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

snake

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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 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 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 drop, though. Hydro Pump can OHKO Heatran after a bit of prior damage and OHKOes Hippowdon, Gliscor, and Landorus-T after a boost. It is also Aurumoth's best option if it wants to attempt a late-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 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, 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, and 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 because 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, 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 because 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 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 very 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 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-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 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 is guaranteed to 2HKO 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, 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 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, set up, 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 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 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. 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.
 
Last edited:

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
I know Team Options and Usage Tips are lacking across all sets, but I'm ready for comments now.

EDIT: Moving this back into WIP.
 
Last edited:

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Moved Scarf to OO.
Added No Guard QD, working on calcs
Need to flesh out team options for all sets.
 
I'm just gonna take a look at Checks and Counters right now
Checks and Counters
===================

**Talonflame**: Talonflame can ignore any of Aurumoth's boosts in speed and 2HKO or OHKO priority Brave Bird or Acrobatics. Aurumoth cannot escape this fate, as it has no way to boost its Defense. However, it has to be wary of boosted Psyshock and Thunderbolt when switching in.

**Unaware**: Clefable, Quagsire, and Arghonaut ignore any of Aurumoth's boosts. However, Clefable must be wary of Overheat, as Unaware ignores the Special Attack drops, Arghonaut must be wary of Psychic and Psyshock, and Quagsire must be wary of Bug Buzz and Psychic. Unaware Clefable should get its own section at the top since it's the closest thing to a full Aurumoth counter there is. Arghonaut ignores boosts, but it also gets mauled by Psychic STAB so it probably shouldn't even be listed. The only boosting set Quagsire actually walls is Dragon Dance.

**Colossoil**: Colossoil can switch into Overheat, Psyshock, Psychic, or Zen Headbutt and threaten Aurumoth with Sucker Punch. However, it cannot switch into Megahorn and Close Combat at all and has a harder time switching into Bug Buzz, Hydro Pump, Surf, Ice Beam, Blizzard, and Focus Blast, especially when Aurumoth has accumulated boosts. Talon and Colo should probably just be lumped into a priority section since they're both pretty shaky switch-ins.

**Faster Pokemon**: Pokemon like Mega Charizard X, Mega Diancie, Syclant, Tornadus-T, Weavile, Stratagem, Mega Manectric, Mega Aerodactyl, 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. 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.

**Kitsunoh**: Kitsunoh walls any of Aurumoth's sets not running Overheat and can strike back with STAB Shadow Strike. It does take a fair amount of damage from Surf, Hydro Pump, and Thunderbolt though. Kitsunoh isn't really notable enough for its own section since most Aurumoth either have Overheat or at least some coverage move that hits it neutrally. Can fit in with faster mons.

**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.

**Cyclohm**: Defensive Cyclohm specifically counters Aurumoth's Dragon Dance set, but it falls Bug Buzz, Ice Beam, and Final Gambit.

now I'm not sure, but things that specifically counter DD moth (quag, clohm) but nothing else should probably be lumped together.
 

cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Specify what move you would drop for Overheat on the No Guard set, as that section already makes a big fuss over what moves should be used with what for optimal coverage.

Other Options needs to be ordered from most viable options to least viable options. Colbur and Focus Sash should be moved up next to Leftovers as they're the easiest to sub onto an existing set. Substitute should be listed over Disable, as its far less situational. I'm also wondering why Thunderbolt/Thunder and Shadow Ball are listed here if they're already on the listed sets. It might make more sense to just mention them in the Moves section for QD Illusion and remove them from Other Options.

Dragon-Dance-Specific-Counters could just be Physical Walls.
 

snake

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Thanks cbrevan, I honestly forgot about Shadow Ball and Tbolt in OO. I added Tbolt in the AOA set after I figured out Hydro Pump was illegal with Megahorn and Shadow Ball with the No Guard QD set. Those happened way after I typed out OO.
 
I think slashing No Guard for an ability on your All out attacker set would be a good idea. Sacrificing surprise for accuracy, especially if someone decides to run Megahorn, overheat and Hydro pump on the same set might be more worth it. It's definitely the inferior ability on the set as a whole, but I still think it deserves a mention
 

snake

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CAP Co-Leader
I think slashing No Guard for an ability on your All out attacker set would be a good idea. Sacrificing surprise for accuracy, especially if someone decides to run Megahorn, overheat and Hydro pump on the same set might be more worth it. It's definitely the inferior ability on the set as a whole, but I still think it deserves a mention
Two things:
The original moves for the main set were Megahorn / Psychic / Overheat / Hydro Pump. Hydro Pump had a chance to 2HKO SpDef Heatran, even with only 168 Special Attack EVs. Unfortunately, Hydro Pump is illegal with Megahorn due to Gen 5 breeding mechanics, and Surf couldn't net that hit on Heatran, so I went with Ice Beam instead.

Also, that set arguably relies on surprise more than any set because Aurumoth can't boost its speed or sweep anything. It's main draw is a complete lure. I could mention No Guard (I want everyone's opinion on this), but I don't want to slash it.

Thanks for the input though!
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
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Sick of looking at this by myself in WIP. QC ready, though it needs a good bit of work.

I don't mind it at all if people just check one set or section at a time because checking the whole analysis is way too much work...
 
Last edited:
snake_rattler
[OVERVIEW]

+Aurumoth can run many different sets with many different moves, making it very unpredictable to face.
+It has great mixed attacking stats and a decent Defense stat.
+It has access to great boosting moves in Quiver Dance, Tail Glow, and Dragon Dance
+It also has access to amazing coverage moves and STABs, leaving no Pokemon to wall every set
+It also has access to many utility options like Final Gambit, Will-o-Wisp, Healing Wish, and Wish.
+No Guard makes Aurumoth's many inaccurate moves hit without fail, while Illusion can trick the opponent and let it nab a free boost. or a surprise KO (in the case of lure-oriented sets)
- However, Aurumoth has an inconvenient Speed stat of 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 it's 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 also has a large case of four moveslot syndrome, meaning that certain Pokemon can wall its sets.
- It is also vulnerable to common priority, such as Talonflame's Brave Bird and Colossoil's Sucker Punch.
- Aurumoth has some annoying move illegalities, including Bug Buzz with Close Combat and Megahorn with Hydro Pump. imo this point isn't entirely necessary to mention here since it's really only applicable to AOA, and it's covered in depth there

[SET]
name: Illusion Quiver Dance
move 1: Quiver Dance
move 2: Bug Buzz
move 3: Psyshock
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 i'd argue otherwise (then again i'm a hipster), boosting its awesome Special Attack, allowing it to outspeed most metagame threats, and patching up its weak Special Defense.
-Bug Buzz is Aurumoth's most powerful special Bug-type STAB that OHKOes Colossoil, Latios, and other Aurumoth after a boost. It can also damage through Substitutes. true for many AV colo, but some people are still running the super bulky variants that can live +1 buzz. also, latios/opposing auru are OHKOed by +0 buzz, so i'd probably rephrase this part.
-Psyshock hits specially defensive threats like Chansey, Poison-types like Mega Venusaur and Crucibelle, and Fighting-types like Keldeo and Tomohawk.
-Overheat OHKOes Steel-types like Ferrothorn, Kitsunoh, Cawmodore, and Mega Scizor with no boosts, though the Special Attack drop is not the best. +1 overheat has a good chance to OHKO sdef rachi after rocks.
-Hydro Pump can OHKO Heatran after a bit of prior damage and OHKOes Hippowdon, Gliscor, and Landorus-T after a boost.
-Ice Beam reliably OHKOes Landorus-T, Gliscor, Garchomp, and Cyclohm after a boost. some of these are OHKOed before a boost too. also worth mentioning that STABs+Ice Beam leaves it fairly vulnerable to most Steels
-Thunderbolt and Thunder hit Naviathan, Gyarados, and Talonflame super effectively, but its coverage is a lacking otherwise. remove Thunder
-Shadow Ball hits Kitsunoh super effectively and has good neutral coverage, but Aurumoth generally appreciates its other coverage moves better. imo this mention can be removed, shadow ball isn't that great when overheat exists

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.
- it might be worth giving colbur an actual mention here as opposed to just OO
-Illusion eases Aurumoth's set up, potentially tricking the opponent into switching in a Pokemon harmless to Aurumoth as it sets up, such as Latios, Mega Crucibelle,
-24 HP EVs allows Aurumoth to survive one round of Life Orb recoil after a maximum damage roll form Colossoil's Sucker Punch without fainting.

Usage Tips
========

-Make sure to clear hazards away before sending in Aurumoth so 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 which will take the correct amount of Stealth Rock damage and be affected by Toxic Spikes, Spikes, and Sticky Web.
-Send in Aurumoth as disguised 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.
-Disguise Aurumoth as a passive Pokemon when setting up Quiver Dance.
-Try to remove Unaware users like Clefable before setting up.
-Colossoil and Talonflame can potentially end a sweep, so removing them before setting up is preferred.
-Try to set up twice if the opponent has Choice Scarf Volkraken, which can outspeed +1 Aurumoth.

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 Crucibelle, luring in not effective attacks, so Aurumoth gets a free turn of set up.
-Tank Garchomp, Mollux, Heatran, and Tomohawk set up Stealth Rock for Aurumoth, allow it to get easier KOes.

[SET]
name: 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 breaks through the sturdies walls after a Tail Glow and is capable of piercing through Substitutes. It OHKOs Pyroak and Cyclohm.
-Psyshock hits specially defensive walls, capable of OHKOing Chansey after Stealth Rock damage and OHKOing Tomohawk.
- Psychic is viable on a set with as much firepower as this, as even specially defensive walls (sans ultra ridiculous stuff like chansey, which auru can just Tail Glow again on) will be taking massive damage from +3 Psychic. also 2HKOes standard unaware clef (which psyshock can't do), which is helpful if you opt not to run overheat.
-Overheat is good for luring in Steel-types and removing them before Aurumoth sets up Tail Glow later in the match. It also 2HKOes Unaware Clefable.
-Surf is a good alternative to hit specially defensive Heatran, though Psyshock 2HKOs after a Tail Glow.
-Hidden Power Fire can be run to avoid the special attack drop from Overheat after Aurumoth has set up and maintain coverage on Steel-types, but the immediate power from Overheat is better appreciated. imo no mention. if it does stay, you should mention altering the Speed EVs to hit the tomo benchmark because of the IV drop.

Set Details
========

-252 Special Attack EVs, a Modest Nature, and a Life Orb maximize Aurumoth's Special Attack stat.
-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 Aurumoth to set up Tail Glow more easily.
-Aurumoth can also run No Guard in order to use the more powerful Focus Blast, Hydro Pump, and Blizzard without worrying about missing, but it makes setting up Tail Glow harder.

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 under the guise of a Pokemon with a 2x weakness to Stealth Rock.
-Disguise Aurumoth as an offensive Pokemon to lure in a wall. expand on this point a bit, it should be disguised as an offensive mon that is checked by something auru can defeat. feel free to put the classic manaphy example.
-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.
-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 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 KOes.
-Clefable, Mega Crucibelle, Azumarill, and Mega Diancie lure in Steel-types, so disguising Aurumoth as one of these Pokemon helps Aurumoth hit them with Overheat. expand on how these mons help auru out; for example cruci/diancie can check and/or set up on flyings, azu can check colo reasonably well (CB Azu in particular is a nice wallbreaking partner and helps punch holes in stall), etc

[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 should be used on one set, while Psyshock, Thunder, and Blizzard should be use on another. Each attain mostly neutral coverage, so mixing the left and ride slashes is not recommended.
- After a boost, Psychic OHKOes Tomohawk, Scarf Mollux, Mega Venusuar, Mega Crucibelle, Plasmanta, Keldeo, Mega Lopunny, and Volcanion. Cyclohm requires a bit of prior damage to OHKO after a boost.
- Focus Blast can replace Aurumoth's Bug STAB move 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, Chansey can be 2HKOed.
- Shadow Ball is Aurumoth's best coverage move for Ghost-types, 2HKOing Mega Sableye and OHKOing Kitsunoh after a boost, and Psychic-types, OHKOing Mega Medicham, Mega Metagross, Latios, Mega Gardevoir, other Aurumoth, Slowbro after a boost and Stealth Rock damage.
- If opting 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 Venusuar, Mollux, Crucibelle, Plasmanta, 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 rouns out BoltBeam coverage with Thunder. OHKOes Cyclohm, Necturna,, Garchomp, Landorus-T, Gliscor, Hippowdon, Latios, Cawmodore after a boost. It OHKOes Colossoil and 2HKOes Ferrothron after two boosts.
- Overheat OHKOes Steel-types like Ferrothorn, Scizor, Kitsunoh, and Cawmodore, but Focus Blast and Thunder usually take care of them better. If needed, Overheat should be run over Shadow Ball or Psyshock to maintain coverage. Additionally, the Special Attack drop is not favorable.

Set Details
========

- 252 SpA and Life Orb maximize Aurumoth's damage output.
- 232 Speed EVs and a Timid Nature allow Aurumoth to outspeed 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 are taken out. i am a new cap meta player and i don't know auru's hard checks :(
-Try to Quiver Dance twice to outspeed Scarf Volkraken and secure guaranteed OHKOes. i mean it's obviously great if you can get two QDs but it's not entirely feasible in many situations. i'd rather have this focus on the stuff auru should be trying to QD against (usually more passive stuff or defensive mons that are threatened with SE moves).
-Use double switches or safe Volt Switches or U-turn switches to get Aurumoth in safely.

Team Options
========

-While hazards are not as harmful to this set, they will still wear down Aurumoth, so spinners and defoggers are good teammates.
-Stealth Rock users help Aurumoth net easier KOes.
-Voltturn users like Mega Scizor, Rotom-W, and Tornadus-T help Aurumoth get in safely.
you'll need to expand on this stuff, even if the teammates are similar to previous sets.

[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 whose low accuracy can be mitigated through No Guard. Regardless of Dragon Dance boosts, it 2HKOes Chansey. After a boost it 2HKOes Pyroak and defensive Necturna; OHKOes Krilowatt, Slowbro, Colossoil, Mega Gardevoir, Mega Gyarados, and Latios and Scarf Jirachi; and OHKOes Rotom-W with a bit of prior damage.
-Zen Headbutt is Aurumoth's best Psychic-type STAB, which can OHKO Mega Crucibelle, Keldeo, Mollux, Offensive 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 and Chansey harder than Megahorn, although Aurumorh becomes walled by Kitsunoh.
-Alternatively, Overheat can also be used to Steel-types like Ferrothorn, Cawmodore, Kitsunoh, and Scizor, but it is weak without investment and leaves Aurumoth walled by Heatran.
good

Set Details
========

-252 Attack EVs and Life Orb let Aurumoth hit as hard as possible. It also boosts the power of Overheat.
-232 Speed EVs and a Jolly Nature let Aurumoth outspeed Choice Scarf Landorus after a Dragon Dance boost. Aurumoth should run Jolly even if using Overheat, as it still deals good 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 set-up.
-No Guard still has merit, as Aurumoth usually baits in special walls anyways. It ensures that Megahorn and Zen Headbutt will 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 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.
-Take out physical walls o?
-Remove Unaware users o?

Team Options
========

-Mega Charizard X, Feraligatr, Mega Gyarados, and Naviathan are other Dragon Dance sweepers, which Aurumoth can disguise as. In particular, 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 easier.
again, these generic points will need to be expanded on even if they're similar to other sets. i know you'll do this at some point so i'm not worried about it.

[SET]
name: All 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 and Psychic should be run together, while Bug Buzz and Psyshock should be run together. 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 2HKOes include Krilowatt, Slowbro, and Rotom-W.
-Bug Buzz is Aurumoth's next best STAB move, which 2HKOes Colossoil, Krilowatt, Rotom-W and OHKOes Slowbro and Latios. It also pierces Substitute.
-Psychic should always be run alonside Megahorn. It OHKOes Keldeo, has a high chance to OHKO defensive Tomohawk and Chioce Scarf Mollux, and can OHKO Mega Crucibelle and offensive Mega Venusaur after a bit of prior damage.
-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.
-Ice Beam reliably OHKOes Garchomp, specially defensive Gliscor, and defensive Landorus-T and 2HKOes Cyclohm and Assault Vest Tornadus-T, but 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. 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 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 nets a 2HKO on Chansey with Megahorn after Stealth Rock damage.
-232 Speed EVs and a Naive let Aurumoth outspeed maximum Speed Landorus-T.
-Naive is used over Hasty to take priority moves better.
-24 HP EVs lets Aurumoth survive a maximum roll Sucker Punch from Colossoil and one round of Life Orb recoil on one HP.
-168 Special Attack EVs are leftover and allow Aurumoth to hit hard with 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 Overheat has a guarenteed 2HKO on Unaware Clefable.
-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. Aurumoth should disguise as a Pokemon which will lure in a check or counter that is weak to one of Aurumoth's moves.
-Because it lacks a boosting move, this Aurumoth set cannot sweep on its own. Instead, Aurumoth can lure out certain Pokemon and KO them for another teammate to sweep. Predicting which Pokemon will switch in is key.
-To maintain the element of surprise, Aurumoth should switch into a 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 Crucibelle, Mega Lopunny, Cawmodore, Talonflame, 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 help Aurumoth achieve certain KOes, most notably against Chansey using Megahorn.
- mention tailwind users (fidgit first and foremost), since they can turn this set from a wallbreaker into a set that actually has some dangerous sweeping potential

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

-Leftovers gives Aurumoth passive recovery, but the extra power from Life Orb is generally better.
-Focus Sash allows Aurumoth to survive a powerful hit and set up and turn the tables on a revenge killer.
-Colbur Berry allows Aurumoth to stomach Colossoil's Sucker Punch better and break past it with Megahorn or Bug Buzz. i think this item is good enough for mentions or even perhaps a slash on specific sets, i'll let other QC decide though
- coba berry lets auru easily stomach talon's brave bird and continue sweeping

-Aurumoth can run a defensive set utilising Wish / Protect / Megahorn or Zen Headbutt / Will-o-Wisp you gotta expand on why you'd run such an option; auru's unique defensive typing allows it to wall fightings such as mega medicham, mega lopunny, and breloom (after sleep clause has been activated) and spread burns while staying healthy + supporting the team with wish, giving it a unique niche on stall but Aurumoth is generally likes to capitalize on its offensive stats.
-Aurumoth can run a 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. (i'd move this set to the top of oo since it's the closest to being a main set)
-Substitute can ease set up and preserve Illusion longer, but it competes for a coverage move and compromises Aurumoth's HP.
-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 for a coverage move.

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

**Unaware Clefable**: Unaware Clefable is the closest Pokemon Aurumoth has as a counter, as it ignores all of Aurumoth's boosts and can paralyze it with Thunder Wave or kill 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, OHKO or 2HKO priority Brave Bird or Acrobatics, while Colossoil can switch into Overheat, Psyshock, Zen Headbutt, and Psychic and deal almost an OHKO with Sucker Punch. Aurumoth has no way to boost its Defense either. 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.

**Faster Pokemon**: Pokemon like Mega Charizard X, zard y, Mega Diancie, Syclant, Tornadus-T, Weavile, Stratagem, Mega Manectric, Mega Aerodactyl, Kitsunoh, 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. 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. poison isn't terribly worrisome for auru (at least not the main sets), and final gambit is in oo so I'm not sure it warrants a mention here.

**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 Aurmoth'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 of Aurumoth's special sets.
I've been checking this bit by bit for a while, finally got it done. Let me know if you have any questions/comments. Great work.

QC 1/3

 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
I got most of the stuff except expanding the team options...

Ready for second check I guess
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Honestly I needed to look away from it because I just got sick of the analysis, but now I want to expand them some. I'll get to it tonight if I can; if I can't, it'll be soon.
 

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus

Does this look like the face of mercy to you?
Well?
Does it?
[OVERVIEW]

+Aurumoth can run many different sets with many different moves, making it very unpredictable to face. Kinda redundant with the next points without adding anything new
+Aurumoth's incredible versatility gives it different checks and counters to each of its sets, allowing it to fit on most teams.
+It has great mixed attacking stats and a decent Defense stat.
+It has access to great boosting moves in Quiver Dance, Tail Glow, and Dragon Dance
+It also has access to amazing coverage moves and STABs, leaving no Pokemon to wall every set
+It also has access to many utility options like Final Gambit, Will-o-Wisp, Healing Wish, and Wish.
+No Guard makes Aurumoth's many inaccurate moves such as Focus Blast, Blizzard, and Thunder hit without any chance of missing. Illusion can trick the opponent and let it nab a free boost. It also lets Aurumoth lure in certain threats that a sweeper needs to have taken out for a surprise KO .
- However, Aurumoth has an inconvenient Speed stat of 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 it's 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, such as Talonflame's Brave Bird and Colossoil's Sucker Punch.
- Aurumoth has some annoying move illegalities, 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
move 4: Overheat / Hydro Pump / Ice Beam
item: Life Orb Colbur Berry could theoretically be slashed here
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 awesome 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 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 and 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, though the Special Attack drop is not the best.
-Hydro Pump can OHKO Heatran after a bit of prior damage and OHKOes Hippowdon, Gliscor, and Landorus-T after a boost.
-Ice Beam reliably OHKOes Landorus-T, Gliscor, and Garchomp before a boost Cyclohm after a boost; however Aurumoth becomes walled by Steel-types.
-Thunderbolt hits Naviathan, Gyarados, and Talonflame super effectively, but its coverage is a 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 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 pairs well with Aurumoth's great coverage, allowing it to keep its HP in tact and help preserve its Illusion strategy later in the game but for the cost of a bit of power and reliability.
-Illusion eases Aurumoth's set up, potentially tricking the opponent into switching in a Pokemon harmless to Aurumoth as it sets up, such as Latios, Mega Crucibelle,
-24 HP EVs allows Aurumoth to survive one round of Life Orb recoil after a maximum damage roll form Colossoil's Sucker Punch without fainting.

Usage Tips
========

-Make sure to clear hazards away before sending in Aurumoth so 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 which will take the correct amount of Stealth Rock damage and be affected by Toxic Spikes, Spikes, and Sticky Web.
-[Early/Mid Game?]Send in Aurumoth as disguised 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.
-Disguise Aurumoth as a passive Pokemon when setting up Quiver Dance. This could work, thought it certainly is not the only option. Disquising as an offensive mon also potentially lets Auru force out a threat and get a free turn on set up.
-Try to remove Unaware users like Clefable before setting up.
-Colossoil and Talonflame can potentially end a sweep, so removing them before setting up is preferred.
-Try to set up twice if the opponent has Choice Scarf Volkraken, which can outspeed +1 Aurumoth.

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 Crucibelle Aurumoth, luring in ineffective attacks, so Aurumoth gets a free turn of set up.
-Tank Garchomp, Mollux, Heatran, and Tomohawk set up Stealth Rock for Aurumoth, allow it to get easier KOes
-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.

[SET]
name: 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 breaks through the sturdy walls after a Tail Glow and is capable of piercing through Substitutes. It OHKOs 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 that can still hit special walls for great damage at +3 and +6 and has a guarenteed 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, though Psyshock 2HKOs after a Tail Glow.

Set Details
========

-252 Special Attack EVs, a Modest 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 pairs well with Aurumoth's great coverage, allowing it to keep its HP in tact and help preserve its Illusion strategy later in the game but for the cost of a bit of power and reliability.
-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 Aurumoth to set up Tail Glow more easily.
-Aurumoth can also run No Guard in order to use the more powerful Focus Blast, Hydro Pump, and Blizzard without worrying about missing, but it makes setting up Tail Glow harder. Seeing as you're talking about a new ability and 3 new moves here, this is really better left for OO; "Tail Glow No Guard."

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 under the guise of a 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.
-This Aurumoth set appreciates checks to revenge killers since Aurumoth loses momentum after knocking out a Pokemon. Tank Garchomp punishes VoltTurn teams sufficiently and can check Talonflame, while Coil Crucibelle can switch in and set up if Talonflame revenge KOes Aurumoth. Clefable can switch into many faster Pokemon and use Thunder Wave.

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 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 KOes.
-Clefable, Mega Crucibelle, Mega Diancie, and Azumarill lure in Steel-types, so disguising Aurumoth as one of these Pokemon helps Aurumoth hit 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 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 abilities to take out walls.

[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 should be used on one set, while Psyshock, Thunder, and Blizzard should be use on another. Each attain mostly neutral coverage, so mixing the left and ride slashes is not recommended. Might be worth rewording slightly (and when in paragraph form, I'd prefer having them divided into two separate paragraphs), since they are really two versions of the same set rather than two different sets. "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, Scarf Mollux, Mega Venusuar, Mega Crucibelle, Plasmanta, Keldeo, Mega Lopunny, and Volcanion. Cyclohm requires a bit of prior damage to OHKO after a boost.
- Focus Blast can replace Aurumoth's Bug STAB move 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, Chansey can be 2HKOed.
- Shadow Ball is Aurumoth's best coverage move for Ghost-types, 2HKOing Mega Sableye and OHKOing Kitsunoh after a boost, and Psychic-types, OHKOing Mega Medicham, Mega Metagross, Latios, Mega Gardevoir, other Aurumoth, Slowbro after a boost and Stealth Rock damage.
- If opting 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 Venusuar, Mollux, Crucibelle, Plasmanta, 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 rouns out BoltBeam coverage with Thunder. OHKOes Cyclohm, Necturna,, Garchomp, Landorus-T, Gliscor, Hippowdon, Latios, Cawmodore after a boost. It OHKOes Colossoil and 2HKOes Ferrothron after two boosts.
- Overheat OHKOes Steel-types like Ferrothorn, Scizor, Kitsunoh, and Cawmodore, but Focus Blast and Thunder usually take care of them better. If needed, Overheat should be run over Shadow Ball or Psyshock to maintain coverage. Additionally, the Special Attack drop is not favorable.

Set Details
========

- 252 SpA and Life Orb maximize Aurumoth's damage output.
- 232 Speed EVs and a Timid Nature allow Aurumoth to outspeed 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, Scarf Volkraken, 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, or Ferrothorn is ideal.
-Using Quiver Dance twice to outspeed Scarf Volkraken and to secure guaranteed OHKOes is favorable, but this isn't always possible.
-Use double switches or safe Volt Switches or U-turn switches to get Aurumoth in safely.

Team Options
========

-While hazards are not as harmful to this set, they will still wear down Aurumoth, so spinners and defoggers are good teammates.
-Stealth Rock users help Aurumoth net easier KOes.
-Voltturn 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 it is running 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 could stomach Aurumoth's boosted moves.

[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 whose low accuracy can be mitigated through No Guard. Regardless of Dragon Dance boosts, it 2HKOes Chansey. After a boost it 2HKOes Pyroak and defensive Necturna; OHKOes Krilowatt, Slowbro, Colossoil, Mega Gardevoir, Mega Gyarados, and Latios and Scarf Jirachi; and OHKOes Rotom-W with a bit of prior damage.
-Zen Headbutt is Aurumoth's best Psychic-type STAB, which can OHKO Mega Crucibelle, Keldeo, Mollux, Offensive 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 and Chansey harder than Megahorn, although Aurumorh becomes walled by Kitsunoh.
-Alternatively, Overheat can also be used to 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 Life Orb let Aurumoth hit as hard as possible. It also boosts the power of 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 after a Dragon Dance boost. Aurumoth should run Jolly even if using Overheat, as it still deals good 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 set-up.
-No Guard still has merit, as Aurumoth usually baits in special walls anyways. It ensures that Megahorn and Zen Headbutt will 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 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.
-Take out physical walls like Unaware Quagsire, Unaware Clefable, and Cyclohm before setting up, as they can swtich in and halt Aurumoth's sweep.

Team Options
========

-Mega Charizard X, Feraligatr, Mega Gyarados, and Naviathan are other Dragon Dance sweepers, which Aurumoth can disguise as. In particular, 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 easier.
-Wallbreakers can help soften tanks and walls before Aurumoth sets up.
-Magic Guard Clefable is a notable stallbreaker that can take on both Quagsire and Cyclohm and remove them before Aurumoth sets up Dragon Dance. Perhaps list some general special offensive mons that can deal with both Quagsire and Cyclohm, such as Kerfluffle.

[SET]
name: All 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 and Psychic should be run together, while Bug Buzz and Psyshock should be run together. 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 2HKOes include Krilowatt, Slowbro, and Rotom-W.
-Bug Buzz is Aurumoth's next best STAB move, which 2HKOes Colossoil, Krilowatt, Rotom-W and OHKOes Slowbro and Latios. It also pierces Substitute.
-Psychic should always be run alonside Megahorn. It OHKOes Keldeo, has a high chance to OHKO defensive Tomohawk and Chioce Scarf Mollux, and can OHKO Mega Crucibelle and offensive Mega Venusaur after a bit of prior damage.
-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.
-Ice Beam reliably OHKOes Garchomp, specially defensive Gliscor, and defensive Landorus-T and 2HKOes Cyclohm and Assault Vest Tornadus-T, but 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. 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 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 nets a 2HKO on Chansey with Megahorn after Stealth Rock damage.
-232 Speed EVs and a Naive let Aurumoth outspeed maximum Speed Landorus-T.
-Naive is used over Hasty to take priority moves better.
-24 HP EVs lets Aurumoth survive a maximum roll Sucker Punch from Colossoil and one round of Life Orb recoil on one HP.
-168 Special Attack EVs are leftover and allow Aurumoth to hit hard with 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 Overheat has a guarenteed 2HKO on Unaware Clefable.
-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. Aurumoth should disguise as a Pokemon which will lure in a check or counter that is weak to one of Aurumoth's moves.
-Because it lacks a boosting move, this Aurumoth set cannot sweep on its own. Instead, Aurumoth can lure out certain Pokemon and KO them for another teammate to sweep. Predicting which Pokemon will switch in is key.
-To maintain the element of surprise, Aurumoth should switch into a 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 Crucibelle, Mega Lopunny, Cawmodore, Talonflame, 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 help Aurumoth achieve certain KOes, most notably against Chansey using Megahorn.
- Tailwind users such as Fidgit and Zapdos turn Aurumoth from a wallbreaker into a fearsome sweeper.


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

-Aurumoth can run a 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.
-Substitute can ease set up and preserve Illusion longer, but it competes for a coverage move and compromises Aurumoth's HP.
-Leftovers gives Aurumoth passive recovery, but the extra power from Life Orb is generally better.
-Focus Sash allows Aurumoth to survive a powerful hit and set up and turn the tables on a revenge killer.
-Coba Berry allows Aurumoth to tank Talonflame's unboosted Brave Bird and continue sweeping.
-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 stall 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 for a coverage move.

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

**Unaware Clefable**: Unaware Clefable is the closest Pokemon Aurumoth has as a counter, as it ignores all of Aurumoth's boosts and can paralyze it with Thunder Wave or kill 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, OHKO or 2HKO priority Brave Bird or Acrobatics, while Colossoil can switch into Overheat, Psyshock, Zen Headbutt, and Psychic and deal almost an OHKO 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.

**Faster Pokemon**: Pokemon like Mega Charizard X, Mega Diancie, Syclant, Tornadus-T, Weavile, Stratagem, Mega Manectric, Mega Aerodactyl, Kitsunoh, 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. 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. Maybe mention Klefki in para as well? Resisting Auru's stabs + priority t wave can really bring Auru down a peg.

**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 Aurmoth'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 of Aurumoth's special sets. This section bugs me since it only blocks one set, but you can keep it if you want.

(I'm adding this in because I don't think the one line from Powerful Priority about Colo's sucker punch suffices.)
**Colossoil**: With its 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% to outright KO Aurumoth, while Sucker Punch will KO Aurumoth if it has taken Stealth Rock Damage and one round of Life Orb Recoil, allowing Colossoil to revenge KO Aurumoth that lacks Colbur Berry. However, if Aurumoth has boosted more than once or if it has Close Combat then it can muscle past Colossoil.
Okay, so this has been a while. I was looking at this back in June/July in regards to Team Options, but I've gone through and made comments on the rest of it now. There's a lot going on with Aurumoth, and I added a few comments and suggestions. The the most part, you have the sets down well, it's just some of the sets are naturally more convoluted than others. In terms of new content that I want spliced in, the main thing really is Expert Belt, since it works great with Aurumoth's coverage and lets Auru stay at 100% easier, which means Illusion works more often. For now I have it in the set details of sets w/ life orb, as I feel it is slightly better than OO but not slash worthy. Once things are implemented, consider this QC 2/3.
 

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
Considering that cbro never actually posted the check in the thread I'd find it very hard to imagine that it means QC 3/3. He has to at least post something in the thread :/
 
snake_rattler

- Make sure all references to Landorus-T have the "-T", just CTRL+F to find them since there are quite a few instances of this.
- I'd personally put AOA in front of DD. Not a huge deal either way, so it's your call.
- Coil Crucibelle mentions -> Coil Mega Crucibelle because it's a lot more relevant.
- I think it's fine to remove the "3 attacks" part from the set names. If we had a QD+Sub+2 attacks set or a Double Dance set we were trying to distinguish them from, then it'd be helpful, but as it stands it just sorta makes the name really long.

QC 3/3
 
amcheck
ADD REMOVE COMMENTS
[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 high damage output and tank some physical hits. It has access to great boosting moves in Quiver Dance, Tail Glow, and Dragon Dance. It also has access to amazing coverage moves and STABs STAB attacks, leaving no Pokemon to that wall every set. It also has access to many utility options like Final Gambit, Will-o-Wisp Will-O-Wisp, Healing Wish, and Wish if these are wanted. Illusion can trick the opponent and let it 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 stat 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 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 it's 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, 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 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, Psychic can OHKO defensive Haze Tomohawk at +0 without a boost. 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 drop though. Hydro Pump can OHKO Heatran after a bit of prior damage and OHKOes Hippowdon, Gliscor, and Landorus-T after a boost and is Aurumoth's best option if it wants to sweep as a late game sweeper attempt a late-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 a 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 set up 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 allows Aurumoth to survive one round of Life Orb recoil after a maximum damage roll form from Colossoil's Sucker Punch without fainting.

Usage Tips
========

Make sure to clear hazards away before sending in Aurumoth so 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 which will take the correct amount of Stealth Rock damage and be affected by Toxic Spikes, Spikes, and Sticky Web. Early game Early-game, send in Aurumoth as disguised 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 not effective resisted attacks, so Aurumoth can get a free turn of set up setup. Tank Garchomp, Mollux, Heatran, and Tomohawk set up Stealth Rock for Aurumoth, allow it to get easier KOes allowing it to pick up more KOs. 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, making it capable of breaking the sturdiest of walls. Bug Buzz breaks through the sturdies walls bulkier Pokemon after a Tail Glow and is capable of piercing through Substitutes. It also OHKOs 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 that can still hit special walls for great damage at +3 and +6 and has a guarenteed 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 if running Psychic, as Psyshock 2HKOs 2HKOes after a Tail Glow.

Set Details
========

252 Special Attack EVs, a Modest 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 Aurumoth it (sounds a little repetitive otherwise) 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 under the guise of a 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 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 KOes KOs. Clefable, Mega Crucibelle, Mega Diancie, and Azumarill lure in Steel-types, so disguising Aurumoth as one of these Pokemon helps Aurumoth hit 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 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 abilities ability to take out walls. Kerfluffle can use Parting Shot to ease Aurumoth's set up 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 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 KOes kills Aurumoth. Clefable can switch into many faster Pokemon and use Thunder Wave. (you already said the same thing above)

[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, 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 STAB move 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, (RC) 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 opting 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 Venusuar, 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 rouns rounds out the BoltBeam coverage with Thunder, as it OHKOes Cyclohm, Necturna,, (RC) Garchomp, Landorus-T, Gliscor, Hippowdon, Latios, and Cawmodore after a boost. It also OHKOes Colossoil and 2HKOes Ferrothron after two boosts.

Set Details
========

252 SpA Special Attack EVs and a Life Orb maximize Aurumoth's damage output. 232 Speed EVs and a Timid Nature allow Aurumoth to outspeed Scarf Choice Scarf Landorus-T after a Quiver Dance Boost 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, Scarf Volkraken, 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, or and Ferrothorn is ideal. Using Quiver Dance twice to outspeed Scarf Volkraken and to secure guaranteed OHKOes OHKOs is favorable, but this isn't always possible. Use double switches or safe Volt Switches or U-turn switches a slow VoltTurn to get Aurumoth in safely.

Team Options
========

While hazards are not as harmful to this set, they will still wear down Aurumoth, so spinners and defoggers are good teammates. Stealth Rock users help Aurumoth net easier KOes. Voltturn VoltTurn 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 could can stomach Aurumoth's boosted moves. Kerfluffle can also stallbreak and use Parting Shot to help Aurumoth set up.

[SET]
name: All 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 and Psychic should be run together, while Bug Buzz and Psyshock should be run together. 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 2HKOes 2HKOs include Krilowatt, Slowbro, and Rotom-W. Psychic should always be run alonside alongside Megahorn. It OHKOes Keldeo, has a high chance to OHKO defensive Tomohawk and Chioce 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, 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 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 nets 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 lets Aurumoth survive a maximum roll Sucker Punch from Colossoil and one round of Life Orb recoil on one HP. 168 Special Attack EVs are leftover and 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 Overheat has a guarenteed guaranteed 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 check checks and counters so that it can KO them. Because it lacks a boosting move, this Aurumoth set cannot sweep on its own. Instead, Aurumoth can lure out certain Pokemon and KO them for another teammate to sweep. (to me this seems exactly the same as what you said above) Predicting which Pokemon will switch in is key. To maintain the element of surprise, Aurumoth should switch into a 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, 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 help Aurumoth achieve certain KOes 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, (AC) whose and its low accuracy can be mitigated through 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, and Latios and Scarf Jirachi; and OHKOes Rotom-W with a bit of prior damage. Zen Headbutt is Aurumoth's best Psychic-type STAB, which can OHKO Mega Crucibelle, Keldeo, Mollux, Offensive 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. and It also hits Chansey harder than Megahorn, although Aurumorh 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 good decent (good sounds a little unprofessional here in my opinion) 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 set-up setup. No Guard still has merit, as Aurumoth usually baits in special walls anyways 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 swtich switch in and halt Aurumoth's sweep.

Team Options
========

Mega Charizard X, Feraligatr, Mega Gyarados, and Naviathan are other Dragon Dance sweepers, (RC) which Aurumoth can disguise as. In particular, 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 easier more KOs. 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 extremely powerful moves attacks, but it leaves Aurumoth very open to revenge killing if not against a defensive team. Substitute can ease set up setup and preserve Illusion longer, but it competes for 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 and set up 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 Scarf 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 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 for with a coverage move.

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

**Unaware Clefable**: Unaware Clefable is the closest Pokemon Aurumoth has as to a counter, as it ignores all of Aurumoth's boosts and can paralyze it with Thunder Wave or kill 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, OHKO or 2HKO with priority Brave Bird or Acrobatics, while Colossoil can switch into Overheat, Psyshock, Zen Headbutt, and Psychic and deal almost an OHKO 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 its 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 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, then 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 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 Aurmoth's 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.
 

Lumari

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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 high damage output and tank some physical hits. It has access to great boosting moves in Quiver Dance, Tail Glow, and Dragon Dance. It also has access to amazing coverage moves and STABs STAB attacks, leaving no Pokemon to that wall every set. It also has access to many utility options like Final Gambit, Will-o-Wisp Will-O-Wisp, Healing Wish, and Wish if these are wanted. Illusion can trick the opponent and let it 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 stat 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 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 it's 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, 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, Psychic can OHKO defensive Haze Tomohawk at +0 without a boost. 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 drop though. Hydro Pump can OHKO Heatran after a bit of prior damage and OHKOes Hippowdon, Gliscor, and Landorus-T after a boost and is Aurumoth's best option if it wants to sweep as a late game sweeper attempt a late-game sweep. Ice Beam reliably OHKOes Landorus-T, Gliscor, and Garchomp before a boost, as well as Cyclohm after a boost; however, (AC) Aurumoth becomes walled by Steel-types. Thunderbolt hits Naviathan, Gyarados, and Talonflame super effectively, but its coverage is a 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, (LO recoil doesnt break Illusion, does it? cuz that's what this sounds like) but it also comes at a cost of a bit of power, especially against neutral targets. Illusion eases Aurumoth's set up 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 allows allow Aurumoth to survive one round of Life Orb recoil after a maximum damage roll form from Colossoil's Sucker Punch without fainting.

Usage Tips
========

Make sure to clear entry hazards away before sending in Aurumoth so to take most (TDP: keep "most") advantage of Illusion and to survive Colossoil's Sucker Punch. If hazards cannot be cleared, try to disguise Aurumoth as a Pokemon which that will take the correct same amount of Stealth Rock damage and be affected by Toxic Spikes, Spikes, and Sticky Web. Early game Early-game, send in Aurumoth as disguised as a Pokemon that will lure in Steel-types, (AC) 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 not effective resisted attacks, so Aurumoth can get a free turn of set up setup. Tank Garchomp, Mollux, Heatran, and Tomohawk set up Stealth Rock for Aurumoth, allow it to get easier KOes allowing it to pick up more KOs. (TDP: "pick up KOs 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, making it capable of breaking the sturdiest of walls. Bug Buzz breaks through the sturdies walls bulkier Pokemon after a Tail Glow and is capable of piercing through Substitutes. It also OHKOs 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 guarenteed 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 if running Psychic, as Psyshock 2HKOs 2HKOes after a Tail Glow.

Set Details
========

252 Special Attack EVs, a Modest 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 Aurumoth it (sounds a little repetitive otherwise) 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 under the guise of a another (TDP: "disguised as a Pokemon" imo) 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, (AC) 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 KOes KOs. Clefable, Mega Crucibelle, Mega Diancie, and Azumarill lure in Steel-types, so disguising Aurumoth as one of these Pokemon helps Aurumoth hit 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 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 abilities ability to take out walls. Kerfluffle can use Parting Shot to ease Aurumoth's set up 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 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 KOes kills Aurumoth. Clefable can switch into many faster Pokemon and use Thunder Wave. (you already said the same thing above)

[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, (comma) 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 STAB move 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, (RC) 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 opting 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 Venusuar 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 rouns rounds out the BoltBeam coverage with Thunder, as it OHKOes Cyclohm, Necturna,, (RC) Garchomp, Landorus-T, Gliscor, Hippowdon, Latios, and Cawmodore after a boost. It also OHKOes Colossoil and 2HKOes Ferrothron Ferrothorn after two boosts.

Set Details
========

252 SpA Special Attack EVs and a Life Orb maximize Aurumoth's damage output. 232 Speed EVs and a Timid Nature allow Aurumoth to outspeed Scarf Choice Scarf Landorus-T after a Quiver Dance Boost boost. 24 HP EVs allow Aurumoth to survive a maximum 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, or and Ferrothorn is ideal. Using Quiver Dance twice to outspeed Scarf Volkraken and to secure guaranteed OHKOes OHKOs is favorable, but this isn't always possible. Use double switches or safe Volt Switches or U-turn switches a slow VoltTurn to get Aurumoth in safely.

Team Options
========

While entry hazards are not as harmful to this set, they will still wear down Aurumoth, so spinners and Defoggers are good teammates. Stealth Rock users help Aurumoth net easier KOes KOs. Voltturn VoltTurn 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 could can stomach Aurumoth's boosted moves. Kerfluffle can also stallbreak and use Parting Shot to help Aurumoth set up.

[SET]
name: All 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 and Psychic should be run together alongside Psychic, while Bug Buzz and Psyshock should be run together alongside Psyshock. (optional, "sounds better") 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 2HKOes 2HKOs include Krilowatt, Slowbro, and Rotom-W. Psychic should always be run alonside alongside Megahorn. It OHKOes Keldeo, has a high chance to OHKO defensive Tomohawk and Chioce 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 (RC) 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 nets 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 lets let Aurumoth survive a maximum roll Sucker Punch from Colossoil and one round of Life Orb recoil on one HP. 168 Special Attack EVs are leftover and 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 Overheat has a guarenteed guaranteed 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 allow it to 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 check checks and counters so that it can KO them. Because it lacks a boosting move, this Aurumoth set cannot sweep on its own. Instead, Aurumoth can lure out certain Pokemon and KO them for another teammate to sweep. (to me this seems exactly the same as what you said above) 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 help Aurumoth achieve certain KOes KOs, most notably against Chansey using Megahorn. Tailwind users such as Fidgit and Zapdos can be used to turn Aurumoth from a wallbreaker (TDP: probably keep this) 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, (AC) whose and its low accuracy can be mitigated through 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, and Latios, (AC) 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 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. and It also hits Chansey harder than Megahorn, although Aurumorh 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 good decent (good sounds a little unprofessional here in my opinion) (TDP: it's fine) 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 set-up setup. No Guard still has merit, as Aurumoth usually baits in special walls anyways 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 swtich switch in and halt Aurumoth's sweep.

Team Options
========

Mega Charizard X, Feraligatr, Mega Gyarados, and Naviathan are other Dragon Dance sweepers, (RC) which that Aurumoth can disguise as. In particular, 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 easier more KOs. (TDP: do "KOs 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 (either works) and fire off really extremely powerful moves attacks, (same for these) but it leaves Aurumoth very open to revenge killing if not against a defensive team. Substitute can ease set up setup and preserve Illusion longer, but it competes for 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 and set up 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 Scarf Choice Scarf set utilizing Final Gambit, Trick, and Illusion for a surprise KO, but the All Out Attacker 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 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 for with a coverage move.

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

**Unaware Clefable**: Unaware Clefable is the closest Pokemon Aurumoth has as to a counter, as it ignores all of Aurumoth's boosts and can paralyze it with Thunder Wave or kill 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, OHKO or 2HKO with priority Brave Bird or Acrobatics, while Colossoil can switch into Overheat, Psyshock, Zen Headbutt, and Psychic and deal almost an 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 its 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 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, then 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 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 Choice 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 Aurmoth's 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.
 
Last edited:

snake

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SET 1
Alternatively, Psychic can OHKO defensive Haze Tomohawk at +0 without a boost.

I said "unboosted Psychic" instead of "without a boost" at the end of the sentence. Does that work?


Expert Belt is another option to take advantage of Aurumoth's wide super effective coverage and preserves Aurumoth's Illusion, (LO recoil doesnt break Illusion, does it? cuz that's what this sounds like)

No, but if you take LO damage, switch out, and then switch back in, you still see the LO damage

SET 2
It also OHKOs OHKOes Pyroak and Cyclohm.

I said "it notably OHKOes Pyroak and Cyclohm" instead.



Thanks for doing such a long GP check, sorry it took awhile

Ready for second check
 

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