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Old Nov 9th, 2012, 4:23:28 PM   #1
nyttyn
 
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Default Aurumoth Pre-Playtesting Analysis Workshop

Idea by bugmaniacbob
Approved by bugmaniacbob



EIA EIA ALALA SEPHIMOTH

Concept:
Quote:
Originally Posted by Fat capefeather View Post
Name: Risky Business
(formerly "Living On the Edge")

General Description: This Pokémon is very risky to play, but very rewarding if played correctly.

Justification: Many of the Pokémon that are successful in OU are relatively easy to play or have great "safe" options (e.g. U-turn). Yet, many other Pokémon look very powerful, but are less successful than they could be because of some large risks involved (e.g. Hydreigon), and some aren't successful at all (e.g. Honchkrow). This self-balancing concept intends to explore what it takes for a risky Pokémon to be successful, and how much inherent risk a Pokémon can get away with. It should be emphasized that this concept is NOT about luck management, but rather, it is about what the user can afford to do given his/her opponent's options, and vice versa.

Questions To Be Answered:
  • What is the relationship between risk and potential consequences, both positive and negative?
  • What kinds of inherently risky tactics are successful in the OU metagame?
  • Do risky Pokémon need some form of safe options (e.g. switch-ins) to be successful in OU, or can it get away with having few really safe options?
  • How does Substitute, a well-known "safe" move with nearly universal distribution, impact how this Pokémon is built and played?
  • How do existing Pokémon use and deal with risky situations?
  • Can risky Pokémon be played well in the early game, or are they better off put into action later on?
  • How do different playstyles interact with risky situations?
Typing:
Abilities: Weak Armour / Illusion / No Guard
Base Stats: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe
Movepool:
Quote:
Originally Posted by Fat Korski View Post
Level-Up Moves
Egg Moves
TM/HM Moves
Tutor Moves
-------

I'm sure you're all looking forward to using Aurumoth, as its competitive process has been completed, but we'll have to hold our horses, as there are still two more stages to go. So until then, this thread is here so we can theorymon on Aurumoth, discuss what sets might be great, and which ones might be meh! Feel free to discuss any idea you might have - it's all guesswork as to what will be good at this point. Sets, Illusion partners, and quotes that are notable will be added to the OP.

As a reminder, Aurumoth's downfalls are a trollish speed (94) and low special bulk, while it has the upsides of high attacking stats, great physical bulk, great abilities, and a wide movepool. Any successful Aurumoth set will have to either capitalize on Illusion's surprise value, the fact that Aurumoth can run so many viable sets, or Aurumoth's key resistances.

Sets


Standard Quiver Dance
Aurumoth @ Life Orb / Leftovers / Expert Belt
100 HP / 252 SpAtk / 152 Spd
Timid Nature
Trait: Weak Armor / Illusion
- Quiver Dance
- Bug Buzz
- Psychic / Psyshock
- Hydro Pump / Focus Blast

Standard QD set. 152 Speed for outspeeding threats, 100 HP for bulk, max SpAtk for the hurt. Coverage will depend on rain support. Hydro Pump for rainmoth, Focus Blast otherwise. Psyshock to get around high SpDef and win CM QD wars.


No Guard Quiver Dance
Aurumoth @ Life Orb / Leftovers / Expert Belt
100 HP / 252 SpAtk / 152 Spd
Timid Nature
Trait: No Guard
- Quiver Dance
- Bug Buzz
- Blizzard / Thunder
- Focus Blast / Hydro Pump

Standard QD but with extremely powerful moves in exchange for having a harder time setting up.



Illusion Lead
Aurumoth @ Focus Sash
252 Atk / 252 Spe / 4 HP
Jolly Nature
Trait: Illusion
- Counter / Light Screen
- Megahorn
- Healing Wish
- Magic Coat

Lead set designed to catch people off guard. Illusion for trolling, Magic Coat to reflect taunts, Healing Wish to sac Aurumoth later in the match if need be. Counter for illusion shenanigans. Can also get up a light screen if desired.


Wish Pass
Aurumoth @ Leftovers
252 HP / 120 Def / 132 Spe
Jolly Nature
Trait: No Guard
- Wish
- Will-o-Wisp
- Protect
- Megahorn
Wish Passing set designed around giving meaty wishes to team-mates, burning physical attackers with 100% accurate Will-o-wisps, dealing decent chunks of damage with 100% accurate STAB megahorn, and scouting with Protect. 252 HP Evs for meaty wishes, 132 speed EVs to outrun bulky Dnite (the only thing you're going to outrun with this set), and the rest shoved into Def for bulk. EVs can be shaved off into attack or speed from def if need be.


Choice Band
Aurumoth @ Choice Band
252 Atk / 220 Spe / 32 HP
Adamant Nature
Trait: Illusion / No Guard
- Megahorn
- Zen Headbutt / Overheat
- Close Combat
- Trick


Wallbreaker with huge surprise value. Megahorn STAB hurts like a truck, Close Combat wrecks steels. 220 Spe to outrun timid Heatran, rest shoved into bulk and power. Zen Headbutt is nice backup STAB, can be replaced with Overheat to kill Skarmory and Ferrothorn. Trick cripples walls.


Dragon Dance
Aurumoth @ Life Orb
252 Atk / 152 Spe / 100 HP
Jolly Nature
Trait: Illusion / No Guard / Weak Armor
- Dragon Dance
- X-Scissor / Megahorn
- Zen Headbutt
- Close Combat / Overheat
Same EVs as Quiver Dance except Attack instead of Special Attack. Use Megahorn for No Guard sets, otherwise use X-scissor for reliability. Zen Headbutt is backup STAB. Close Combat for coverage and the only other really viable physically attacking move on Aurumoth, or Overheat to bypass Skarmory and Ferrothorn.


Tail Glow
Aurumoth @ Life Orb / Leftovers
100 HP / 252 SpAtk / 152 Spe
Timid Nature
Trait: Weak Armor / Illusion / No Guard
- Tail Glow
- Bug Buzz
- Psyshock / Psychic
- Hydro Pump / Focus Blast

Tail Glow setup. Basically Quiver Dance, but with Tail Glow. Massive power in exchange for not really outspeeding much of anything. Relies on Weak Armor boosts. Completely smashes through almost everything however.


Dual Screens
Aurumoth @ Light Clay
252 HP / 4 Atk / 252 Spe
Jolly Nature
Trait: Illusion / No Guard
- Reflect
- Light Screen
- Healing Wish
- Megahorn

Dual Screen setup for offensive teams. Can bluff being another pokemon quite nicely, thus ensuring that screens are easier then normal to get up. Can sac self after screens are up with Healing Wish. Megahorn is powerful STAB that prevents TAUNT WEAK.


Mixed Attacker
Aurumoth @ Life Orb / Leftovers / Expert Belt
252 Atk / 32 SpA / 220 Spe
Naughty Nature
Trait: Weak Armor / Illusion / No Guard
- Megahorn
- Close Combat
- Ice Beam / Blizzard / Overheat
- Thunderbolt / Thunder

Instead of going for a sweep, this Aurumoth can wreck things as well as clean up, and potentially sweep with a weak armor speed boost. Any of the abilities will work - change the moves you use accordingly. EVs to put out as much hurt as possible as well as outspeed timid offensive Heatran.


Final Gambit
Aurumoth @ Choice Scarf
252 HP / 4 Atk / 252 Spe
Jolly Nature
Trait: Illusion
- Final Gambit
- Trick
- Healing Wish
- Megahorn

Quote:
Originally Posted by Fat bugmaniacbob
Trick something a Scarf, then kill yourself. Final Gambit if you haven't taken any damage yet, Healing Wish if your team is on its last legs.
Illusion Partners


Dragonite will make for a great partner thanks to sharing Dragon Dance, being a generally threatening presence, and sharing Aurumoth's weakness to Stealth Rock.


Quote:
Originally Posted by Fat Deck Knight View Post
While you can't mimic Nasty Plot and it will be given away with Tail Glow, Both Pokemon share the same Stealth Rock weakness and can use Thunderbolt or Thunder. Thundurus-T also resists Bullet Punch and U-turn, which makes it a fantastic Pokemon to bluff as.

Quote:
Originally Posted by Fat Deck Knight View Post
With the exact same vulnerability to hazards, Chandelure can also be mimed using Will-O-Wisp. Chandelure also resists Bullet Punch and U-turn, and Aurumoth can nail any Dark-type switchins with Megahorn.
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Last edited by nyttyn; Nov 10th, 2012 at 5:47:39 PM. Reason: bob I'm the only one who gets to have Last edited by in my posts D<
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