You can command a pokémon to stop using rollout after any number of actions, yes, but it won't voluntarily stop otherwise. (I think in the future I might just change this to be like uproar, where you would specify the number of actions to use rollout *beforehand*; that seems to make the most sense.) Your opponent might also be able to stop the pokémon's rollout, e.g. through physical restraint, though it would be difficult.I'm confused by the description of Rollout, actually: if the text is to be believed, you can stop Rollouting at will, although that doesn't seem to be the case.
In addition, what happens if you're Tormented during a Rollout? Assuming you're locked into the move, I'd imagine it would be tough to stop, Torment or no.
EDIT: It appears you can quit out of a Rollout... but I still don't get how you can be Tormented while you're rolling in a ball.
Torment therefore won't cause a pokémon in the middle of a rollout to stop, but it will prevent the pokémon from starting another rollout directly afterwards, if it's still under torment's effects at that point.
Personally I doubt torment would have much of an effect on a pokémon in the middle of a rollout, anyway, though you might be able to get them before they got going too fast.
(For those of you who got this wrong on the current mock battle, sorry, but the grades are already done, and I'm going to ignore your edits. You should have asked if you were unsure.)
Set up only.Does Double Team take energy to maintain, or just to set up?
See, Pentimento insists that I'll need to use 4% energy per round to keep my clones going.
As has been deduced, yes, it's fine.would teleport + physical move (an elemental punch, in case it matters) be valid for "pop in behind and whack it"?