Haunter, 95 spe, Levitate (1atk, 2def/spd, 5spa)
Psychic: Misses, 6 energy.
Psychic: ((9 + ((5 - 2) 1.5) 1.5), 20 dmg, 10 energy.
Psychic: ((9 + ((5 - 2) 1.5) 1.5), 20 dmg, 14 energy.
Total: 40 dmg, 30 energy.
Venipede, 57, Swarm (3atk/def, 1spa, 2spd)
Defense Curl: +1 def, 5 energy.
Rollout: ((8 + ((3 - 2) 1.5) 1), 5 dmg, 5 energy.
Rollout: ((8 + ((3 - 2) 1.5) 1), 8 dmg, 6 energy.
Total: +1 def, 13 dmg, 16 energy.
Other
Venipede takes 6 burn dmg.
1 clone destroyed.
Note: for those who want to know, I use ingame calculations for evasion modifiers. So having 3 clones does not mean a 25% chance to hit and rather a 50% chance to hit. If a clone is hit by a damaging attack it dissappears and evasion is reduced. If a field attack such as Surf or Earthquake is used all clones are destroyed and it will hit providing other factors are not involved. This is to stop double team from being too annoying overall.