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.
|
|