Aurumoth [Revamp] [QC: 3/3] [GP: 2/2]

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[OVERVIEW]

Aurumoth's incredible versatility gives it different checks and counters to each of its sets, only retaining a couple of universal checks, which allows it to fit on most offensive or balance teams. It has great mixed attacking stats and a decent Defense stat, allowing it to have a high damage output and tank some physical hits. It has access to great boosting moves in Quiver Dance, Tail Glow, and Dragon Dance, as well as It also has access to amazing coverage moves and STAB attacks, leaving no Pokemon that can wall every set. It also has access to many utility options like Final Gambit, Will-O-Wisp, Healing Wish, and Wish if these are wanted. Illusion can trick the opponent and let it Aurumoth nab a free boost, which is what makes Aurumoth so threatening. It also lets Aurumoth lure in certain threats that a sweeper needs to have taken out for a surprise KO. No Guard makes Aurumoth's many inaccurate moves such as Focus Blast, Blizzard, and Thunder hit without any chance of missing.

However, Aurumoth has an inconvenient Speed tier of base 94, meaning it is outsped by Pokemon like Choice Specs Volkraken, Mega Charizard X, Mega Charizard Y, and Crucibelle before a Speed boost and +1 Mega Charizard X and Choice Scarf Volkraken after a boost. Additionally, a lackluster Special Defense stat leaves it prone to revenge killing, though Quiver Dance can patch this deficiency. It is vulnerable to entry hazards, which can ruin its Illusion if the Pokemon it is disguised as takes the incorrect amount of Stealth Rock damage, if a Poison-type gets poisoned by Toxic Spikes, or if a Flying-type or a Pokemon with Levitate is affected by Spikes, Toxic Spikes, or Sticky Web. It is also vulnerable to common priority moves, such as Talonflame's Brave Bird and Colossoil's Sucker Punch. Aurumoth has some annoying move illegalities when it comes to running mixed sets, including Bug Buzz with Close Combat and Megahorn with Hydro Pump.

[SET]
name: Illusion + Quiver Dance
move 1: Quiver Dance
move 2: Bug Buzz
move 3: Psyshock / Psychic
move 4: Overheat / Hydro Pump / Ice Beam
item: Life Orb
ability: Illusion
nature: Timid
evs: 24 HP / 252 SpA / 232 Spe

[SET COMMENTS]
Moves
========

Quiver Dance is arguably Aurumoth's best boosting move, boosting its Special Attack, allowing it to outspeed most metagame threats, and patching up its weak Special Defense. This move turns Aurumoth into one of the metagame's deadliest sweepers. Bug Buzz is Aurumoth's most powerful special Bug-type STAB attack that OHKOes Latios and other Aurumoth before a boost and has a good chance of OHKOing defensive Cyclohm and some Assault Vest Colossoil variants after a boost. It can also damage targets through Substitute. Psyshock hits specially defensive threats like Chansey, Poison-types like Mega Venusaur and Crucibelle, and Fighting-types like Keldeo, Kerfluffle, and Tomohawk. Alternatively, unboosted Psychic can OHKO defensive Haze Tomohawk. Overheat OHKOes Steel-types like Ferrothorn, Kitsunoh, Cawmodore, and Mega Scizor with no boosts and has an almost perfect chance of OHKOing specially defensive Jirachi after Stealth Rock damage. Be mindful of the special attack Special Attack drop, (AC) though. Hydro Pump can OHKO Heatran after a bit of prior damage and OHKOes Hippowdon, Gliscor, and Landorus-T after a boost. It and is also Aurumoth's best option if it wants to attempt a late-(AH)game sweep. Ice Beam reliably OHKOes Landorus-T, Gliscor, and Garchomp before a boost, as well as Cyclohm after a boost; however, Aurumoth becomes walled by Steel-types. Thunderbolt hits Naviathan, Gyarados, and Talonflame super effectively, but its coverage is lacking otherwise. Shadow Ball hits Kitsunoh and Mega Metagross super effectively, has good neutral coverage, and doesn't lower Aurumoth's Special Attack. However, Aurumoth generally appreciates its other coverage moves better.

Set Details
========

232 Speed EVs and a Timid nature allows Aurumoth to outspeed Choice Scarf Landorus-T after a Quiver Dance boost. 252 Special Attack EVs and a Life Orb lets Aurumoth hit as hard as possible. Colbur Berry can soften Colossoil's Sucker Punch or Knock Off, though it comes with a loss of power. Expert Belt is another option to take advantage of Aurumoth's wide super effective coverage and preserves Aurumoth's Illusion, but it also comes at a cost of a bit of power, especially against neutral targets. Illusion eases Aurumoth's setup, potentially tricking the opponent into switching in a Pokemon harmless to Aurumoth as it sets up, such as Latios, Mega Crucibelle, Kerfluffle, or Serperior. 24 HP EVs allow Aurumoth to survive one round of Life Orb recoil after a maximum damage roll from Colossoil's Sucker Punch.

Usage Tips
========

Make sure to clear entry hazards away before sending in Aurumoth to take most advantage of Illusion and to survive Colossoil's Sucker Punch. If hazards cannot be cleared, try to disguise Aurumoth as a Pokemon that will take the same amount of Stealth Rock damage and be affected by Toxic Spikes, Spikes, and Sticky Web. Early-game, send in Aurumoth disguised as a Pokemon that will lure in Steel-types and hit them with Overheat. This makes a sweep easier late-game because Aurumoth has a hard time recovering from Overheat's Special Attack drop after boosting. Disguising as a defensive behemoth like Cyclohm or Tomohawk or an offensive threat such as Kerfluffle or Volkraken can force a switch, giving Aurumoth a free turn to set up a Quiver Dance. Try to remove Unaware users like Clefable before setting up so that they don't stop a sweep. Colossoil's Sucker Punch and Talonflame's Acrobatics or Brave Bird can end a sweep, so removing them before setting up is preferred. If possible, setting up twice allows Aurumoth to outspeed Choice Scarf Volkraken, a common check. However, this can be very difficult and just one boost is sufficient to steamroll most teams.

Team Options
========

Spinners such as Colossoil, Tomohawk, and Mollux and Defoggers such as Latios and Mega Scizor allow Aurumoth to preserve its Illusion when switching in. Mega Crucibelle and Krilowatt have great type synergy with Aurumoth, luring in resisted attacks, (RC) so that Aurumoth can get a free turn of setup. Tank Garchomp, Mollux, Heatran, and Tomohawk set up Stealth Rock for Aurumoth, allowing it to pick up KOes more easily. Physical sweepers like Mega Lopunny and Mega Charizard X appreciate Aurumoth's ability to lure in and weaken physical walls like Cyclohm. Aurumoth appreciates wallbreakers such as Choice Band Azumarill, Life Orb Tomohawk, and Keldeo to soften teams. Aurumoth also appreciates stallbreakers like Heatran and Naviathan to eliminate or weaken Chansey and Pyroak. Kerfluffle can weaken Steel-type checks and use Parting Shot to give Aurumoth an easier time setting up, as Aurumoth wants all of its HP for Life Orb recoil.

[SET]
name: Illusion + Tail Glow
move 1: Tail Glow
move 2: Bug Buzz
move 3: Psyshock / Psychic
move 4: Overheat / Surf
item: Life Orb
ability: Illusion
nature: Modest
evs: 72 HP / 252 SpA / 184 Spe

[SET COMMENTS]
Moves
========

Tail Glow boosts Aurumoth's Special Attack to obscene levels, capable of breaking the sturdiest of walls. Bug Buzz nukes bulkier Pokemon after a Tail Glow and is capable of piercing through Substitutes. It notably OHKOes Pyroak and Cyclohm. Psyshock hits specially defensive walls, capable of OHKOing Chansey after Stealth Rock damage and OHKOing Tomohawk. Psychic is an alternative Psychic-type STAB attack that can still hit special walls for great damage at +3 and +6 and has a guaranteed 2HKO on maximum HP and Defense invested Unaware Clefable. Overheat is good for luring in Steel-types and removing them before Aurumoth sets up Tail Glow later in the match. It also has a chance to 2HKO maximum HP and Defense Unaware Clefable. Surf is a good alternative to hit specially defensive Heatran, but it is only necessary if running Psychic, as Psyshock 2HKOes after a Tail Glow.

Set Details
========

252 Special Attack EVs, a Modest Nature nature, and a Life Orb maximize Aurumoth's Special Attack stat. Colbur Berry allows Aurumoth to stomach Colossoil's Sucker Punch better and break past it with Bug Buzz, but it comes with a power drop. Expert Belt is another option to preserve Aurumoth's Illusion longer while boosting its super effective hits, but there is a power drop for its neutral hits. 184 Speed EVs allow Aurumoth to outspeed offensive Modest Tomohawk. 72 HP EVs increase Aurumoth's bulk, which notably allows Aurumoth to survive Colossoil's Sucker Punch. Illusion allows Aurumoth to disguise as another Pokemon, allowing it to set up Tail Glow more easily.

Usage Tips
========

Entry hazards can ruin Aurumoth's Illusion, so clear them away before sending it in. If absolutely necessary, try to send in Aurumoth disguised as another Pokemon with a 2x weakness to Stealth Rock. Disguise Aurumoth as an offensive Pokemon to lure in a wall; for example, Manaphy lures in Ferrothorn, which Aurumoth can OHKO with Overheat. Many opponents will send in Unaware Clefable to tank Aurumoth's boosted moves; if an Unaware Clefable switch-in is predicted, use Overheat or Psychic to 2HKO it. Aurumoth doesn't have to set up to be powerful; however, setting up whenever possible is ideal. If Aurumoth hasn't finished taking out opposing walls, don't let it go down prematurely. Save it for later in the battle to set up again.

Team Options
========

Manaphy is a great teammate, as it also utilizes Tail Glow to wallbreak. Manaphy also lures in Grass-types, which Aurumoth can eliminate. Spinners and Defoggers eliminate entry hazards to preserve Aurumoth's Illusion. Prime examples include Colossoil, Tomohawk, Mollux, Latios, and Mega Scizor. Stealth Rock users like Garchomp, Tomohawk, and Mollux help Aurumoth net KOs. Clefable, Mega Crucibelle, Mega Diancie, and Azumarill lure in Steel-types, so disguising Aurumoth as one of these Pokemon helps Aurumoth eliminate or deal heavy damage to them with Overheat. Clefable can use Thunder Wave to slow down faster Pokemon that Aurumoth wouldn't otherwise be able to outspeed with a wallbreaking set. Mega Crucibelle and Mega Diancie can check Flying-type Pokemon like Talonflame and Tornadus-T. Azumarill is a good wallbreaking partner with Aurumoth, as it checks Colossoil and, with the help of Aurumoth, doesn't have to run Superpower to deal with Ferrothorn. Sweepers and cleaners like Cawmodore, Mega Charizard X, Mega Lopunny, and Choice Scarf Volkraken appreciate Aurumoth's ability to take out walls. Kerfluffle can use Parting Shot to ease Aurumoth's setup and has good type synergy with it, dissuading the opponent from using Dark- and Rock-type attacks. This Aurumoth set appreciates checks to revenge killers, (AC) since Aurumoth loses momentum after knocking out a Pokemon. Tank Garchomp punishes VoltTurn teams sufficiently and can check Talonflame, while Coil Mega Crucibelle can switch in and set up if Talonflame revenge kills Aurumoth.

[SET]
name: No Guard + Quiver Dance
move 1: Quiver Dance
move 2: Psychic / Psyshock
move 3: Focus Blast / Thunder
move 4: Shadow Ball / Blizzard
item: Life Orb
ability: No Guard
nature: Timid
evs: 24 HP / 252 SpA / 232 Spe

[SET COMMENTS]
Moves
========

Quiver Dance boosts Aurumoth's Special Attack, Special Defense, and Speed. Psychic, Focus Blast, and Shadow Ball are best used together, whereas Psyshock, Thunder, and Blizzard form an alternative option. After a boost, Psychic OHKOes Tomohawk, Choice Scarf Mollux, Mega Venusuar, Mega Crucibelle, Plasmanta, Keldeo, Mega Lopunny, Kerfluffle, and Volcanion. Cyclohm requires a bit of prior damage to OHKO after a boost. Focus Blast can replace Aurumoth's Bug-type STAB move, (AC) since it has better coverage: after a bit of prior damage and a boost, it OHKOes specially defensive Heatran, Assault Vest Colossoil, Ferrothorn, Mega Gyarados, and Cawmodore. After two boosts, Mega Scizor can be OHKOed and Chansey can be 2HKOed. Shadow Ball is Aurumoth's best coverage move for Ghost-types and OHKOing Kitsunoh after a boost, and Psychic-types, OHKOing Mega Medicham, Mega Metagross, Latios, Mega Gardevoir, other Aurumoth, and Slowbro after a boost and Stealth Rock damage.

If you opt for the second set of slashes, Psyshock becomes the better STAB move to hit Chansey; it achieves a 2HKO after a boost and Stealth Rock damage. It also OHKOes Mega Venusaur, Mollux, Crucibelle, Plasmanta, Kerfluffle, Keldeo, and Mega Lopunny after a boost. Thunder is a great coverage move with perfect accuracy thanks to No Guard. It OHKOes Slowbro, Azumarill, Naviathan, Gyarados, Mega Gyarados, Volkraken, Tomohawk, Tornadus-T, Mega Charizard Y, and Volcanion after a boost. It 2HKOes Rotom-W and Mega Scizor after a boost as well. Blizzard rounds out the BoltBeam coverage with Thunder, as it OHKOes Cyclohm, Necturna, Garchomp, Landorus-T, Gliscor, Hippowdon, Latios, and Cawmodore after a boost. It also OHKOes Colossoil and 2HKOes Ferrothorn after two boosts.

Set Details
========

252 Special Attack EVs and a Life Orb maximize Aurumoth's damage output. 232 Speed EVs and a Timid Nature nature allow Aurumoth to outspeed Choice Scarf Landorus-T after a Quiver Dance boost. 24 HP EVs allow Aurumoth to survive a max roll Colossoil Sucker Punch and a round of Life Orb recoil. No Guard allows Focus Blast, Blizzard, and Thunder to hit with perfect accuracy.

Usage Tips
========

Only set up if Aurumoth's hard checks such as Clefable, Talonflame, Choice Scarf Volkraken, Choice Scarf Keldeo, and Colossoil are taken out. Since Aurumoth doesn't have Illusion to hide itself, setting up on passive Pokemon like Rotom-W, Fidgit, and Ferrothorn is ideal. Using Quiver Dance twice to outspeed Choice Scarf Volkraken and to secure guaranteed OHKOs is favorable, but this isn't always possible. Use double switches or a slow VoltTurn to get Aurumoth in safely.

Team Options
========

While entry hazards are not as very (don't compare it to other sets just yet) harmful to this set, they will still wear down Aurumoth, so spinners and Defoggers are good teammates. Stealth Rock users help Aurumoth net easier KOs. Volt Switch and U-turn Turn users like Mega Scizor, Rotom-W, and Tornadus-T help Aurumoth get in safely. Partnering No Guard Aurumoth with Manaphy or Volcarona can give the impression that one of them is Illusion, which allows these teammates to set up more easily. Wallbreakers help to soften tanks before Aurumoth sets up to sweep. Stallbreakers such as Heatran, Clefable, and Naviathan can remove passive Pokemon that can stomach Aurumoth's boosted moves. Kerfluffle can also stallbreak and use Parting Shot to help Aurumoth set up.

[SET]
name: All-(AH)Out Attacker
move 1: Megahorn / Bug Buzz
move 2: Psychic / Psyshock
move 3: Overheat
move 4: Ice Beam / Thunderbolt / Hydro Pump
item: Life Orb / Choice Specs
ability: Illusion
nature: Naive / Timid
evs: 24 HP / 84 Atk / 168 SpA / 232 Spe

[SET COMMENTS]
Moves
========

Megahorn should be run together alongside Psychic, while Bug Buzz should be run alongside Psyshock. These pairs of moves allow Aurumoth to hit both physically defensive and specially defensive Pokemon with one set. With the given EV spread, Megahorn can 2HKO Chansey after Stealth Rock Damage. It also OHKOes Colossoil, which allows Aurumoth to knock it out on the switch before Colossoil can use Sucker Punch on Aurumoth. It is also Aurumoth's most powerful option against neutral targets, though it has subpar accuracy. Other notable 2HKOs include Krilowatt, Slowbro, and Rotom-W. Psychic should always be run alongside Megahorn. It OHKOes Keldeo, has a high chance to OHKO defensive Tomohawk and Choice Scarf Mollux, and can OHKO Mega Crucibelle and offensive Mega Venusaur after a bit of prior damage. Bug Buzz is Aurumoth's next best Bug-type STAB move, which 2HKOes Colossoil, Krilowatt, and Rotom-W and OHKOes Slowbro and Latios. It also pierces Substitute. Psyshock is preferred if Aurumoth runs Bug Buzz. It OHKOes Mega Crucibelle, Keldeo, and Choice Scarf Mollux and 2HKOes defensive Tomohawk and offensive Mega Venusaur. Overheat is Aurumoth's most powerful coverage move and OHKOes Ferrothorn, Mega Scizor, Kitsunoh, Cawmodore, Skarmory, and Mega Metagross. Aurumoth doesn't mind the Special Attack drop, as this set is very hit-and-run. Ice Beam reliably OHKOes Garchomp, specially defensive Gliscor, and defensive Landorus-T and 2HKOes Cyclohm and Assault Vest Tornadus-T, but it leaves the set walled by Heatran. Thunderbolt 2HKOes Naviathan and Assault Vest Tornadus-T, OHKOes Gyarados, and has a chance to OHKO Talonflame. Hydro Pump can 2HKO specially defensive Heatran, mixed wall Hippowdon, and specially defensive Gliscor and can OHKO defensive Landorus-T. However, it is illegal with Megahorn and Close Combat. Close Combat nets a 2HKO on Chansey with the given EV spread, though it is illegal alongside Bug Buzz, and Megahorn and Overheat generally cover most targets that Close Combat would hit. Close Combat also makes Aurumoth more susceptible to revenge killing. Focus Blast is an option to 2HKO specially defensive Heatran alongside Megahorn, but it suffers from low accuracy and overlapping coverage.

Set Details
========

84 Attack EVs and a Life Orb secure a 2HKO on Chansey with Megahorn after Stealth Rock damage. 232 Speed EVs and a Naive nature let Aurumoth outspeed maximum Speed Landorus-T. Naive is used over Hasty to take priority moves better. 24 HP EVs let Aurumoth survive a maximum roll Sucker Punch from Colossoil and one round of Life Orb recoil. The remaining 168 EVs are tossed into Special Attack to allow Aurumoth to hit hard with its special attacks. A spread of 24 HP / 252 SpA / 232 Spe with a Timid Nature should be run if not using Megahorn or Close Combat. Choice Specs gives Aurumoth more power and can give it more longevity, but it locks Aurumoth into one move. Additionally, it should not be run with Megahorn or Close Combat. A notable difference between Choice Specs and Life Orb is that with Choice Specs, Overheat has a is guaranteed to 2HKO on Unaware Clefable. Expert Belt is another option to preserve Aurumoth's Illusion, but it lacks the power of Life Orb or Choice Specs. Illusion lets Aurumoth disguise as another Pokemon, which can lure in Pokemon when they least suspect a powerful Life Orb-boosted or Choice Specs-boosted attack.

Usage Tips
========

This set is used primarily for luring in Pokemon for another sweeper. Aurumoth should disguise itself as this sweeper to lure in its checks and counters so that it can KO them. Because it lacks a boosting move, this Aurumoth set cannot sweep on its own. Predicting which Pokemon will switch in is key. To maintain the element of surprise, Aurumoth should switch into an entry hazard-free field. This set's standard moveset can systematically dismantle the Colossoil, Tomohawk, bulky Steel-type, and Cyclohm core.

Team Options
========

Sweepers like Coil Mega Crucibelle, Mega Lopunny, Cawmodore, Talonflame, Choice Scarf Volkraken, Mega Charizard X, and Mega Scizor appreciate Aurumoth's ability to eliminate certain threats that would otherwise halt a sweep. Spinners and Defoggers help Aurumoth preserve its Illusion longer. Examples of the former include Colossoil, Mollux, and Tomohawk; examples of the latter include Mega Scizor, Latios, and Zapdos. Stealth Rock users, including Mollux, Heatran, and Tank Garchomp, (AC) help Aurumoth achieve certain KOs, most notably against Chansey using Megahorn. Tailwind users such as Fidgit and Zapdos can be used to turn Aurumoth from a wallbreaker into a fearsome sweeper.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Megahorn
move 3: Zen Headbutt
move 4: Close Combat / Overheat
item: Life Orb
ability: Illusion / No Guard
nature: Jolly
evs: 24 HP / 252 Atk / 232 Spe

[SET COMMENTS]
Moves
========

Dragon Dance boosts Aurumoth's Attack and Speed, which can start a sweep. Megahorn is Aurumoth's most powerful physical STAB attack, and its low accuracy can be mitigated by No Guard. Regardless of the number of Dragon Dance boosts, it 2HKOes Chansey. After a boost it 2HKOes Pyroak and defensive Necturna; OHKOes Krilowatt, Slowbro, Colossoil, Mega Gardevoir, Mega Gyarados, Latios, and Choice Scarf Jirachi; and OHKOes Rotom-W with a bit of prior damage. Zen Headbutt is Aurumoth's best Psychic-type STAB attack, which can OHKO Mega Crucibelle, Keldeo, Mollux, offensive Mega Venusaur, Assault Vest Tornadus-T, and defensive Tomohawk after a boost. Close Combat hits Steel-types hard after a boost like Ferrothorn, Heatran, and Naviathan. It also hits Chansey harder than Megahorn, although Aurumoth becomes walled by Kitsunoh. Alternatively, Overheat can also be used to hit Steel-types like Ferrothorn, Cawmodore, Kitsunoh, and Scizor, but it is weak without investment and leaves Aurumoth walled by Heatran.

Set Details
========

252 Attack EVs and a Life Orb let Aurumoth hit as hard as possible. Life Orb also offsets the hindering nature and lack of investment for Overheat. Colbur Berry can be used to weaken Colossoil's Sucker Punch or Knock Off, but Aurumoth misses the power from Life Orb. 232 Speed EVs and a Jolly nature let Aurumoth outspeed Choice Scarf Landorus-T after a Dragon Dance boost. Aurumoth should run Jolly even if using Overheat, as it still deals decent amounts of damage to Steel-types. 24 HP EVs let Aurumoth take a maximum roll Sucker Punch from Colossoil and one round of Life Orb recoil without fainting. Aurumoth can disguise itself as another Pokemon with Illusion to ease setup. No Guard still has merit, as Aurumoth usually baits in special walls anyway. It ensures that Megahorn and Zen Headbutt will always hit.

Usage Tips
========

If Aurumoth's disguise takes the incorrect amount of damage from entry hazards, Illusion becomes useless; therefore, removing entry hazards before switching in is mandatory. However, if entry hazards cannot be removed, Aurumoth should disguise as a Pokemon that will take the same amount of entry hazard damage as Aurumoth. If the opponent has Choice Scarf Volkraken, try to accumulate two boosts to outspeed it. However, be mindful that losing too much HP can make Aurumoth easily revenge killed by priority users. Take out physical walls like Unaware Quagsire, Unaware Clefable, and Cyclohm before setting up, as they can switch in and halt Aurumoth's sweep.

Team Options
========

Mega Charizard X, Feraligatr, Mega Gyarados, and Naviathan are other Dragon Dance sweepers that Aurumoth can disguise as. In particular, after Mega Evolving, Mega Charizard X takes the same amount of damage from Stealth Rock and is affected by Spikes, Toxic Spikes, and Sticky Web. Spinners and Defoggers help to preserve Aurumoth's Illusion. Stealth Rock users help Aurumoth achieve KOes more easily. Wallbreakers can help soften tanks and walls before Aurumoth sets up. Magic Guard Clefable and Kerfluffle can take on both Quagsire and Cyclohm and remove them before Aurumoth sets up Dragon Dance.

[STRATEGY COMMENTS]
Other Options
=============

Tail Glow + No Guard is an option to boost fast quickly and fire off really powerful moves, but it leaves Aurumoth very open to revenge killing if not against a defensive team. Substitute can ease setup and preserve Illusion longer, but it competes with a coverage move and compromises Aurumoth's HP. Leftovers gives Aurumoth passive recovery, but the extra power from Life Orb is generally better. Coba Berry allows Aurumoth to tank Talonflame's unboosted Brave Bird and continue sweeping. Focus Sash allows Aurumoth to survive a powerful hit, (AC) and set up, (AC) and turn the tables on a revenge killer. However, Aurumoth has excellent bulk to begin with, so a power boosting item is generally preferred. Aurumoth can run a Choice Scarf set utilizing Final Gambit, Trick, and Illusion for a surprise KO, but the all-out attacker set can pull this surprise off better multiple times throughout a match. Aurumoth can run a defensive set utilising Wish / Protect / Megahorn or Psychic / Will-O-Wisp, which can check Fighting-types like Mega Medicham, Mega Lopunny, and Breloom, spread burns, and keep its team healthy. This gives Aurumoth a unique niche on defensive and balance teams; however, Aurumoth would rather capitalize on its offensive stats. Healing Wish lets Aurumoth sacrifice itself in order to heal up a teammate, but Aurumoth generally appreciates Healing Wish support from its teammates. The best set to run Healing Wish on would be the Choice Scarf set. Disable can lock a super effective move from a check or counter, but it competes with a coverage move.

Checks and Counters
===================

**Unaware Clefable**: Unaware Clefable is the closest Pokemon Aurumoth has to a counter, as it ignores all of Aurumoth's boosts and can paralyze it with Thunder Wave or KO it with Moonblast. However, Clefable must be wary of Overheat, as Unaware ignores the Special Attack drops, and Final Gambit, the only move Aurumoth has that can OHKO.

**Powerful Priority**: Talonflame can switch into Bug Buzz, Megahorn, Overheat, or Focus Blast, ignore any of Aurumoth's boosts in speed and, Speed, and OHKO or 2HKO with priority Brave Bird or Acrobatics, while Colossoil can switch into Overheat, Psyshock, Zen Headbutt, and Psychic and almost OHKO it with Sucker Punch. However, Talonflame has to be wary of boosted Psyshock, Thunderbolt, Thunder, and Hydro Pump when switching in, while Colossoil has to watch out for Bug Buzz, Megahorn, Hydro Pump, Ice Beam, Blizzard, Focus Blast, and Close Combat.

**Colossoil**: With an Assault Vest, Colossoil can stomach any unboosted special hit from Aurumoth and even has the potential to tank a +1 Bug Buzz. Furthermore, Knock Off has a 50% chance to outright KO Aurumoth, while Sucker Punch will KO Aurumoth if it has taken Stealth Rock Damage damage or two rounds of Life Orb Recoil, allowing Colossoil to revenge KO Aurumoth that lacks a Colbur Berry. However, if Aurumoth has boosted more than once or if it has Megahorn or Close Combat, it can muscle past Colossoil.

**Faster Pokemon**: Pokemon like Mega Charizard X, Mega Diancie, Syclant, Tornadus-T, Weavile, Stratagem, Mega Manectric, Mega Aerodactyl, Kitsunoh, Kerfluffle, and Mega Alakazam can outspeed Aurumoth before it boosts its Speed. Choice Scarf Volkraken in particular is dangerous, as Aurumoth cannot outspeed it even with maximum Speed and at +1.

**Status**: Paralysis from Cyclohm, Thundurus, and Clefable ruins Aurumoth's important speed Speed. Burns from Rotom-W ruin the Dragon Dance and Scarf variants. Burn damage and poison damage compromise Aurumoth's longevity and Final Gambit's damage output.

**Heatran**: Specially defensive Heatran can absorb Aurumoth's STAB moves and Overheat, but it has to watch out for Aurumoth's Water- and Fighting-type coverage moves, particularly Close Combat.

**Physical Walls**: Both defensive Cyclohm and Quagsire wall Aurumoth's Dragon Dance set and can recover whatever damage Aurumoth deals. The former can paralyze Aurumoth with Discharge or Static, while Quagsire ignores Aurumoth's boosts entirely and can poison or burn it. However, Cyclohm and Quagsire fall to every other one of Aurumoth's special sets.
GP 2/2
 
Last edited:

snake

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I finally finished...are you proud of me?

Wait...

Illusion's getting removed.

All these sets won't be in Gen 7?

No...

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


Well, in any case, this analysis is done. Thanks everyone who helped out!
 

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