6 Rockman X8 Kyūkyoku Complete Guide - pp. 147-149
  21. 21.0 21.1 Rockman X8 Kyūkyoku Complete Guide - p. 155
  22. 22.0 22.1 Rockman X8 Hisshou Kouryakuhou - p. 116

Explanations

Explanation of data in the Mega Man series.

Gallery

Battle Records

None.

None.

None.

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