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 excalivlet may open a door near the back of the room, and bring some nectar, by rare chance sometimes ultra-spicy nectar, on a small wooden platter. By approaching the door without any Pikmin, you may knock on it. The Knightivlet will open the door and allow you to go through it. This door leads to a staircase, which leads to a balcony in the main room that can only be acessed from there. This, in turn, can be jumped down from. If you want to leave, this is your chance. The two's battle will be reset next time you reach them, and they'll fight a bit harder than before, as will the other Knightivlets, but all treasures you find will be kept.

After phase 3 is finished and the arena is entered, the two will again need to be challenged, otherwise they will wait for you to prepare yourself. Once challenged again, the Scorching Draconamite flaps its wings at you, sending you 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 you by the Draconamite, brandishing its sword coated by a huge crystal spine 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 you if you manage to dodge this deadly attack. It again swaps these for its larger sword and swings it in circles, moving towards you at the same time. The Draconamite throws 3 crystal spines at it, in turn sending 3 volleys large crystal shards at you 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 is happening. 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 you, yelling something at you. The real battle begins.

After that incredibly long opening team attack, phase 4 features somewhat more difficult variations of all prior attacks, including those from both versions of phase 2, save the ones featuring falling sand. A ring of fire encircles the arena for the duration of the phase unless the Scorching Draconamite is interrupted 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 sword or swords in oil and proceeds 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 you on its own 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 attacks lower afterwards. 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, 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 runs into shatter, sending shards flying. Eventually it tires out, and it concedes. The two are counted as defeated.

The two, upon defeat, allow you safe passage through the fortress, and any Knightivlets and tamed flugitiles encountered outside the fortress will not battle you unless challenged. They also open all gates that had been closed to you before, aside from rooms you can't actually access in game. This means that you can progress to the last few rooms of the dungeon. In the final room of the dungeon, there is a treasure that is essentially the "boss treasure" that tends to be dropped by a boss when it is defeated. A fruit can also be found there, as well as a 50 Pellet. I am going to name the fruit and treasure eventually, but for now they go un-named.

Trivia

 * As far as I know, these two are the only bosses on Pikmin Fanon that you actually need to specifically challenge and not just walk into the room of or attack in order to fight.
 * They're also, as far as I can tell, one of only two sets of bosses that attack as a team, the other being the Golden Bloyster and Strong Aristocrab.