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If P/E, then Aqua Ring the first instance, Recover the second instance, and push back actions each time. [Non consecutive]
If Thunder Wave, or Speed-reducing move, and Mollux is not behind a substitute, then Substitute (15) and push back actions.
Hm... that's one way to get past Mollux. However. Here are two alternate plays I would have considered:
Shell Smash -- Rock Blast -- Rock Blast
This order lets you go for a flinch on A2 and this would KO Mollux.
Shell Smash -- Thunder Wave -- Rock Blast
This is slower, but it does let you go for something really important: Forcing me to order second in a bad position. There's /nothing/ I can do after this.
All that said, your orders are still really good. Cloyster does extremely well against the rest of my Pokemon, so getting Cloyster's biggest opponent out of the way is pretty good. Just know that there are some extreme consequences to what you ordered.
@ King's Rock
Shell Armor / Skill Link / Overcoat
75 HP | 73 EN
3/7/3/3/70
STATUS: Stealth Rock
--------------------VS.--------------------
@ Poison Barb
Dry Skin / Illuminate
56 HP | 64 EN
1/3/6/4/76
STATUS: Spikes (2 Layers)
(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)
Mollux is hurt by Spikes!-18 HP
A1
Mollux uses Rapid Spin!
6 - 8.5 = 1 DMG
-6 EN Spikes were spin away!
Cloyster uses Rock Bombardment!
HIT: YES (5720<9100)
CRIT: irrelevant
33.75 x 1.5 = 50.625 DMG
-42 EN
Mollux faints!
Cloyster: -1 HP, -42 EN
Mollux: -69 HP, -6 EN
@ King's Rock
Shell Armor / Skill Link / Overcoat
74 HP | 31 EN
3/7/3/3/70
STATUS: Stealth Rock, Cooldown
Lack of time, will post thought process if I find some
CD -- Rock Blast -- Rock Blast
IF Cloyster doesn't have Skill Link, THEN replace all instances of Rock Blast with Signal Beam
IF Slowking uses Counter, replace action with Signal Beam
IF Slowking uses Bide, THEN initiate action string Shell Smash -- Spikes -- Rapid Spin
If Bide, then initiate action string Substitute (15) -- Nasty Plot -- Ice Beam. [once]
If Cyclohm is under the effects of Endure and not under the effects of Toxic, then Toxic.
With +2 Special Attack, Stealth Rock, and 6 special attack, stalling out here is very difficult. Running the calcs, I overkill Cyclohm by about 29 HP. Another thing you forgot is Trick Room, which means Slowking KO's before Cyclohm can get even one Slack Off.
This position really sucks, so there's not much to note here. Ideal orders probably would have been a damaging Electric combo.
TRICK ROOM: 3 rounds
@ Wise Glasses
Shield Dust / Static / Overcoat
38 HP | 42 EN
1/5/6/3/80
STATUS: Stealth Rock
--------------------VS.--------------------
@ King's Rock
Oblivious / Own Tempo / Regenerator
64 HP | 71 EN
3/3/6/4/26 (+10% Accuracy)
STATUS: +2 Special Attack
(All effects must be LESS THAN in order to activate. For HIT, has to be LESS THAN to hit. All rolls are out of 10,000.)
Cyclohm takes damage from the Stealth Rocks!-12 HP
A1
Slowking uses Ice Beam!
CRIT: NO (1006>625)
FLINCH: NO (7721>1000)
(9 + 4.5) x 1.5 + 4 = 24.25 DMG
-7 EN
Cyclohm uses Thunderbolt!Critical Hit!
CRIT: YES (245<625)
EFFECT: NO (9072>1000)
(9 + 3 + 3 + 3) x 1.5 = 27 DMG
-6 EN
Slowking's Regenerator!+2 HP
A2
Slowking uses Blizzard!
HIT: NO (9195>8000) -8 EN
Cyclohm uses Slack Off!
+20 HP
-13 EN
Slowking's Regenerator!+2 HP
A3
Slowking uses Ice Beam!
(9 + 4.5) x 1.5 + 4 = 24.25 DMG
-7 EN
Cyclohm faints!
Slowking's Regenerator!+2 HP
Cyclohm: -41 HP, -19 EN
Slowking: -21 HP, -22 EN
TRICK ROOM: 2 rounds
@ Wise Glasses
Shield Dust / Static / Overcoat HPKO | 23 EN
1/5/6/3/80
STATUS: RIP Stealth Rock
--------------------VS.--------------------
@ King's Rock
Oblivious / Own Tempo / Regenerator
43 HP | 49 EN
3/3/6/4/26 (+10% Accuracy)
STATUS: +1 Special Attack
Knock Off -- Shadow Ball -- Shadow Ball
IF Slowking is to use a recovery move, THEN use Heal Block
IF Slowking uses P/E, THEN use Light Screen
IF Slowking uses Bide, THEN initiate action string (Recover -- Light Screen -- Knock Off)
I think the P/E sub is useless in this scenario, you really just wanna deal damage (and lower my EN a lot if I try to avoid it), but that's fine. However, the sub itself is flawed because of no "Non consecutive" clause. I can easily do this to exhaust you of a lot of EN and a Trick Room round:
I personally think you've developed a lot from this battle, and your other battles during the course of this match. Very well done, and your grasp of the mechanics is growing excellently. Here are some points you could improve on:
- Look thoroughly through your options whenever possible. Example: Magnet Rise on Cyclohm.
- Be careful of obscure mechanics like Ghosts being immune to trapping. Everyone falls for this though: you saw me fall for it myself.
- Make sure your subs have all the necessary clauses, such as [non consecutive] when dealing with P/E.
All that said though... I don't have much else to say. You played extremely well and took advice to heart, which is a very good quality for a battler to have. It never hurts to listen to those with more experience, so that you can grow faster and stronger.
And with that, Battling 101 is done. Congratulations!