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The Shadow that Watches...
Only through conflict can any of us hope to become stronger.
MASTER RNG, focusing on the fire within his soul, pulls in…
ARNISD as Galarian Mr. Mime and Chakramaster as Belle Pikachu to the arena.
@arnisd @Chakramaster
ARNISD (HP: 6) 
SUPERPOWERS:
- YES, I LIFT, BRO [LEVEL 3] - Your Max HP for each battle is increased by 3!
ACTIVE BUFFS: <None>
VS
CHAKRAMASTER (HP: 5) 
SUPERPOWERS:
- SMART COOKIE [LEVEL 2] – Every time you make an attack that would generate a self-damaging result (not very effective/no effect), you have a 66% chance of stopping yourself!
- YES, I LIFT, BRO [LEVEL 1] - Your Max HP for each battle is increased by 1!
- DECK ENTHUSIAST [LEVEL 1] – The drop rate of the Deck of Many Zings is increased by 25% for you!
- MACGYVER [LEVEL 1] – Your Inventory Space increases from 2 slots to 3 slots and whenever you use an Item, there’s a 25% chance it won’t be used up! Every Season, you will receive a random Item (1 Coin value)!
- COMPENSATOR [LEVEL 1] – Add three more stages of Pokémon to your Lineups!
ACTIVE BUFFS: BRASS BALLS PRIMED, CHEATY COOKIE PRIMED
The SACRED COIN OF THE CHOSEN TRIAL has declared ARNISD draws first blood.
TURN 1
ARNISD initiates the battle with Dynamic Punch. IT DEALS A POWERFUL BLOW TO CHAKRAMASTER (1/5).
CHAKRAMASTER uses Searing Shot. But his memories falter and soon fade to nothing.
TURN 2
ARNISD uses Stun Spore. But the depths of his mind reveal only emptiness and vacancy.
CHAKRAMASTER uses Wake-Up Slap. But there is only darkness in his thoughts.
TURN 3
ARNISD uses Smelling Salts. But he does not possess the means to produce it.
CHAKRAMASTER uses Fusion Flare. But he simply cannot harness the power to create it himself.
TURN 4
ARNISD uses Aurora Beam. But he lacks in his ability to create it.
CHAKRAMASTER uses Mean Look. But none of his memories gives him the insight for it.
TURN 5
ARNISD uses Power Trick. But his attempts fail, having never performed the feat before.
CHAKRAMASTER uses Bide. IT DEALS A CRUSHING BLOW TO ARNISD. (1/6)
TURN 6
ARNISD uses Magnet Bomb. But he lacks the ability and expertise to wield such a weapon.
CHAKRAMASTER uses Fly. IT DEALS A CRIPPLING BLOW TO ARNISD. (2/6)
TURN 7
ARNISD uses Fleur Cannon. But he has never performed such a feat before.
CHAKRAMASTER uses Conversion 2. But his mind is lost in confusion for that which he has never known.
TURN 8
ARNISD uses Acid Spray. But he lacks the alchemical knowledge for such a concoction.
CHAKRAMASTER uses Spirit Break. But he cannot tap into the nether to perform such a feat.
TURN 9
ARNISD uses Present. But he offers nothing to his adversary.
CHAKRAMASTER uses Guardian of Alola. But he realizes within the darkness that he is not the chosen.
TURN 10
ARNISD uses Bullet Seed. But he cannot bring himself to use it despite his abilities.
CHAKRAMASTER uses Ember. But he cannot conjure the elements of fire before him.
TURN 11
ARNISD uses Snatch. IT DEFTLY DEALS A SAVAGE BLOW AGAINST CHAKRAMASTER. (2/5)
CHAKRAMASTER uses Pyro Ball. But his attempt to improvise fails.
TURN 12
ARNISD uses Triple Kick. But he lacks the discipline and training to perform this feat.
CHAKRAMASTER uses Stun Spore. But he simply cannot find the power within himself.
TURN 13
ARNISD uses Calm Mind. IT DEALS A POWERFUL BLOW AGAINST CHAKRAMASTER. (3/5)
CHAKRAMASTER uses Head Smash. But he lack the physical brawn to perform this feat.
TURN 14
ARNISD uses Power Gem. But he lacks the strength to unleash this power.
CHAKRAMASTER uses Double-Edge. IT DEALS A DESTRUCTIVE BLOW AGAINST ARNISD. (3/6)
TURN 15
ARNISD uses Diamond Storm. But his powers fail him and nothing comes of it.
CHAKRAMASTER uses Seed Bomb. But despite his hopes, his attempt fails before him.
TURN 16
ARNISD uses Stoked Sparksurfer. But he never obtained the knowledge to perform it.
CHAKRAMASTER uses Rage Powder. But he lacks the reagents to create such a substance.
TURN 17
ARNISD uses Fiery Dance. However, his recollection proves empty.
CHAKRAMASTER uses Aurora Veil. But his memories fail him, leaving him in the forgotten.
TURN 18
ARNISD uses Role Play. IT DEALS AN AGONIZING BLOW TO CHAKRAMASTER (4/5)
CHAKRAMASTER uses Max Knuckle. IT DEALS A CRUSHING BLOW TO ARNISD. (4/6)
TURN 19
ARNISD uses Baddy Bad. But he cannot become to conduit to channel dark energy.
CHAKRAMASTER uses Waterfall. But he finds himself unable to bend the forces of water to his will.
TURN 20
ARNISD uses Hex. But he cannot focus his dark incantation into materialization.
CHAKRAMASTER uses Dragon Breath. But he finds himself unable to muster such draconic energy.
TURN 21
ARNISD uses Confide. IT DEALS A FINAL MORTAL BLOW TO CHAKRAMASTER. (5/5)
DECK OF MANY ZINGS DROP (36/100) – THE DECK HAS APPEARED.
Brutal and effective. Arnisd, you are rewarded with this 1 EXP and your victory decision.
- Devolve Chakramaster into a Pichu.
- Devolve yourself for Evolution Crystals.
- Offer an Evolution Crystal as tribute to become Mr. Rime.
- Use your Wheelie to modify your Wheel and put Chakramaster into it.
- Use my Insidious Netherworld Wheel on Chakramaster.
- Inflict a Curse on Chakramaster.
In addition...
Do you draw from the Deck, or do you relinquish it to Chakramaster?
Prove your grounds and make your choice.
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