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Whimsicott: Energy Ball (Swampert) - Grass Knot (Swampert) - Giga Drain (Swampert)
IF Swampert is under P/E THEN Hurricane (Infernape) and push back IF Swampert is to use Mirror Coat THEN Seed Bomb (Swampert) and push back IF Infernape is to use Taunt (Dusclops) A1 THEN Taunt (Infernape) A1 and push back
Dusclops: Imprison (Fire Punch - Protect - Substitute) - Shadow Punch (Swampert) - Earthquake
IF Encore (Dusclops) A2 AND NOT A3 THEN Switch A1 and A2 around IF Taunted AND Dusclops is set to Imprison THEN Earthquake instead IF Infernape is not to target Dusclops AND Swampert is not to target Dusclops THEN Focus Punch (Infernape) and push back
Note: Ruling Dusclops's third sub as illegal; it consists of move clauses without moves (they are not chance clauses, and IRC agrees that it is illegal).
Stealth Rock hit Whimsicott!
Whimsicott: -12HP ~ 12
Action One
Whimsicott: Energy Ball (-6EN ~ 6)
Crit: <=625
=4804 (N)
Swampert: [9+3+6-4.5]*2.25
=30.375HP ~ 30.375
SpD Drop: <=1000
=4147 (N)
Infernape: Encore (-10EN ~ 10)
Whimsicott: Encored (Energy Ball, 2a)
That rule is just for singles (or better, when all mons switched in die to SR). Yes it is poorly written. But the idea is that you send in the mon and give orders for the round and SR occurs within the round. With singles, SR will end the round a0 (only trace, intimidate and what-not will happen). In this situation in doubles, SR won't end the round as I have another mon out which can go just fine. Not to mention that the rule is for switch phases and I am not really sure it applies to send out due to KO.
Swampert: Endure > Wide Guard > Chill
IF [Dusclops uses Shadow Sneak A1] THEN [Use Chill the following action].
IF [Dusclops is KOed] THEN [Use Chill that action].
Infernape: Encore (Dusclops) > Chill > Chill
IF [Dusclops uses Shadow Sneak A1] THEN [Use Chill that action].
IF [Dusclops is KOed] THEN [Use Chill that action].
Note: Assuming (or realising) those orders are for Dusclops (for obvious reasons) and that the lack of orders for Houndoom are because it faints before acting.
Stealth Rock hit Houndoom!
Houndoom: -15HP ~ 15
Houndoom fainted.
Action One
Swampert: Endure (-15EN ~ 15)
Swampert is enduring.
Reffing Mistakes:
1) Order of Operations got mixed up. Minor.
2) I don't remember mega evolving
3) Houndoomite's Flash Fire
4) Hazards skipping round rule works only for singles. BTW I need to make this clearer on handbook 9_9 (so minor)
5) Technically speaking you only attach items to mons that are sent out and upon sent out. You can ask the ref and/or the player if they don't mind, and they usually won't. But it is not like you have a right to retroequip like that. So ask me beforehand. BTW I don't mind.
This one is really simple. You did well enough and while I became predictable at some point, it shouldn't be grounds for me to not do the obvious here.
Verdict: Consider yourself whitelisted.
This white-listing expires in 6 months. You need to pick a reffing 202 to extend it for more 6 months from the day you picked it.