Don't use:
Aurumoth @ Choice Scarf
Ability: Illusion
EVs: 252 HP / 24 Atk / 232 Spe
Jolly Nature
- Final Gambit
- Megahorn
- Close Combat
- Zen Headbutt / Trick
Throwing out Final Gambit at the beginning of a match sounds good on paper, allowing you to potentially OHKO a defensive threat like Cyclohm which allows your Cawmodore or Talonflame to sweep. Unfortunately, smart players are often aware of this and may immediately threaten Aurumoth no matter what disguise it uses with a barrage of priority and u-turn spam. There's also the possibility that you get walled by a bulky ghost type like Sableye or Kitsunoh, which are immune to the move and wall this set entirely. Needless to say, Aurumoth should serve a purpose beyond Final Gambit if sacrificing itself looks risky, and being a decent revenge killer can be an excellent way to support the team. Unfortunately, while Aurumoth's 120 attack stat is repectable, Megahorn and Psycho Cut do not do enough damage to punch through the many physical walls which dominate the tier. Cyclohm in particular effortlessly switches into this set and threatens to OHKO with Fire Blast, and even type-weak targets such as physically invested Tomohawk takes as little as 50-60% damage from Psycho Cut. Standard OU walls such as Hippowdon and Rotom Wash can easily switch into Aurumoth, and a burn will cut Aurumoth's sweeping capabilities entirely. Because Aurumoth functions better early game and only has a few opportunities per match to gain the element of surprise, getting as close to OHKOs on as many targets as possible is necessary. Physical Aurumoth simply does not have the power or moveset to make this work.
Use this instead:
Aurumoth @ Choice Scarf
Ability: Illusion
EVs: 172 HP / 84 SpA / 252 Spe
Serious Nature
- Psychic
- Close Combat
- Ice Beam
- Final Gambit
Final Gambit is a great momentum building move, and like above is still the centerpiece of this set. However, this also makes the most out of Aurumoth's excellent mixed attacking stats, allowing it to hit a variety of targets across the board even when its HP is weakened. Psychic does more damage than Zen Headbutt or Psyshock and hits many of the powerful physical walls in CAP on their weaker specially defensive side. It is especially useful in threatening to KO bulky Tomohawk after a slight amount of prior damage. Popular offensive threats like Keldeo and Mollux are easily revenge killed by the move, and most neutral targets take significant chunks of damage. Close Combat threatens to 2HKO Chansey after Stealth Rock damage and hits Tyranitar, Bisharp, Kyurem B and Assault Vest Colossoil harder than anything else in its arsenal. Ice Beam is what makes this set really shine, however, as with a little investment it has enough power to OHKO support Landorus T, dent dangerous sweepers like Thundurus, Tornadus and Latios, and rip through the bulky Tomohawk/Cyclohm/Colosoil core which dominates the meta. Blizzard is risky but can be used to score a OHKO against the incredibly popular tanky Garchomp set.
While the lack of a Bug type move severly limits the ability of this set to punch through bulky Psychic types like Cresselia or Mega Gardevoir, Aurumoth can be combined with Colossoil to create an incredibly devastating wallbreaking core. Colossoil can support Aurumoth by bouncing back or removing hazards and revenge killing faster Scarf users, while at the same time appreciating Aurumoth's ability to effortlessly remove bulky physical walls. The few Pokemon that this duo cannot break through- namely bulky fairies, bulky waters and fighting neutral steel types such as Skarmory and Scizor are all disposed of by Magnezone, making it another useful teammate option.
The EVs chosen allows Aurumoth to take down every relevant threat in CAP with Final Gambit when Stealth Rock is up, and OHKO even fully invested base 100s at full health. Max speed is used to outrun as many threats as possible and to ensure a speed tie with opposing +1 Aurumoth (which can actually be 2HKO by Ice Beam if SR is up).