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Thread: [Gym] Grey v. Aye - Ref: Oslo

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  1. #1
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    Default Re: [Gym] Grey v. Aye - Ref: Oslo

    Counter each of those hits, Weir!
    -Grey

  2. #2
    Jump, little Snorlax, jump! Master Trainer
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    Default Re: [Gym] Grey v. Aye - Ref: Oslo

    TEAM AYEUN
    versus
    TEAM GREYFOX

    Location: Secret Garden
    Rules: See Gym rules
    Abilities: Active
    DQ Time: One week



    ‡ Pre-Round ‡


    ‡ Round 11 ‡

    Spike's momentum builds and builds as he rips through the muddy garden toward Weir. Just as the Zoroark pulls himself up onto his two feet he's sent careening to the ground yet again. As if that's not aggravating enough, Paralysis sets in and renders the werefox completely and totally immobile. Joy.

    Spike: <-3 EP>
    Weir: <-6 HP; Can't move!>

    Yet another rolling tackle flattens Weir to the ground, smushing his face in the mud. Could this get any more humiliating? However, with whip-like reflexes, Weir reaches out and snatches one of Weir's tendrils in his long claws. He then tosses the thing like a shot put toward the bridge where it collides with a massive crash. Yowch, super effective damage. Miraculously, Spike is still spinning, though. Always spinning.

    Spike: <-23 HP; -5 EP>
    Weir: <-10 HP; -8 EP; -1 HP Iron Barbs>

    Though the Rollouts are increasing in momentum, Weir feels confident that he has a solid read on his opponent's strategy. When Spike comes in for one final devastating Rollout, the Zoroark is ready: the hit lands hard on the Dark-type's gut, but one final toss ends things. Spike collides yet again with the bridge but this time the rolling has stopped. As has the round. And the match-up.

    Spike: <-2 HP; -7 EP>
    Weir: <-18 HP; -8 EP; -1 HP Iron Barbs>

    ‡ Post-Round ‡



    Notes:

    > TEAM GREYFOX to release next
    > TEAM AYEUN to command next

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