jas61292: Hydro Pump seems to me to be the cherry on top for making this an overpowered movepool. Foes attempting to overpower Aurumoth from an offensive standpoint could find themselves obliterated by Hydro Pump, as two relatively common weaknesses, Fire and Rock, would strugggle to survive, with a 100% accuracy HP hits them. Surf and Aqua Tail are not too far behind, but at least dont choose
Hydro Pump if you must have a Water VGM.
On the non attacking side of the spectrum, I advise getting rid of Reflect and Light Screen. To me, raising your defense for multiple turns doesn't seem risky enough. I'd recommend replacing them with Memento and Healing Wish this provides Aurumoth a risky, yet rewarding way of finishing up a battle.
Other then that, this is my favorite movepool so far. Not much else to say. :)
<Scarfwynaut> can't people just sit around and eat a cheese wheel?
<Scarfwynaut> that is my kind of social gathering
Last edited by fryfrey; Nov 1st, 2012 at 8:25:19 PM.