Vile

Vile is a major antagonist of the Megaman X series, and a playable character in Megaman X Online. He is generally considered to be one of the least popular characters due to not being as charismatic as X or Zero are, and because of his ride armor based gameplay.

Abilities
Before 10.0, Vile was known as a tank type character, always spawning with his handy Ride Armor and using it to become both a wall and a close ranged fighter, he was pretty weak without his armor, however.

As 10.0 came in, his gameplay got a huge rework, as he does not spawn with a Ride Armor anymore. The rework turned Vile into a mid range zoner, where Vile player would prefer to fight from mid range as it is where the character has the best performance. Vile can revive himself at the cost of 5 scrap by pressing "Special" when dead to revive as Vile MK-II and/or use 5 scrap to get a Ride Armor, although those are not as strong as they were before.

Vile can increase his defense with the armor upgrade named Frozen Castle, which increases his defense by 25%, however, fire attacks will disable this protection for a while. He can also increase his speed with the armor upgrade named Speed Demon, making his running and spacing capabilities even better. Vile also has a last resort move in Necro Burst, this move requires charging and a full energy bar, it also damages Vile and completely destroys the Ride Armor he is using, but deals high damage in a huge area, using this move as a kamikaze option allows Vile players to go out with a boom.

Pros:

• High damage thanks to his ability to combo his moves.

• Fastest character in the game thanks to Speed Demon.

• Kangaroo and Frog Ride Armors are great to carry flags.

• Has the reliable and spammable Stun Shot, great move for single and team modes.

• Multiple weapons and ways to spend scrap, fitting any desired playstyle.

• MK-II can be used as quick respawn to get the last kills in a pinch.

• Ride Armors allow Vile to do some tanking for his teamates.

Cons:

• His close range performance is not very good, usually not that great besides mid range.

• Vile is "Scrap hungry" and depends on scraps a lot more than other characters, so Vile players must not lose their mommentum.

• MK-II is the only Hyper Mode in the game that can be flinched/stunned/frozen.

• His only defensive upgrade, Frozen Castle, is disabled if Vile is hit by a fire attack.

• The Energy Bar can severely limit Vile's options.

• Some of his attacks have a lot of cooldown.

Ride Armors
Currently, Vile has 5 Ride Armors at his disposal.


 * Chimera (N): Basic ride armor that can punch enemies, fast and easy to use.


 * Kangaroo (K): A stronger version of Chimera, however, it's slower. It has a charge attack that can be used to dash with the flag in flat maps.


 * Hawk (H): The fastest Ride Armor that also has the ability to fly. It can drop napalms while flying, but with a lot of cooldown, it shoots 2 missiles fowards or downards as it's main attack, but it's quite fragile.


 * Frog (F): This armor works better underwater, although it has a surprisingly high damage capability outside water maps. It can only move by jumping, while also having a triple jump and a ground pound move. When underwater, this armor is able to swim, and it's main attack, the torpedoes, will home on targets.


 * Goliath (G): Only usable with MK-II Vile, it's the strongest combat Ride Armor in the game, being able to shoot a big charged shot as well as dealing high damade with punches, although it's cost is quite high. This armor also fully heals MK-II Vile once it's summoned.

Weaponry
Vile has several weapons at his disposal, being a surprise box on his offensive and defensive options that he can choose from, this is different from X as he can choose 5 weapons to choose, 2 on weapon slots (Vulcans and Cannons) and 3 on the Special side (Missiles, Balls and Rocket Punches).

Update log
{| class="wikitable"
 * 5.0||
 * 5.0||

Major Update: A Vile Update

 * Added Vile as a character.
 * Vile spawns in a Ride Armor that has a separate life bar.
 * Vile can punch, jump on enemies, and shoot his stun cannon in his mech.
 * Outside of his mech, Vile can shoot his stun cannon, drop bombs in the air, or summon his mech (or a new one for 10 scrap).
 * See more info in the Vile character guide: Character Guide
 * 6.0||
 * 6.0||

Major Update: The Axl Update

 * (Offline mode only) You can now steal Vile's Ride Armor (even as a different character)!
 * Both enemies and teammates can take the mech for themselves.
 * However, if Vile recalls the mech with SPECIAL button, the hijacker will immediately be ejected.
 * Ride Armor: Punch attack stun duration reduced by half.
 * Commentary: Vile could stunlock opponents by mashing the punch button, which could be difficult to escape from, especially in high latency matches. This reduction in stun time will give the victim more time to run away or fight back without feeling helpless.
 * Ride Armor: Increased size of punch hitboxes.
 * Commentary: It was too easy for opponents to get inside a Vile, and too difficult for Vile to hit nearby opponents. This change makes Vile feel more natural in combat.
 * 6.3||
 * 6.3||

Bug-Fixes
.


 * Fixed a bug where Vile could jump out of the Ride Armor when spawning.


 * Fixed a bug where Blast Launcher could sometimes knock back enemies extremely far.
 * Fixed a bug where characters could spawn invisible and invincible to other players until their next death (or for the whole match).


 * Fixed a bug where Vile could get hurt while respawning.
 * 6.4 ||
 * 6.4 ||

Balance Changes

 * Reduced stun time for Vile's punch by half.
 * 6.6||
 * 6.6||

Bug-Fixes

 * Fixed a bug where Vile could jump out of bounds in sigma2 map.
 * Fixed a bug where Vile CPU in highway_1v1 could get stuck.
 * 6.7||
 * 6.7||

Bug-Fixes

 * Fixed a bug where Rolling Shield failed to protect against Vile's stun shot.
 * Fixed a bug where Vile movement sounds didn't sync over the network.
 * 7.0||
 * 7.0||

Rework #3: Vile
Summary: The main problem with Vile was his lack of options, especially out of his mech, along with his reliance on a frustrating mechanic (stun lock) to remain competitive with the other characters. These reworks give him new abilites inspired by Vile from Mega Man: Maverick Hunter X, and also increase his damage and defensive potential.


 * New ability: Rocket Punch
 * Description: This new attack comes straight out of MM:MHX (as well as Vile's left arm) and involves Vile launching his fist straight forward, before it returns to him. It's only possible as unarmored Vile; activate by pressing SHOOT while dashing. It deals 3 damage with a flinch, and can hit both when going forward and when returning to Vile. Hold down SHOOT to send the fist further, but keep in mind Vile is vulnerable while the fist is in flight before it returns to his arm. Also bear in mind that it has a 1 second cooldown, so you can't spam it at close range and stun lock like you could with the old Mech.
 * Commentary: This ability gives Vile a more effective way to defend himself outside of his mech. It's also great in tandem with the stun shot. It's not a silver bullet to not having a Ride Armor though, so don't expect an unarmored Vile to be wiping the floor with X/Zero/Axl with this attack in a straight up fight.
 * New ability: Napalm Grenades
 * Description: Another MM:MHX ability. When out of his mech, Vile can launch a Napalm out of his knee when pressing SHOOT while crouching. This weapon explodes on contact with a player/wall, not only dealing 2 damage in the intial blast, but dropping hot napalm in a small area that lasts 4 seconds, dealing minor AOE damage to anyone standing in the flames. This makes it a good area denial tool.
 * Commentary: Another ability to allow Vile to defend himself more effectively without a Ride Armor. It also allows him to hold certain points on the map, making him better at his intended role of area denial.
 * New ability: Grenade Toss
 * Description: When ducking in his Mech, Vile can now toss grenades out of the driver seat by pressing the SPECIAL button. You can toss up to 3 grenades in a short period of time. The grenades tossed alternate between the air bombs and napalm grenades that unarmored Vile can launch. They also alternate being tossed left and right from the ride armor seat.
 * Commentary: This gives Vile more attack options in the Ride Armor, making him more of a threat while in defensive pose. Players will have to be more wary around a ducking Vile, allowing Vile to defend areas of the map better, while also increasing his damage and kill potential in FFA/TDM modes.
 * When recalling Ride Armors, Vile will now immediately enter it once it touches the ground.
 * Commentary: Before, Vile had to jump after summoning his mech to enter it, during which he could take a couple of critical blows that could end his life. This change makes the transition much faster, reducing that possibility, and overall allowing unarmored Vile to be more viable and flexible and more easily switch between the two modes strategically, even in the heat of battle.
 * Stun Shot: This move now favors the shooter, meaning it will act more reliably from the Vile's point of view.
 * Commentary: Previously this move would only stun if it hit on the recipient's screen. From the Vile's point of view this made it difficult to get a hit in and unreliable, so this makes Vile more consistent. (Though expect some grief from players that dodged the stun shot on their screen but still got hit by it anyway.)
 * Ride Armor punch: Added a flinch cooldown. It can now only flinch an enemy once every second. If multiple punches connect in the time span of 1 second, only the first punch will cause a flinch (though the later ones will still deal 3 damage).
 * Commentary: Stun locked punch loops was one of the single most frustrating things when fighting a Vile. With his new tools at his disposal, it's not really necessary anymore. However, Vile will still be able to deal the damage even if every second punch does not cause a flinch.
 * Stun Shot: No longer deals damage to an already stunned enemy.
 * Commentary: This was mostly a band-aid feature so Vile could get at least some damage output without additional attack options, but now that he has Rocket Punch and Napalms, the stun shot damaging capability really isn't needed anymore, and is redundant.
 * When recalling Ride Armors, Vile will now immediately enter it once it touches the ground.
 * Commentary: Before, Vile had to jump after summoning his mech to enter it, during which he could take a couple of critical blows that could end his life. This change makes the transition much faster, reducing that possibility, and overall allowing unarmored Vile to be more viable and flexible and more easily switch between the two modes strategically, even in the heat of battle.
 * Stun Shot: This move now favors the shooter, meaning it will act more reliably from the Vile's point of view.
 * Commentary: Previously this move would only stun if it hit on the recipient's screen. From the Vile's point of view this made it difficult to get a hit in and unreliable, so this makes Vile more consistent. (Though expect some grief from players that dodged the stun shot on their screen but still got hit by it anyway.)
 * Ride Armor punch: Added a flinch cooldown. It can now only flinch an enemy once every second. If multiple punches connect in the time span of 1 second, only the first punch will cause a flinch (though the later ones will still deal 3 damage).
 * Commentary: Stun locked punch loops was one of the single most frustrating things when fighting a Vile. With his new tools at his disposal, it's not really necessary anymore. However, Vile will still be able to deal the damage even if every second punch does not cause a flinch.
 * Stun Shot: No longer deals damage to an already stunned enemy.
 * Commentary: This was mostly a band-aid feature so Vile could get at least some damage output without additional attack options, but now that he has Rocket Punch and Napalms, the stun shot damaging capability really isn't needed anymore, and is redundant.
 * 7.2||
 * 7.2||

Bug-Fixes

 * Fixed a bug where cursor had to be on Vile's head (in Ride Armor) for Axl Bullets to count as a headshot.
 * 8.0
 * 8.0

Bug-Fixes

 * Fixed instances in maps where Vile and other high jump characters could get out of bounds.

Balance Changes

 * Summoning your mech now has a 4 second cooldown between recalls.
 * 9.0
 * 9.0

Improvements/Changes

 * Added 4 additional Ride Armors from Mega Man X3 that Vile can unlock and switch between in a match.


 * Max time for Vile "summon mech" state is now 4 seconds, after which it will revert him to his idle state and return control, to prevent some issues where the mech gets stuck and freezes Vile in this state.


 * Removed Ride Armor summon cooldown.
 * 9.3
 * 9.3

Bug-Fixes

 * Fixed a bug where Vile could take damage during spawn invulnerability.
 * Fixed a bug where Vile MK-II could take damage while ducking.
 * Fixed a bug where Vile could teleport when recalling Ride Armors while sliding on icy terrain.
 * Fixed a splash effect bug when Vile spawns in water.

Balance Changes

 * Vile can now only summon a new mech once per life.
 * 9.4
 * 9.4

Bug-Fixes

 * Fixed a bug where Ride Armor could be recalled slower than usual.
 * Fixed occurrances of getting stuck into ground if falling from too high a height.
 * Fixed a bug where a ducking Vile could clip through ceilings if Gravity Welled.

Balance Changes

 * Hawk and Frog Ride Armors now have a limited fly/swim time. A meter will show when flying/swimming that indicates the amount of fuel left. Fuel will recharge after landing.
 * Hawk Ride Armor max HP increased to 24 bars.
 * 9.5
 * 9.5

Bug-Fixes

 * Fixed a bug where Hawk ride armor could hover above the stage indefinitely.
 * Fixed a bug where Goliath dash attack would crash into slopes.
 * Fixed a bug where Vile Ride Armor could stomp/kangaroo charge/shoot goliath shots while in invuln frames.
 * 10.0
 * 10.0

Vile Reworks
Vile probably received one of the biggest reworks, completely overhauling his design. Two recurring problems and complaints about the character were that: a) he was too strong in his Ride Armor and b) he was too weak outside of his Ride Armor. Originally designed as a tank character for team modes better at sponging attacks instead of dishing them out, this made him ineffective in deathmatches, and so his Ride Armor offensive capabilities ended up being buffed to the point of dominance. This rework attempts to address these problems.


 * Vile: no longer spawns with a Ride Armor. Instead, he can now switch between several capable weapons. The first armor slot is the Front Runner and the second is the Vulcan. (More on these in the next bullets.) The third weapon slot now allows him to summon his various Ride Armors for 5 scrap apiece.Hide commentary
 * GM19's notes: This change completely flip flops the way Vile works. Instead of starting off nigh-indestructable with a Ride Armor and getting pathetically weak when losing it, Vile starts off decently strong but gains access to more destructive tools as the game goes on. As Ride Armors are very difficult and frustrating to fight with lag, reducing Ride Armor frequency in matches as well as making Vile more independent without it, is better for both the Vile players and players fighting against alike. In addition this makes Vile more playable on maps not conductive to Ride Armors and less dominant on ones where certain Ride Armors (like Frog in water maps) can really rip apart the competition.


 * Vile: gains the Front Runner Cannon in slot 1. Can be used both on the ground and the air. On the ground, it can now be aimed at both a 30 and 60 degree angle, just like in MHX, allowing Vile to counter air threats more easily. It can also now be fired in the air, but air shots travel slower and can only be aimed 30 degrees up or down. Also can be used when wall sliding, crouching, and climbing ladders.Hide commentary
 * GM19's notes: Previously a weapon exclusive to Vile MK-II, this was now given to normal Vile as well to allow him to be effective at combat. (After all, he uses it in MHX, so it didn't make sense for it to be exclusive to Vile MK-II.) As mentioned it's a great anti-air weapon, a place where unarmored, and even armored Vile typically struggled. It's also now usable from more animation states, allowing Vile to remain a threat whether he's on the ground, in the air or climbing.


 * Vile: gains the Vulcan finger gun in slot 2. This is a rapid fire machine gun that has a high damage rate, but can only shoot straight ahead. Can be used from all places the Front Runner cannon could be used (ground, air, etc).Hide commentary
 * GM19's notes: This is a signature and iconic weapon of Vile so it was added his arsenal to complement the Front Runner. While the Front Runner focuses on aim flexibility and anti-air, the Vulcan is better and more damaging for grounded and stunned targets but will have a hard time hitting mobile foes.Thanks to the mods Seyro and R-Titan for providing both the idea/request, and some of the base sprites for this weapon!


 * Vile: stun shot, air bombs, napalm and rocket punch were moved to the Special button. Stun shot is neutral ground special, air bombs are air special, napalm is down special on the ground, and rocket punch is side special on the ground. Summoning mechs is now done via weapon slot 3 and will open an additional weapon slot menu to select the appropriate mech.Hide commentary
 * GM19's notes: by giving Vile a class of "special moves" that can be activated in conjunction with weapon shots, he distinguishes himself from X and plays more like an X and Zero hybrid, relying on combos from chaining several moves together as opposed to just weapon switch tactics. It also allows Vile to have a large variety of moves without needing a weapon select mechanic like X.


 * Vile: Air bombs now lauched faster, and decreased the height requirement for the move to activateHide commentary
 * GM19's notes: This wasn't a very useful move, but rather than removing an iconic attack from the first Mega Man X, it was buffed to be a better and less clunky air-to-surface attack.


 * Vile: Rocket punch speed and napalm damage rate increased.Hide commentary
 * GM19's notes: Vile needs to start off stronger now that he doesn't spawn with a ride armor.


 * Vile MK-II: Now activated via an explicit "revive" mechanic. When Vile is killed, for about two seconds before his body explodes out of existance, you'll have the option to quickly revive him on the spot for 5 scrap as Vile MK-II. While in the revive animation, Vile MK-II is invulnerable to damage and regains all his health back.Hide commentary
 * GM19's notes:This was the original intention for Vile MK-II all-along but was not initially done in the X3 update due to its complexity. This mechanic gives Vile a unique ability to turn the tide of a match with a pivotal revive, especially in objective modes, while matching the lore of Mega Man X3's Vile MK-II resurrection and further reinforcing Vile's character trait of seemingly being impossible to kill, be it his ride armor that takes hits and dies for him, or Vile himself being revived again and again.


 * Vile MK-II: The shield on his back now reduces damage by half, rounded down. If an attack deals exactly one damage, it is blocked completely.Hide commentary
 * GM19's notes: This change gives Vile MK-II better survivability as well as a use for that shield on his back. It applies even in Ride Armors, so helps survivability there as well, and makes Vile MK-II + Ride Armor combination well worth the cost.


 * Vile MK-II: Napalm grenade now leaves a fire trail and applies a burn effect of 1 second for the trail and 2 seconds for the main projectile.Hide commentary
 * GM19's notes: Another original intention for Vile MK-II in the X3 update. With the new burn effect, it becomes even better, allowing Vile MK-II to ignite swaths of enemies, providing a great reason to use Vile MK-II.


 * Vile MK-II: Gains a health-draining grab attack. Activate with dash + special. Enemies grabbed will be immobile for up to 4 seconds and can have up to 8 health leeched and transferred to Vile MK-II. However, like most stun moves, this can be mashed out of. The grab's damage ignores defense boosts. Note that the grab will not work if done in a spot that would clip the victim into a wall or other obstacle.Hide commentary
 * GM19's notes: Unique to all other abilities in MMXOD, this attack provides a health drain mechanic. It's great for healing a weakened MK-II Vile in preperation for a Goliath summon, and finishing weakened foes off while simultaneously healing Vile MK-II, and can give Vile MK-II more survivability, but this move leaves you wide open to other enemies, so be careful.


 * Goliath Ride Armor: Now must be manually summoned by Vile MK-II after reviving, and costs 10 scrap as opposed to 5 for the other Ride Armors making for a total costs of 15 to access Goliath (5 for MK-II and 10 for the armor).Hide commentary
 * GM19's notes: Making Goliath a unique Vile MK-II skill makes perfect sense given its association with Vile MK-II only. The increase in cost justifies its destructive power.


 * Normal and Goliath Ride Armor: Can no longer hover.Hide commentary
 * GM19's notes: The Ride Armor hover was really intended as a quality-of-life measure, to allow Vile to maneuver above ledges that otherwise would just be out of reach, without having to constantly eject from and summon the mech. That came from a time where Vile was really weak outside his armor and was always expected to be inside of it. Now, Ride Armor is more of a choice and asset then a necessity, so the hover is less useful. As for the stunlock and additional head defense the hover provides, that was actually not the intended purpose, and makes the Ride Armor much harder to counter. Because unarmored Vile is much stronger now, and the main counter to an armored Vile (Axl Bullets) have been reduced in effectiveness, such frustrating perks of the hover aren't really urgently needed anymore.


 * Hawk/Frog Ride Armor: Added 1 second of flinch cooldown to stomps.Hide commentary
 * GM19's notes: Hawk had a very powerful stunlock technique much like the normal armor's punches, so it was time to remove that to make Hawk less frustrating, especially with the X helmet revert.


 * All ride armors: Can no longer gain scrap on kills.Hide commentary
 * GM19's notes: The goal with this rework was to make Ride Armors less common and more of a reward and asset for Vile. If scrap could be obtained on Ride Armor kills, it could quickly snowball and allow Vile to get a mech nearly every life. With the power level of some mechs in certain situations (i.e. Frog in water) that would be less than desirable.


 * All Ride Armors: Vile now launches a single Napalm grenade with SPECIAL when ducking in any Ride Armor. No longer alternates between air bomb and napalm, and MK-II will launch his fire grenade instead.Hide commentary
 * GM19's notes: This was another ability that was a relic of a Vile with less options. It can give Vile too much DPS inside a Ride Armor when combined with punches, so the grenade count was reduced to one and changed to the napalm. This also makes the move consistent with unarmored Vile's napalm controls, and allows Vile to launch a napalm safely. For Vile MK-II, this is rather huge, since the napalm is much more effective, making him synergize well with Ride Armors and justfying the 10 scrap cost to make that happen.


 * All Ride Armors: X Helmet upgrades no longer reduce stomp damage and flinch.Hide commentary
 * GM19's notes: X could render a major part of Vile's stun lock DPS void with a 2 scrap upgrade. This upgrade was an important check to Vile's stomp stunlock power back when Vile mechs were common. X couldn't deal with Vile as effectively as Axl, and Zero was designed to be countered by Vile in the old triangle model. Regardless, this should not be needed anymore given that only Hawk can hover now and Ride Armors are much rarer.
 * 10.1
 * Ride Armors can now earn scrap on kills.
 * Chimera and Goliath Ride Armor dash speed increased to 100%. This allows it to dash as fast as the other characters, matching the speed of the Ride Armor dash in the real SNES games.
 * Goliath Ride Armor now fully heals Vile MK-II on both entering it for the first time, and when it blows up with Vile still in it.
 * Increased Frog Ride Armor torpedo cooldown from 0.75 seconds to 1 second.
 * Greatly reduced the ending lag of Vile's Front Runner and Stun Shot, allowing him to move almost immediately after firing these weapons.
 * Increased the speed of air Front Runner shots to match that of ground ones.
 * Can now uncrouch when shooting Vulcan.
 * Vulcan can now be used while dashing.
 * Front Runner can now be used while dashing, but the dash will be cancelled.
 * Increased stun shot's speed.
 * Vile MK-II's stun shot now replaced with the missle shots from his X3 boss fights. These can be fired rapidly and will stun and do 1 damage.
 * 11.0
 * Increased Vulcan damage and speed.
 * N and G Ride Armors had their jump height increased by 15%.
 * In 1v1 modes, Vile now can summon one Ride Armor per life at the cost of half his HP bar (as there is no scrap in 1v1).
 * When Vile's Ride Armor is destroyed, cursor will automatically switch to weapon slot 1.
 * Vile can now summon Ride Armors during his spawn invincibility frames.
 * Stun missiles can now be fired in the Goliath with SPECIAL. Goliath buster shot binding moved to WeaponL/WeaponR.
 * Vile MK-II can no longer earn scrap on kills.
 * Vile MK-II fire grenade impact damage reduced from 2 to 1, and fire trail damage rate reduced 2 per second to 1 per second.
 * Vile MK-II fire grenade cooldown increased to 4 seconds (matching MK-I's napalm).
 * Vile MK-II max grab time/healing reduced to 3 seconds/6 bars of healing.
 * Goliath armor no longer heals Vile on destruction, only activation.
 * Vile MK-II can no longer shoot stun missiles when dashing.
 * 11.4
 * Vile's air bombs now apply "mini-flinch" effect like uncharged Electric Spark/Triad Thunder.
 * Rocket Punch can now be aimed with up/down keys after it is launched, as well as going through walls.
 * 12.0
 * Vile now has an energy bar that works similarly to MHX. All attacks will drain this meter, but it will recharge quickly when not attacking. Vulcan uses the greatest energy by far and can no longer be spammed indefinitely.
 * Vile now has super armor when summoning mechs, granting immunity to flinch.
 * K-Armor punch cooldown reduced from 1s to 0.8 s, and movement speed increased from 60% to 70%.
 * 12.3
 * Vile MK-II can now earn scrap.
 * 13.0
 * Vile gets a loadout with his MHX Weapons.
 * Vile MK-II now has reduced cooldown on napalms, cannons and balls.
 * Increased cooldown of Fire Grenade by 2x.
 * Increased energy usage of air stun balls.
 * Increased number of air bombs dropped from 2 to 3 per attack.
 * Air bombs no longer mini-flinch and cost more energy. (Mini-flinch was moved to the new Peace-Out Roller ball attack.)
 * Kangaroo Armor can now chain dash when Vile is ducking (though the dash speed is reduced by half).
 * 13.2
 * Can now stop the air ball attack by pressing SPECIAL, allowing less than the max amount of balls to be dropped.
 * MK-II Back shield now protects against blast attacks such as Explosion and Giga Crush.
 * Increased cooldown of Longshot Gizmo from 0.125s to 0.15s.
 * Necro Burst now self-damages Vile. The default self damage is 8 but this can be reduced to 6 with the Frozen Castle armor upgrade.
 * }
 * Vile MK-II now has reduced cooldown on napalms, cannons and balls.
 * Increased cooldown of Fire Grenade by 2x.
 * Increased energy usage of air stun balls.
 * Increased number of air bombs dropped from 2 to 3 per attack.
 * Air bombs no longer mini-flinch and cost more energy. (Mini-flinch was moved to the new Peace-Out Roller ball attack.)
 * Kangaroo Armor can now chain dash when Vile is ducking (though the dash speed is reduced by half).
 * 13.2
 * Can now stop the air ball attack by pressing SPECIAL, allowing less than the max amount of balls to be dropped.
 * MK-II Back shield now protects against blast attacks such as Explosion and Giga Crush.
 * Increased cooldown of Longshot Gizmo from 0.125s to 0.15s.
 * Necro Burst now self-damages Vile. The default self damage is 8 but this can be reduced to 6 with the Frozen Castle armor upgrade.
 * }
 * Necro Burst now self-damages Vile. The default self damage is 8 but this can be reduced to 6 with the Frozen Castle armor upgrade.
 * }