Scorching Draconamite

The Scorching Draconamite is a species of flugitile that is armored, can fly, and breathe fire, and has crystal spines.

=In fanon games=

In Pikmin: Dual Worlds
The Scorching Draconamite is a large, winged flugitile in Pikmin: Dual Worlds that appears alongside the Swordmaster Knightivlet as the bosses of Slice Citadel. As it is the mount and pet of the Swordmaster Knightivlet, the two are fought simultaneously. It is capable of carrying its master on its back, which has a saddle on it, and its soft underbelly is covered in welded scraps of metal attached to the saddle by leather straps, holding both the scraps and the saddle to the creature. Despite the Scorching Draconamite's large size, it has less vitality than the Swordmaster Knightivlet; this is due to its scales being softer and less tough than the Swordmaster Knightivlet's armor, even on the Knightivlet's back, where it isn't protected by a metallic mask. The battle against the Swordmaster Knightivlet and Scorching Draconamite is the only one that does not need a dose of ultra-sweet spray to reexperience. The pair's arena is underground, below and a bit north of the main area of Slice Citadel. Their arena is circular, with walls made of stones, and the room is very tall. At the top of the room there is a hole leading to the surface of the Citadel's grounds, featuring a large, open-air arena. This arena can be accessed from the dungeons below via a series of long, winding staircases going around the stone walls of the room and several wooden walkways out into the room itself, which have to be lowered from a position of standing up not dissimilarly to a drawbridge in order to walk across. Entering the dungeon arena can be done via a gate, which closes behind the player upon challenging the pair. Similarly, on the outside of the dungeon arena, a gate leading to the stairs can be found, which only opens upon defeating the second phase of the pair's fight. A wooden wall behind the arena gate closes off the path back to the dungeons, presumably to stop the spread of any sand to the rest of the keep.

The first phase of the fight consists mostly of the Scorching Draconomite breathing fire, eating Pikmin, creating trails of oil as it flies about, and using its tail to swat at Pikmin. It attacks mostly independently of the Swordmaster Knightivlet, though it may attempt to back Pikmin and leaders into a corner while the Swordmaster Knightivlet attacks them. It can use its many rows of small, pointy teeth to bite Pikmin before eating them. Crystal spines cover its tail and back and are clustered near the end of its tail and are sporadically whipped off at high speeds to become lodged in various surfaces to create destructible obstacles. The creature can intentionally cause them to fracture while still on its body so that they shatter into dangerous shards on impact with the ground. The crystal shards can be broken by Rock Pikmin, though the creature can spit a flammable oil onto the crystals and then set them ablaze with its fire breath to prevent Pikmin from clearing them for some time. Additionally, the Swordmaster Knightivlet can jump onto the top of them and either half of the pair can destroy them. The creature's wings, which it has in place of a front set of legs, constantly secrete that same flammable oil, which it uses to protect itself from attack by igniting them with its fire breath at the beginning of the battle. Because of this, its wings can not be damaged, as Red Pikmin can not latch on and Rock Pikmin catch on fire. As it flies, it slowly develops new spines after having used them for an attack.

Phase two begins when either the Swordmaster Knightivlet's health reaches three-fourths, or the Scorching Draconomite's armor is removed by damaging the leather straps attaching it to the saddle. If the Swordmaster Knightivlet is harmed, the Scorching Draconamite uses more powerful attacks; conversely, if the armor is removed, the Swordmaster Knightivlet gets faster. In both circumstances, the method used causes the other to become more dangerous, and the duo uses attacks that tend to force a confrontation with the angered one instead of the one that was open to attack.

At the end of phase two, which is reached by reducing the health of either the Knightivlet to one-quarter or the Draconamite to half, the Swordmaster Knightivlet leaps onto the Draconamite's foremost crystal spine, and the pair take to the air, flying to the top of the room. Due to the arena being underground, the duo ends up on the surface, in a literal open-air arena. After the pair does so, the room begins to fill with sand, which pours from six holes in the walls at the top of the chamber. The two gates open up, and the leaders and Pikmin must ascend the incredibly long staircase, at times avoiding holes in the staircase, crossing from one end of the room to the other using the wooden walkways, and sometimes throwing Pikmin to have them clear paths to progress through the winding passages. As the top is neared, the pair may take to burning walkways, throwing crystals into the path, collapsing parts of the staircase to prevent going back, covering sections in oil, and generally being a nuisance. Helpful data files on the pair are present during the climb and can be collected by throwing Pikmin to the ledges they are on. Pikmin will carry the data file they were thrown to up a staircase that happens to be otherwise disconnected from the room, preventing them from being stranded. The top of the staircase leads out of the main chamber and into a separate room that is connected to each of the data file staircases. The sand, while not getting any higher, will block access into the large room. The small room is also connected, by yet another staircase, to a gate that happens to lead to the large, aboveground arena. This room allows some time to rest before continuing the battle against the Knightivlet and Draconamite. After spending a few minutes within this room, a friendly, unarmed Knightivlet in a garb resembling those of other servants throughout the fortress may open a door near the back of the room, bringing some nectar, or by rare chance ultra-spicy nectar, on a small wooden platter. The door may be knocked on by hitting it while without Pikmin, prompting the Knightivlet to open it and allow passage. Beyond the door is a staircase leading to a balcony in the main room that can only be accessed from there and can be jumped down from. This is the only opportunity to leave before phase three is initiated. Upon the next visit, battles against knightivlets and the pair will be much more difficult, but treasures will be retained.

Phase three begins when the Swordmaster Knightivlet and Scorching Draconomite are attacked. Once challenged again, the Scorching Draconamite flaps its wings at its aggressors, sending them and lots of sand flying across to the opposite end of the arena. The crowds cheer for their champions, and the battle recommences with the Swordmaster Knightivlet immediately being thrown at Pikmin and leaders by the Draconamite, brandishing its crystal-coated sword and slamming it into the ground, sending shards everywhere, including a few into gaps in its arm and leg armor, yet dealing little damage, swapping its sword with its dual blades and charging at Pikmin and leaders if they manage to evade this deadly attack. It again trades these for its larger sword and swings it in circles, moving towards Pikmin and leaders at the same time. The Draconamite throws three crystal spines at it, in turn sending three volleys of large crystal shards at them at a high speed, one after the other. The ground on the outer edges of the arena is coated in a thick layer of oil and set on fire by the Draconamite while this happens. A large number of rocks are thrown into the center of the arena from above the raging fires by the Knightivlet after its attack is complete. These are soon after grabbed by the Draconamite and dropped from above at random while the Knightivlet continues the assault. Eventually, the Knightivlet will slow down its attacks and the Draconamite will drop down, crushing any Pikmin beneath it, and supply more oil to the now dwindling fires. After this, it will swing its tail around itself, which must be dodged by getting close to it. The Knightivlet leaps atop its head and points its sword at Pikmin and leaders while making a yelling sound. The real battle begins.

Phase four features somewhat more difficult variations of all prior attacks, including those from both versions of phase two, save the ones featuring falling sand. A ring of fire encircles the arena for the duration of the phase unless the Scorching Draconamite is disturbed while adding more oil to it. The more the Swordmaster Knightivlet is damaged, the more the Draconamite adds oil inside the ring, allowing it to slowly close in. The more the Draconamite is damaged, the more the Knightivlet attempts to grab leaders and throw them into the fire surrounding the arena, where they will quickly be knocked out unless the grab is wriggled out of. The Knightivlet may have the Draconamite coat its swords in oil and proceed to put them into the fire, making its attacks leave a flaming trail of oil on the ground, not to mention send fire in the direction of the swings. The Draconamite, in turn, often perches atop the stands and breathes fire from outside the arena. It may grab the Knightivlet if it attempts a particularly risky attack, placing it outside the arena to attack alone for a time. It may also drop small amounts of oil in lines from one side of the arena to another to divide it for a time. The Knightivlet can bypass these divides by sliding through the fires on its shield, though it tends to attack slower afterward. If the Knightivlet is defeated entirely, the Draconamite coats in oil and shoots crystal spines in every direction, sets them and the area around them on fire, and then dashes across the arena at random angles several times, causing clouds of sand to form behind it due to the wind generated by its wings. Spines it collides with shatter, sending shards flying. Eventually, it tires out, and it concedes, and the pair is considered defeated.

The two, upon defeat, have some other Knightivlets put out the fire, as well as allow safe passage through the fortress, and any Knightivlets and tamed flugitiles encountered outside the fortress will not fight Pikmin and leaders unless challenged. They also open all gates that had been closed before, aside from those barring access to inaccessible rooms, meaning it is possible to progress to the last few rooms of the dungeon. In the final room of the dungeon, there is a boss treasure. A fruit can also be found there, as well as a 50-pellet.