It mean it is the most Dangerous threat
Also if you try to leave epicenter, your body will Reduced to just ash
This goes so hard. Martin NEEDS to be canon, and this boss fight concept would be awesome for it!
Martin, Progeny of Typhon
Located at the EpicenterPhase 1
Phase 1: Just another Atlantean
Martin pretend to just be another Atlantean, just to toy with you out of boredomAttacks
- Spine Javelin(s): Martin rips an urchin spine from his back and throws it at a target. Once the spine hits something, it begins to emit a cloud of poison
- Abyssal deluge: Martin Vomits unstable magic into the sky causing the rain to become dangerous (raining liquid starlight/ poisoned water that lasts for 10 seconds) This attack can be interrupted by dealing 2000 damage to Martin
- Fissure: Martin punches the ground creating multiple shockwaves which is followed by a stomp which raises a strip of ground
- Ravage: Martin Pounces at the player which if followed by Martin biting into the player and flailing them around. Martin throws the player into the air and Uses Blitz to stomp the player into the ground
Phase 2
Phase 2: Apex Predator
You've shown that you're somewhat capable fight, Martin decides to put in a little more effort. Martin grows in size and mutates even furtherAttacks
(All the attacks from Phase 1 are used)- Apex Command: Martin emits a scream that creates constructs out of his surroundings that turn into Atlanteans of varying degrees of mutations.
- Abyssal Surge: Martin Spews unstable magic into the ground creating geysers beneath the player(s)
- Savage Wailing: Martin Grows claws in between his knuckles and does a downward swipe with both hands that create 2 vertical primal swipe that explode into screams upon hitting a surface/player
Phase 3
Phase 3: Scourge of the Seas
Martin is beginning to enjoy this. Now he wants to see how you handle yourself against a beast. Martin mutates rapidly, taking on a form that's a combination of an Atlantean dragon, an eel, and a shark. As the transformation progresses, the Epicenter is swallowed by whirlpool that conveniently brings your ship to you. (If you somehow make it to the Epicenter in a Rowboat, the whirlpool stops and Martin is stunned by your tenacity and congratulates you and skips to the next phase) Martin switches between Flying and swimming in this Phase. Nearing the end of this Phase, some of the elemental attacks can be replaced with a random lost magic.Attacks
- Abyssal Breath (flying): Martin Begins to charge up a surge of liquid startlight. This can be interrupted by using the Ram on your ship or using mortars. This can be dodged by sailing out of the path at the last moment. interrupting this stuns Martin for a short time
- Spinal Siege (flying): Martin flies ahead of your ship and flips upside down to release multiple urchins and spines. Can be avoiding by stopping and waiting for them to sink, or just moving out of Martins path
- Whirling Torrent (flying): Martin flaps his wings creating 3 magic imbued tornadoes to broadside your ship. This can be interrupted with cannons and dodged my dodging last minute.
- Tidal Joust(swimming): Martin dives into the water and reappears far away and rapidly jets towards the front of your ship. You could either ram Martin, trading your ship’s health to damage and stun Martin, dodge at the right time before Martin can adjust his path, or counter attack by dodging at the right time and firing cannons when Martin is Parallel with your ship
- Dark Tide (swimming): Martin Dives and spews unstable magic creating mini whirlpools imbued with magic. They player could either stop and wait for them to despawn, or navigate around them. If the player is trapped in these whirlpools for too long, Martin begins to circle the ship underwater and upon reaching your ship, Martin bursts through your ship sinking it instantly. After avoiding the attack, Martin floats to the surface while stunned.
- Barnacle Volley (swimming): Martin Attempts to broadside your ship with the barnacles. Getting hit by this can cover your ship with barnacles which slow you down. The player can either fire cannons at the barnacles near the end of their charging period to stop the barnacles from firing, stunning Martin in the process, or you ram into Martin interrupting the attack at the cost of barnacles attaching to your ship.
- Captain’s Command (both): Martin Roars summoning Atlantean boats to attack your ship (relatively low health against an endgame ship, mainly fodder to keep you in the fight)
Phase 4
Phase 4: Abyssal Siege
Martin is heavily invested in seeing your potential. Martin Roars, bringing the player(s) and a chunk of the Epicenter out of the sea and into the sky. Martin then sheds his previous form in the pool in the Epicenter, revealing a cocoon floating above the pool. Pillar like spines shoot out of the pool which link together creating an arena. In this phase, you're healed by killing Atlanteans due to its durationWave 1: The mini Martins
Monstrous Atlanteans begin to crawl out of the Epicenter Pool, they slightly resemble Martin and are capable of using 1 move from phase 1Wave 2: The Martinlings
A mixture of Monstrous and Nightmarish Atlanteans crawl out of the Epicenter Pool. The Nightmarish Atlanteans now have access to lost magic and 2 moves from Phase 1Wave 3: Call of the Abyss
A roar erupts from the Epicenter pool, causing Nightmarish Atlanteans and Atlantean animals to be flung into the arenaWave 4: Foul Magic
Stage 1: The water in the Epicenter pool darkens, another roar erupts from the pit , causing unholy Atlanteans to crawl out of the pool. Unholy Atlanteans are capable of using ancient magic and 1 move from Phase 2. Half-way through the wave, a pulse is emitted from Martin's cocoon, which resurrects a select few unholy Atlanteans. Stage 2: These few unholy Atlantean "liches" use the Dead-Revival magic granted to the to create a pulsar at the center of the arena that slowly revives anything that died in the arena (players included). The liches mainly rely on casting magic from a distance and the revived minions due to their low amount of health. Defeating an Atlantean Liches causes the revived to collapse. The pulsar begins absorb the corpses of all of the fallen and heads towards the Epicenter pool. The Pulsar can be damaged in this state which will affect the next waveWave 5: Dark Beast, Martin Jr.
After the Dead-Revival Pulsar is fully submerged into the Epicenter pool, The form from Phase 3 is brought to life in the form of an Atlantean Drake (quadrupedal but they have malformed wings and still look like an amalgamation of animals, both sea and terrestrial life) most of Martin Jr.'s attack are alternate versions of attacks from previous phases. The max health of Martin Jr. is lowered depending on how much damage you did to the Dead Revival Pulsar.Dark Beast attack variations
- Tidal Joust starts with Martin Jr running around the edge of the arena before charging at the player(s). The player can hit the eye on the center of Jr.'s head causing him to charge wildly into a wall which stuns him. Later on Martin Jr enhances his speed with oil and Gravity magic (less friction and gravity pushing jr. forward) . At a certain point Martin Jr. will begin using an Electron dodge reflex to dodge any projectiles and ignite the oil trail he leaves behind. The only way to stun Martin Jr. is by using a fully charged grab of any kind. This triggers a clash where you have to mash m1 to overpower Jr. or be trampled taking heavy damage. (fighting styles grabs either suplexes and throws Martin Jr. into the arena wall, Magic grabs push Martin Jr. back until he’s sent flying into the arena walls, Weapon grabs start with sending Jr. reeling into the air which if followed with an attack the third eye which causes Jr. to charge wildly in an attempt to get the playing off their back, and spirit grabs create minions to attack the weak points on Jr. and use chains made out of spirit energy to restrain Martin Jr.
- Barnacle Volley fires different types of magic in an arc around Martin Jr. When the external barnacles stop firing, Jr. reveals a barnacle in his mouth that fires a volley directed at the player. Using a projectile on the barnacles on the back of Jr. will interrupt this phase of Barnacle Volley
- Spine Javelins are shot out of Jr.'s back in random directions or shot out of Martin Jr.'s tail like a surge
- Apex command causes chunks to fall off of Martin Jr. that turn into lost sailors, lesser mutated and mutated Atlanteans only. Martin Jr. is stationary after spawning the grunts.
- Savage Wailing becomes a series of horizontal sweep that you need to either jump over or stay under.
At certain % of health, Martin Jr. will only use the Tidal Joust. Successfully overpowering will Defeat Martin Jr.
(After defeating Martin Jr, you have the option to jump to phase 5 on repeat/failed visits)
Phase 5
Phase 5: Herald of Change
As Martin Jr. is defeated, another pulse from Martin's cocoon beckons Martin Jr. back into the Epicenter pool. Once Jr. is submerged in the pool, the cocoon descends into the pool causing a reaction. The chunk of epicenter that was raised into the sky soars further into the sky, beyond the dark clouds, to the upper atmosphere of the world. The Water in the epicenter pool crystalizes as the cocoon emerges from it. The cocoon begins to crack exposing multiple lights of different colors. the cocoon explodes open and reforms into a set of armor and a cloak. From said set of armor, emerges Martin's magnificent face from the neck of the chest plate. As Martin reaches behind him, the wheel of a loom appears and floats behind him , allowing him to wield his own fate as a weapon. As Martin readies himself for a decent challenge, the sun is eclipsed as he flaunts his power.Mechanics
Combos
Martin starts to string together moves to further test your capabilities in battle. Combos can be canceled by dodging the main attacks of the combo or blocking/parrying combo extendersNew status effect: Fated
Certain combo finisher that Martin performs can inflict a status effect. When this status is stacked 3 times, getting a fourth stack plays an animation of Martin pulling out your thread of fate, and imbuing it with Death magic causing it to disintegrate, instantly killing the player. Fate can dispelled by performing a successful counter attack or evading combos. Any combo name with "(fate)" next to with will inflict the status effect when the player is hit by a combo finisherAttacks
- Evisceration (fate): Martin extends his thread of fate and prepares to go on an onslaught. Martin alternates between sending vertical or horizontal waves of flying slashes imbued ancient magic across the arena and using flash strike to reposition himself around the stage
- Onslaught (fate): Martin casts an Array of Pressure and Slash magic. Martin then targets one player with a combo of weapon skills and (fighting style) techniques. In between attacks is when an array of slash magic fires dealing burst damage or an array of pressure magic does less damage but sets you up for a continuation of the combo. Martin finishes the combo by using his thread of fate to grab the targeted player and throwing them into the wall. Then, Martin unleashes any of the blasts left from the arrays
- Waning Nova (fate): Martin temporarily lowers his guard, which allows you to deal significantly amount of damage. If Martin takes enough damage, he’ll split off 4 manifestation of himself made of spirit energy. Martin and his manifestations will start the combo by using an impact fist blitz with his clones, creating a X pattern in the Arena. This is followed up the the clones using radius fist selino imbued with shatter magic around the edge of the arena while Martin charges up pressure imbued shot. If enough damage is done to Martin while Charging the shot, the combo will be canceled and Martin will be stunned. If the shot is able to hit a viable target, the target is pulled in and impaled by Martin’s Thread of Fate and thrown over his shoulder and kicked away. If Martin is grabbed close to the end of the charging period, the player clashes with Martin in an attempt to stun Martin. Failing the clash results on the rest of the combo carrying out on the player who attempted it.
- Blight: Martin gathers spirit energy before releasing it in the form of of runes on the floor. If the player is above the runes, skeletons made of spirit energy grabs the player, which debuffs a random stat.
- Rage of Typhon: Martin imbues a roar with Apocalypse Bringer magic, knocking the player(s) away from him. Martin then alternates between sending axe slashes imbued with apocalypse bringer or inferno magic and breathing either blaze, Aethereal Flames, or scorch magic at a player
- Ruthless Frost/Raging Inferno: Martin punches the ground which raises 3 pillars with statues of Martin on top. Around these pillars is constant nebula of magic depending on the version of this attack (hot = flare magic cold = blizzard magic). During this attack, Martin will hover in the center of the arena throwing javelins made of frostmetal or Phoenix magic. Nearing the end of the attack, the statues imbue the frostmetal/phoenix pulsar Martin is charging with more frostmetal, blizzard, and diamond magic(diamond dust is like snow, m’kay?) or more phoenix, flare, and sun magic. Damaging the statues can cause them to break, weakening the pulsar.
- Astral Judgement(fate): At half health, Martin creates a dome of Equinox magic around the arena. Martin then creates arrays of many types of magic around the Equinox dome. As the blasts from the arrays come down in waves, Martin is restricted from using combos and uses the normal moves. After the last wave of blasts, Martin imbues his thread of fate with multiple fighting styles, magics, and spirit energies and creates a pulsar of unstable magic in the center of the arena which physically turns the player(s) into Atlanteans. Martin uses his imbued thread to attack the player(s) with standard attack(like Elius after throwing a spear) and ranged weapon skills. After this, Martin reactivates the arrays to attack you all at once. This triggers a QTE where the player(s) dodge, block, and deflect the blasts. Once arrays run out, the players return to their original forms, Martin is stunned for a long time, and the battle resumes as normal.
- Empyreal Wrath: This move triggers when Martin has 5% of his health left. Martin activates an aura and goes on a rampage. Martin send waves of weapons skills imbued with random lost or ancient magics. Next, Martin uses lost or ancient fighting styles and uses a combination of blitz, selino, jab, uppercut, and axe slash. Martin then creates 4 clones made of spirit energy which use surge while orbiting the center of the Arena while Martin uses spells like Javelin, pulsar, cannon, and array to attack the player(s). Once this clones dissipate, Martin combines every type of magic, fighting style, and spirit energy into his Thread of Fate and launches it towards the player(s). The player(s) clash with Martin’s thread and must complete a QTE to deflect the thread of fate into the air and redirect it back at Martin. Failing the clash deals 75% of the player’s max health, if they’re below 75%, they’re reduced to 1% and must finish the battle normally. Succeeding in the Clash leaves Martin at 1 health and stunned for the last hit.
Aftermath
Aftermath
Martin stand back up and congratulates you for defeating him, even though it was only 10% of his power. Martin is elated at your performance, and wishes to compensate your efforts with rewardsRewards
Since you put so much effort into the battle, Martin lets you pick 4 rewards. (2 prizes if it’s not your first time defeating Martin or you skipped to Phase 5). Some rewards you can pick more than once in at a single time. (for an example, you can take 2 outfit packs, 3 Hecate shards, and a Martin’s Gauntlet if you do all 5 phases again)
- The gauntlet of Martin: A gauntlet that has 3 empty skill slots, and 2 unique moves, Abyssal Shredder and Mutate. What makes this weapon unique is that it can be equipped with any weapon skill or spirit rite because of it’s unique ability to create weapons out of the Atlantean body parts (flesh, bones, spikes, whole 9 yards, because why not) and the fact that the gauntlet originates from Martin(Martin probably Transcended, hench the spirit rites). The Abyssal Shredder is a grab that pins the target to the ground which allows you to create a Atlantean chainsaw to shred your opponents to bits. Mutate is a technique that greatly buffs any moves put on the gauntlet, but at the cost of not being able to switch other weapons for the period the buff is active since the gauntlet is attached to your arm(it gets jealous when you use other weapons)
- Visage of the Abyss: An item that takes up a weapon slot and has only 1 move, “wear”. Wearing the mask disable any other aura/buff skill but will progressively increase all stats towards a 2.5x multiplier. The catch is that the longer you wear the mask, you gain more insanity that can go beyond the normal amount. Past insanity 5, allies and enemies will become indistinguishable and can be damaged by you even if team damage is turned off. Past insanity 7, you start to lose control and may use skills towards any viable target
- Partial Arcane Apotheosis: Martin gives the player(s) a portion of his soul which gives a class specific buff. (I have ideas for said partial buffs, but this is already to friggin’ long)
- Atlantean Crew: A crew of Atlanteans of varying degrees of mutation. They excel in every aspect of sailing(best sailing crew), they may be off-putting but let you sail safely through the dark sea without Atlantean ships trying to attack you(They even sing sea shanties
)
- Outfit Packs: This reward gives you a random set of armor and accessories of notable character in the arcane universe, go crazy cosplayers. This can be selected multiple times(Martin also throws in the armor he wears during phase 5 for the first time you pick this)
- Really good Savant Weapon: I have another idea on a notepad, but sharing it would take longer than I would like. ( I spent like 3 days just thinking about all the moves, give me a break, pretty please)
- A Hecate shard or 3: Martin probably has a few thousand or so
- Dowsing Compass: You can find the Epicenter and other notable islands in the dark sea whenever you want (you can also find the siren queen so you can stop missing your alimony payments you dirtbag)
Tl;dr is I turned Martin into a raid boss with multiple phases. Phase 1 and 2 are normal, phase 3 is a ship battle against the final boss of Tears of the Kingdom. phase 4 consists of waves a small enemies and dark beast ganon from twilight princess for the last wave (I call him Martin Jr. because why not). Finally for phase 5, Martin becomes the one winged, lingering will of the leader of the Aesir 13
Was this a good usage of my time? Probably not. Did I cook? If you love eating ash and with a side of arsenic, sure. Is this a suggestion of out suggestions? No, this is an inane ramble of a mad man, have a fish stick, it’s a very delicate state of mind.
Anyways I’m going to sit in a chair and think about how much time I spent on this
I just needed to get the ideas out of my head, curse you Zormego for planting such a concept within my skull
I’m gonna necro bumping this post because I like it