Garbodor has 31 spikes, 30 pain splits, 3 gunk shots, 11 drain punches
Throh has 10 rests, 11 sleep talks, 15 storm throws, 30 knock offs
Knock Off does 16%ish (25ish% if asleep)
Storm Throw does 11%ish (16%ish if asleep)
Gunk Shot does 33ish%
Drain Punch does 15ish%
Raichu is in the back too and can deal 22% ish with TBolt (It's Scarf)
Sneasel is also in the back and deals 27%ish with Ice Punch (it's Eviolite)
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Garbodor will use Gunk Shot next turn, which means Garbodor has to rest. Now that Throh has gone to sleep and full HP, Garbodor will use Spikes for 2 turns while Throh sleeps to preserve pp
situation is now 29 spikes 30 splits 2 shots 11 punches vs 9 rests 11 talks 15 throws 30 knocks
5 spikes while 5 knocks ->
Pain Split brings Garb up to ~3/4 and Throh to ~1/2 and Throh immediately rests to preserve maximum PP
situation is now 24 spikes 29 splits 2 shots 11 punches vs 8 rests 11 talks 15 throws 25 knocks
Now begins sleep turn stalling every time Throh gets the chance, HOWEVER, Detect Marowak can preserve PP by switching, even while taking SR. This would likely have been spread out, but for simplicity sake I will do it all together as the effects are the same.
2 Spikes on the 2 sleep turns
4 spikes while 4 knocks
Pain Split brings Garb up to ~3/4 and Throh to ~1/2 while Throh Knocks
Drain Punch from Garb brings Throh into Gunk range, so Throh has to rest on the DP
situation is now 18 spikes 28 splits 2 shots 10 punches vs 7 rests 11 talks 15 throws 20 knocks
2 spikes while 2 wasted sleep turns
4 Spikes on 4 Knocks
Pain Split brings Garb up to over 3/4 and Throh to ~1/2 and Throh Knocks
Drain Punch from Garb brings Throh into Gunk range, so Throh has to rest on the DP
situation is now 12 spikes 27 splits 2 shots 9 punches vs 6 rests 11 talks 15 throws 15 knocks
Switch to Raichu and back on 2 wasted sleep turns
3 Spikes on 3 Knocks
Pain Split brings Garb up to over 3/4 and Throh to ~1/2 and Throh Knocks
Drain Punch from Garb brings Throh into Gunk range, so Throh has to rest on the DP
situation is now 9 spikes 26 splits 2 shots 8 punches vs 5 rests 11 talks 15 throws 11 knocks
Switch to Raichu and back on 2 wasted sleep turns
3 Spikes on 3 Knocks
Pain Split brings Garb up to over 3/4 and Throh to ~1/2 and Throh Knocks
Drain Punch from Garb brings Throh into Gunk range, so Throh has to rest on the DP
situation is now 6 spikes 25 splits 2 shots 7 punches vs 4 rests 11 talks 15 throws 7 knocks
(And Raichu is still outside of SR range)
Switch to Sneasel and back on 2 wasted sleep turns
3 Spikes on 3 Knocks
Pain Split brings Garb up to over 3/4 and Throh to ~1/2 and Throh Knocks
Drain Punch from Garb brings Throh into Gunk range, so Throh has to rest on the DP
situation is now 3 spikes 24 splits 2 shots 6 punches vs 3 rests 11 talks 15 throws 3 knocks
Switch to Sneasel and back on 2 wasted sleep turns
3 Spikes on 3 Knocks
Pain Split brings Garb up to over 3/4 and Throh to ~1/2 and Throh Throws (knock is gone)
Drain Punch from Garb brings Throh into Gunk range, so Throh has to rest on the DP
situation is now 0 spikes 23 splits 2 shots 5 punches vs 2 rests 11 talks 14 throws 0 knocks
(And Sneasel is still outside of SR range)
Drain Punch and Rest
2 Drain Punches and 2 sleep turns
situation is now 0 spikes 23 splits 2 shots 2 punches vs 1 rests 11 talks 14 throws 0 knocks
Now Garbodor doesn't want to use its last rest until Garb is out of Gunk Shots, so it will start wasting Sleep Talks
situation is now 0 spikes 12 splits 2 shots 2 Punches vs 1 rests 0 talks 14 throws 0 knocks
2 Drain Punches on 2 Storm throws
situation is now 0 spikes 12 splits 2 shots 0 Punches vs 1 rests 0 talks 12 throws 0 knocks
At this point, Throh is in a checkmated position. Even factoring in the wasted 2 PP turns it can get while asleep (bringing it up to 15 total PP vs Garbodor's 14), it will have to start struggling only 1 turn after Garbodor.
By the time Garbodor dies to its 2 or 3 struggles (can't quite get that math perfect), Throh will have begun struggling once or twice already too. It will be, in its best case scenario at 81% (25% recoil from Struggle, plus still its 6% heal from Lefties) when Sneasel comes in, still at 25% after Stealth Rock.
Sneasel will deal 17% with Knock Off, Struggle will not come close to killing Eviolite Sneasel (0 Atk Throh Tackle vs. 0 HP / 4 Def Eviolite Sneasel: 39-47 (15.5 - 18.7%)) but will deal 25% recoil
This puts Throh at, in its best case scenario, 39%
Sneasel will deal 27% with Ice Punch, while Throh will struggle again and kill itself, which also kills Sneasel
At this point Detect still has a Raichu alive and able to switch into Stealth Rock (live with 9%) and deal another 22% with Tbolt if it had to (although it doesn't even need to). So being EVEN MORE generous to Throh than I already was with respect to its state entering the final struggle war, still won't matter.
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The game was over following a very simple formulaic plan to preserve PP. No hax would damage the direction this went. Crits from either side were inconsequential because of Pain Split and Rest and how Detect still had at least a turn to spare at the end (probably more) due to the fact that Eviolite Sneasel could have Knocked Off earlier in the process on one of the times that it came into the sleeping Throh too, which would remove Lefties.