Aurumoth (OU Analysis) (QC 3/3) (GP 2/2)

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DetroitLolcat

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<h2>Overview</h2>

<p>Aurumoth enters this world from a higher plane for one purpose: to bring despair and destruction wherever it goes. With 120 / 117 / 94 offenses, fantastic bulk, and an Olympic-sized movepool, Aurumoth can usually find a way to sweep even the most prepared teams. Offensively, its weak point is obviously its middling base 94 Speed, but it has three different methods of instantly becoming lightning-fast: Dragon Dance, Quiver Dance, and Choice Scarf. Because Aurumoth is so deadly with a single Speed boost, almost every major set is focused on obtaining a Quiver Dance or Dragon Dance boost. Aurumoth has two abilities that facilitate its sweep: Illusion allows the moth to disguise itself as a teammate and steal a boost while the opponent switches, while No Guard cranks up Aurumoth's power by letting it use moves such as Thunder, Hydro Pump, Blizzard, and Focus Blast without the possibility of missing. If Aurumoth decides to use its superior Attack stat, it has Dragon Dance, Megahorn, Zen Headbutt, and Close Combat at its disposal. Although it's difficult to forgo boosting Aurumoth's Speed, it's entirely reasonable to tap into Aurumoth's vast support movepool, which includes Trick, Magic Coat, Wish, Will-O-Wisp, and Healing Wish.</p>

<p>With all of those weapons, how does one defeat Aurumoth? First of all, throwing down Stealth Rock on its side of the field is imperative. If Aurumoth takes a different amount of damage from Stealth Rock than the Pokemon it's disguised as, then its Illusion will be worthless. The same concept applies to Spikes and Toxic Spikes: if the opponent's Spikes-immune Pokemon takes Spikes damage, then it's obviously Aurumoth in disguise. If Aurumoth has no Illusion, then it's almost definitely a No Guard special attacker. Pokemon such as Heatran and Choice Scarf users faster than Aurumoth, and Tornadus-T can all cause Aurumoth trouble. Wearing down Aurumoth with entry hazards, revenge killers, and Life Orb recoil is the most painless way to knock out the moth.</p>

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<p>This set combines three of Aurumoth's deadliest features: Quiver Dance, Illusion, and a massive special movepool. Illusion is what separates Aurumoth from OU's other Quiver Dance user, Volcarona. Illusion allows Aurumoth to disguise itself as a Pokemon that will draw in something it can use Quiver Dance against, preferably masquerading as a defensive Pokemon such as Ferrothorn that will draw Fighting-type moves that don't faze Aurumoth. Another advantage to disguising Aurumoth as a defensive Pokemon such as Ferrothorn or Gastrodon is that the opponent might not immediately attack a defensive Pokemon because of its lack of being an immediate threat. Quiver Dance boosts Aurumoth's already high Special Attack, patches up Aurumoth's low Special Defense, and allows it to outpace every Pokemon in OU without a boost. Bug Buzz shreds any Pokemon that doesn't resist the move besides Blissey and Chansey.</p>

<p>While Aurumoth should always use Bug Buzz and Quiver Dance, its massive movepool lets it pick and choose what Pokemon it wants to counter. A secondary STAB, specifically Psyshock or Psychic, usually fills Aurumoth's third slot. Psychic lets it knock out any Fighting-type that stands before it, while Psyshock trades a bit of power for a much stronger hit on Blissey and Chansey. If Aurumoth uses Leftovers over Life Orb, then Psychic should be used over Psyshock. With Leftovers, a Quiver Dance-boosted Psychic can knock out Lucario in one hit, but a Timid Psyshock will always spare the jackal. Psyshock also fails to defeat Keldeo and Terrakion in a single hit, and both of those Pokemon pose significant threats to Aurumoth, especially if the bug does not have a Quiver Dance boost. Hydro Pump and Surf are Aurumoth's best options for the final slot because of the wonderful neutral coverage they provide. Hippowdon, Gliscor, Heatran, and Volcarona, all Pokemon that can defeat or force out Aurumoth, are mowed down by Surf or Hydro Pump. Hydro Pump is recommended because it defeats specially defensive Heatran with a Life Orb after Stealth Rock, but Surf is more consistent and just as viable. Ice Beam allows Aurumoth to freeze Dragon-types before they can launch an attack, but watch out because most Dragon-types will outpace Aurumoth without a Quiver Dance boost.</p>

<p>Aurumoth has fantastic bulk for a setup sweeper, and Leftovers allows Aurumoth to set up on many defensive Pokemon and doesn't waste its health on recoil damage. However, Life Orb cranks up every one of Aurumoth's moves significantly, and Aurumoth's Special Attack sits at an above average base 117, which is only below that of other special sweepers such as Thundurus-T, Genesect, Reuniclus, and Alakazam. Modest is the best nature to use on Aurumoth, as its middling Speed is just too low to make a Timid nature preferable. However, Timid is still a viable nature to use on Aurumoth because a Timid Aurumoth outpaces Rotom-W, Adamant Haxorus and Salamence, all Landorus-T,and Jolly Lucario. For a Modest nature, a standard set of 4 HP / 252 SpA / 252 Spe allows Aurumoth to force a Speed tie against other Aurumoth and Jolly Gyarados and always outspeed positive natured base 80 Pokemon. If Timid is selected, then Aurumoth can trade some of its Speed EVs for HP EVs; a spread of 24 HP / 252 SpA / 232 Spe outspeeds every Pokemon slower than Aurumoth.</p>

<p>Politoed is a natural teammate for Aurumoth, as Politoed's Drizzle ability nullifies Aurumoth's weakness to Fire-type attacks and powers up Hydro Pump and Surf. In the same vein, Thunder becomes a great option for Aurumoth if Politoed is a teammate because Thunder fries Tornadus-T, Gyarados, and Jellicent, all of which can defeat Aurumoth with a Flying-type attack or cripple it with Will-O-Wisp or Toxic. Although it's not as potent as Thunder, Thunderbolt is a viable coverage option for Aurumoth despite the lack of STAB and its suspect power. Genesect's ability to force switches and blistering U-turns make it an excellent partner in crime for Aurumoth, as it means that Aurumoth not have to worry about finding safe switch ins. This is especially important because Aurumoth will likely have to switch into Stealth Rock and begin shelling out 10% of its health per turn with Life Orb. Do note, however, that both of these Pokemon do not take the same amount of damage as Aurumoth does from Stealth Rock. Aurumoth will take 25% of its health from Stealth Rock, while Genesect and Politoed will only lose one-eighth of their health, which immediately tips the opponent off to Aurumoth's Illusion. To remedy this, it is important to bring a Rapid Spin user such as Forretress or Tentacruel or disguise Aurumoth as a Pokemon weak to Stealth Rock. Dragonite and Salamence are both threatening Pokemon that are weak to Stealth Rock, and they have completely different counters than Aurumoth does. For that reason, the two aforementioned Dragon-types make excellent teammates. Remember though: it is dangerous to disguise Aurumoth as a Pokemon immune to Spikes, as if the opponent sees your Dragonite taking Spikes damage, they'll know it's really Aurumoth!</p>

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<p>Not satisfied with Aurumoth's power output? Wish that Aurumoth could hit just a little bit harder? Well, have I got a set for you! For a limited time only, Aurumoth can use its No Guard ability to fire off inaccurate attacks without worrying about missing! That's right, no longer will your Aurumoth deal with Thunder missing, Blizzard missing, or any pesky Focus Blasts missing either! Order now, and receive a Life Orb, free of charge!</p>

<p>This set eschews Illusion in favor of extreme power and coverage. There is one drawback to No Guard, and that is that every attack aimed at Aurumoth will hit, including Fire Blast and Stone Edge. With this set, Aurumoth cannot rely on the opponent's poor luck with low-accuracy moves, but that is a minor risk compared to the reward of Aurumoth's powerful attacks. Quiver Dance is one of the best boosting moves in the game, cranking up Aurumoth's Special Attack to obscene levels, patching up its suspect Special Defense, and allowing it to outpace any Pokemon slower than a Choice Scarf Landorus-T. Additionally, this set has three 120 Base Power moves with perfect accuracy; Blizzard ices any Pokemon weak to it, most notably Dragon-types such as Dragonite, Salamence, Latios, and Latias. Ground-types, such as Hippowdon, also take a beating from Blizzard. Blizzard smacks Thundurus-T out of the sky as well. Thunder, Aurumoth's second weapon, fries Water-types such as Politoed, Keldeo, and Gyarados. Be warned, however, that Aurumoth does not outspeed Choice Specs Keldeo without a boost and is outpaced by Choice Scarf Keldeo even with a boost. Psychic, on the other hand, is a viable replacement for either of those moves if Pokemon such as Conkeldurr and Toxicroak need to be dispatched in one hit. Thunder and Blizzard have such great coverage together that it's hard to give one up, but remember that Psychic, thanks to STAB, hits opponents harder than either Thunder or Blizzard.</p>

<p>The final slot can go one of two ways. Focus Blast takes care of Terrakion, Mamoswine, Ferrothorn, Heatran, Magnezone, and Mamoswine and is Aurumoth's best bet against Blissey and Chansey, while Bug Buzz rips Deoxys-D, Meloetta, and Mew; Bug Buzz also provides Aurumoth a reliable STAB that hits harder than Blizzard, Thunder, and Focus Blast. The choice between Focus Blast and Bug Buzz is the classic question of power versus coverage, but No Guard and the number of Pokemon that fear Focus Blast usually makes the former the better option. Although the lack of STAB is disheartening, a Life Orb-powered 120 Base Power attack with a chance to freeze or paralyze the foe is powerful and worth it. One draw to using STAB on this set, however, is the perfect neutral coverage (barring Shedinja) between Psychic, Bug Buzz, and Focus Blast. </p>

<p>As you're tossing aside Illusion in order to use this set, Life Orb is the superior item for Aurumoth. Leftovers is viable, of course, but this set is about acquiring power quickly and easily with little regard to bulk. Modest is the best nature for this Aurumoth set, especially because this set intends to use as much immediate power as it can accrue. Timid is still a good nature; Aurumoth is not gifted in the Speed department and needs a boosting nature to outpace Landorus-T, Adamant Haxorus, and neutral nature base 100s. The EVs are straightforward: it allows Aurumoth to outspeed Dragonite, Venusaur, and Mamoswine, Speed tie with Jolly Gyarados, and maximize Aurumoth's power. Again, shifting 20 EVs from Speed to HP is reasonable if Aurumoth opts for a Timid nature, as Aurumoth only needs 232 Speed EVs to outpace every Pokemon with a lower base Speed. Although maxing Speed is certainly viable, there are no Pokemon in OU that reside between Aurumoth and Landorus-T.</p>

<p>Just like Psychic, Psyshock gets perfect neutral coverage besides Shedinja with Bug Buzz and Focus Blast, but it trades a bit of power to defeat Blissey and Chansey. Psyshock's power is nothing to laugh at; it hits just as hard as Thunder or Blizzard, but on the opponent's Defense stat rather than their Special Defense. A perfectly accurate Hydro Pump is also no joke, and rain support from Politoed turns Hydro Pump into Aurumoth's most powerful attack. Entry hazard control is not as important as it is for the Illusion set, but any Pokemon using Life Orb and weak to Stealth Rock, Spikes, and Toxic Spikes would rather not have to deal with those hazards on the field. On the other hand, placing Stealth Rock and Spikes on the opponent's side of the field makes Aurumoth a happy little insect because it helps stop Pokemon like Genesect from stepping in and threatening to revenge kill Aurumoth. Preferred teammates include Terrakion to rough up Blissey and Chansey and provide some physical offense to complement Aurumoth's special offense. Heatran can stop Jirachi, which can step in and Body Slam Aurumoth while sponging its attacks. </p>

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<p> Not only can Aurumoth disguise itself as whichever Pokemon it pleases, it can also run two entirely different sets with entirely different counters. Dragon Dance Aurumoth is a deadly physical sweeper that mows down any Pokemon that checks the Quiver Dance sets besides Genesect. The premise of the set is the same as the premise of the first set: disguise Aurumoth as a Pokemon that threatens the opposing team and then boost Speed and an attacking stat. This set also packs more power than the Illusion Quiver Dancer, as Aurumoth's Attack is greater than its Special Attack, and Megahorn's 120 Base Power dwarfs Bug Buzz's 90. Zen Headbutt is weaker than Psychic and has an annoying 90% accuracy, but it's Aurumoth's strongest physical Psychic-type attack and still has a sweet chance to make the opponent flinch. Close Combat knocks out Steel-types such as Heatran and Ferrothorn that try to sponge the first two attacks. Close Combat is also Aurumoth's best bet against Skarmory, but the tin bird can just Whirlwind Aurumoth away. Dragonite and Latios make nice partners; the former shares Aurumoth's Stealth Rock weakness while the latter can draw out Pokemon such as Ferrothorn, which Aurumoth can remove. Both of those Dragon-types are known for luring Jirachi, which Aurumoth can soften up for the Dragon-types to knock out.</p>

<p>Life Orb is Aurumoth's best friend; the item lets Aurumoth secure countless OHKOs and 2HKOs that Aurumoth needs to sweep opposing teams. Leftovers isn't preferable because this set does not even consider boosting a defensive stat and is not as concerned with Aurumoth's bulk. However, Aurumoth is a bulky Pokemon by nature, and there is nothing wrong with using Leftovers on a bulky sweeper. Although Life Orb and Leftovers are the two premier options for Dragon Dance Aurumoth, Lum Berry allows Aurumoth to bluff Choice Scarf or Expert Belt while absorbing Toxic or Will-O-Wisp from the likes of Tentracruel and Rotom-W. The EVs look familia
r for a reason; unless Aurumoth is using a Speed-boosting nature, it cannot lower its Speed any further. Adamant is the preferred nature to crank up Megahorn's power and compensate for Zen Headbutt's power issues. Jolly, on the other hand, ensures that the opponent cannot outspeed Aurumoth with a Pokemon with a lower base Speed. Furthermore, a Jolly nature will prevent other Jolly Aurumoth from consistently defeating it.</p>

<p> Aurumoth distinguishes itself with Illusion and its high Speed compared to other Dragon Dance users such as Dragonite. Illusion is the centerpiece of this set, and it is important to disguise Aurumoth properly to give Aurumoth time to use Dragon Dance. Dragonite and Salamence are two good choices for partners, as they both use Dragon Dance without raising suspicion as to whether or not Aurumoth is in disguise. However, both the aforementioned Dragon-types and Aurumoth have similar counters, so it is also wise to disguise Aurumoth as a lure for a Pokemon Aurumoth can defeat. Starmie can spin hazards away and lures Pokemon such as Blissey, Chansey, and Ferrothorn, all of which are defeated by Aurumoth's Close Combat. Disguising Aurumoth as a wall such as Blissey, Chansey, or Ferrothorn is crafty because they lure physical attackers and Fighting-types, both of which Aurumoth has a field day against by virtue of its high Defense and Bug / Psychic typing. Teammates that use Rapid Spin make Aurumoth a happy insect because Rapid Spin helps preserve Aurumoth's Illusion and keep its health high. Remember, however, that most Rapid Spin and Magic Bounce users share either Aurumoth's Fire-type weakness or its Dark-type weakness, so be sure to include extra insurance against those types if Aurumoth is paired with Forretress, Espeon, or Starmie. Heatran, the quintessential anti-metagame Pokemon, makes a great partner for Aurumoth because it absorbs the Fire-type moves that make Aurumoth quiver and sets up Stealth Rock to weaken Aurumoth's counters. In return, Aurumoth sponges the Earthquakes that knock out Heatran and defeats the special walls that Heatran fails to break.</p>

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<p> With two great moves that boost Aurumoth's Speed, one may question why Choice Scarf Aurumoth is so potent. However, one glance at this set reveals the answer: Final Gambit. Final Gambit transforms Aurumoth into a deadly Choice Scarf user because thanks to Final Gambit, Aurumoth can knock out at least one of the opponent's Pokemon with near certainty. A full-health Aurumoth can do 424 points of damage to any Pokemon (besides Ghost-types, who are immune to the move) that switches into it. Furthermore, Aurumoth will not lose its HP if a Ghost-type switches in! Other than Ghost-types, there are four Pokemon in the entire tier that can switch into a maximum power Final Gambit and live to tell the tale: Blissey, Chansey, Gastrodon, and Vaporeon. The latter two cannot switch into Stealth Rock and still survive a Final Gambit.</p>

<p>Because Aurumoth easily forces switches thanks to Illusion, the opponent will almost always lose their Aurumoth counter to Final Gambit. Furthermore, Aurumoth still has a pair of attacking moves if it doesn't choose to sacrifice itself. Megahorn, although it's backed up by just 4 Attack EVs, still puts a dent in anything that's weak to it and allows Aurumoth bluff a Dragon Dance set. It's the same deal with Zen Headbutt, but remember than an uninvested Zen Headbutt really lacks power. The primary use of this set is to use Final Gambit, not to revenge kill opponents in a traditional sense. The final slot has two viable options: Trick and Close Combat. Trick immediately alerts the opponent that Aurumoth is a Choice Scarf user, but if you disguise Aurumoth as a common Trick user, there is a chance to keep the opponent fooled. Close Combat wallops Steel-types, but because most Steel-type Pokemon have a great Defense stat, Aurumoth will probably fail to OHKO them. Trick is usually the better option in this case; Close Combat is only superior if your team has serious issues with Steel-types.</p>

<p>The EVs are geared for a max-powered Final Gambit and enough Speed to revenge kill other Aurumoth. Always use a Jolly nature with these moves; the purpose of this set is to unleash an ultra-fast Final Gambit, not to attack or defend. Illusion is the ability to use because it lures specific Pokemon into the field. If the opponent has not seen any of Aurumoth's moves, then they will likely assume it's a special attacker. For this reason, Blissey and Chansey are common switch-ins to this set. If the opponent has a Blissey or Chansey on their team, then do not use Final Gambit carelessly.</p>

<p> Final Gambit eliminates the Pokemon that switch into Aurumoth. For that reason, Pokemon that play similarly to Aurumoth make great partners. Volcarona, Swords Dance Scizor, Agility Thundurus-T, and Rock Polish Landorus-T come to mind as Pokemon that benefit from the removal of walls. Do note that many of those Pokemon are weak to Stealth Rock and that Aurumoth still prefers to preserve its Illusion, so Rapid Spin users make great partners for Choice Scarf Aurumoth. Furthermore, entry hazards eat into Final Gambit's power. Once Aurumoth starts wasting its health to hazard damage, its Final Gambit fails to take out the sturdier walls of OU, such as Hippowdon and Jirachi. None of the three premier spinners of OU have particularly great synergy with Aurumoth: Starmie shares Aurumoth's Dark-type weakness, Forretress shares Aurumoth's Fire-type weakness, and Tentacruel struggles to break Ghost-types such as Jellicent. In terms of type synergy, Aurumoth does pair best with Tentacruel, and Forretress can still get out of sticky situations with Volt Switch.</p>

<p>Aurumoth can select specially offensive moves such as Hydro Pump, Psychic, Ice Beam, Thunderbolt, and Bug Buzz to replace the physical attacks on the current set. Remember that if Aurumoth wants to use a special Choice Scarf set, then it should use a Timid nature instead of a Jolly nature. Another benefit of using special moves such as Thunderbolt, Psychic, and Ice Beam is that Aurumoth can disguise itself as a Starmie without arousing suspicion. Starmie's Rapid Spin and Aurumoth's Illusion can make the two a dynamic duo despite the poor type synergy. It's reasonable to drop Aurumoth's Speed EVs to 232 and dump the extra 24 points into Attack, but then Aurumoth cannot reliably defeat its fellow Aurumoth. The last move that Aurumoth could potentially use is Overheat because it defeats Steel-types without sacrificing Aurumoth to a Final Gambit, but Overheat forces Aurumoth to switch out&mdash;potentially into entry hazard damage&mdash;just to use a Overheat from little to no Special Attack investment.</p>

[Other Options]

<p>Remember when I said Aurumoth had an Olympic-sized movepool? Well, it's time to jump off the deep end. Every specially offensive set&mdash;and even the Choice Scarf set&mdash;can use Thunder, Blizzard, Overheat, or Hydro Pump over any of the coverage moves listed on the analysis. Choice Scarf Aurumoth can use No Guard and these moves in order to bluff the No Guard special attacker, but the lack of Life Orb recoil will tip the opponent off to Aurumoth's trickery. Although this set is outclassed by faster Choice Scarf users such as Latios, Aurumoth can use a full-out No Guard Scarf set with Thunder, Blizzard, Bug Buzz, Hydro Pump, Focus Blast, and Psychic as move options, along with maximum Special Attack and Speed EVs. Lum Berry can bluff a Choice Scarf on all of the stat-boosting sets and heal status conditions. Furthermore, direct status-afflicting moves such as Will-O-Wisp, Toxic, and Thunder Wave do not break Aurumoth's Illusion. Expert Belt gets an obligatory mention on any setup sweeper that would like to bluff a Choice Scarf or avoid Life Orb recoil, making Expert Belt a great choice for the No Guard Quiver Dance attacker. Expert Belt and Illusion causes some difficult mind games with the opponent because they have to rationalize the lack of Leftovers recovery, Life Orb recoil, and the Illusion all at once.</p>

<p>A defensive set with Quiver Dance and Will-O-Wisp or Wish is viable, but giving up the raw power of the Quiver Dance attacking sets is risky business. Wish, with or without Quiver Dance, is a sweet healing move that can support Aurumoth's team. However, Aurumoth is designed to receive support from its team, not the other way around. Quiver Dance and Will-O-Wisp form a tantalizing duo because Quiver Dance patches Aurumoth's weak Special Defense and Will-O-Wisp makes the insect nearly impenetrable from the physical side. Healing Wish is a tricky move that provides great team support, but the only Aurumoth set that should consider sacrificing itself is the suicide-prone Choice Scarf set. Hydro Pump on any specially offensive Aurumoth set is even better in the rain, especially if Aurumoth has No Guard. If Aurumoth is running Illusion, then Surf is the less risky option. Bumping Aurumoth's Speed EVs to 252 removes the risk of being outsped by another Aurumoth and allows Aurumoth to at least Speed tie other Aurumoth. Reflect and Light Screen are great moves for Aurumoth to use, but they are better if one of Aurumoth's teammates is using them! </p>

[Checks and Counters]

<p>Countering Aurumoth? Don't make me laugh! Aurumoth has the coverage options to defeat just about any Pokemon that stands in its way. However, Aurumoth cannot use all of its coverage moves at once, and most teams naturally have at least one Pokemon that forces Aurumoth to think twice. The first step to reducing Aurumoth's HP to zero is to identify the set, which is no easy task. If Aurumoth has no Illusion, then it's most likely a special attacker. On the other hand, a set with Illusion could be either physically or specially offensive. Choice Scarf Aurumoth are nearly unpredictable, as whatever you switch in is most likely going to get blasted with a Final Gambit. Surrounding Aurumoth with Stealth Rock and Spikes are a great way to whittle its health closer to zero. If the opponent switches in a Pokemon that takes an incorrect amount of damage from hazards, then it's an Aurumoth hiding behind an Illusion.</p>

<p>Heatran can take on Aurumoth reasonably but needs to watch out for Surf, Hydro Pump, and Close Combat. The best way to drop Aurumoth is to just blast it with a powerful attack from a Pokemon faster than it. Tornadus-T, Genesect, Landorus, and Keldeo all outpace the moth and can either OHKO or nearly OHKO it. An attack from one of the aforementioned Pokemon plus the damage from Life Orb and entry hazards will always be enough to knock out Aurumoth. Quiver Dance sets have problems with Fire-types and Choice Scarf users with physical moves. Choice Scarf Landorus with Stone Edge is as close to a universal counter as anything; just beware of how risky it is to rely on Stone Edge to counter a Pokemon as powerful as Aurumoth. Tornadus-T's supreme combination of Speed, power, and Special Defense makes it a near-universal answer to Aurumoth. Choice Scarf Keldeo is a great revenge killer if rain is active, as a rain-boosted Hydro Pump will crush Aurumoth if it has taken prior damage. Keldeo's Fighting typing allows it to even switch into a boosted Megahorn or Bug Buzz if necessary. Genesect can withstand one of Aurumoth's attacks and roast it with a Flamethrower. Any Choice Scarf user with a decent Special Attack stat can finish off a Dragon Dance Aurumoth; Latios, Keldeo, Infernape, and Hydreigon all come to mind. When all else fails, a Final Gambit from a Choice Scarf Aurumoth can knock out any Aurumoth set. The most important thing to remember when playing against Aurumoth is to be faster than it. Switching in your Choice Scarf user while Aurumoth is setting up usually forces Aurumoth to exit the battlefield.</p>
 
Last edited by a moderator:

Korski

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You know I actually think, based on the playtest, that all of Moth's support options just completely pale in comparison to the offensive sets. They might even be OO, unless you want to include a generic bulky support set just for its own sake. Beyond Illusion QD, No Guard QD, Illusion DD, and Scarf, I can't really think of any sets that deserve mention. Also you should probably make it super clear that this was the only CAP made for the terrifying Genesect/Tornadus-T OU metagame, and that Scarf Genesect and strong Rain special attackers still played a big role in keeping Aurumoth at bay during the playtest, despite both suspects getting the banhammer later. For the Illusion sets, I think an emphasis on entry hazard control should be made, but I won't make too many suggestions since you have only just begun crafting this analysis. Just some things to think about (and good luck)!
 

Bughouse

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Aside from obvious things you are going to mention, I'm sure:

A mention of a Scarf Final Gambit set is at least OO worthy if not deserving of an outright slash on the Scarf set. Honestly it's the best Final Gambit user in the game in my opinion and was funnily enough often my best option against opposing Aurumoth. I would be in a position where I had to switch on the QD or DD and I didn't know what to go into. Since boosting sets don't run max speed and my Scarfer obviously did, I'd outspeed the next turn and Final Gambit away. It has great utility due to Final Gambit with over 400 HP (still over 300 after rocks!) and pretty dang good speed. Aside from that, it's still useful. It's just a regular scarfer, albeit weaker since there's no attack investment.

I also can't say enough how surprisingly good Will-o-Wisp is on a bulky QD +2 attacks Aurumoth. It can be very hard to take down when it's SpDef is boosted and physical attacks are neutered. It's also incredibly satisfying to predict a Scarf Terrakion or Scizor switchin and Will-o-Wisp. You can play it with 2 attacks of your choice. Psychic and Focus Blast do well. So do Bug Buzz, Thunder, Blizzard, and Hydro Pump obviously. It depends on what else your team needs covering. So I'd say it definitely merits an OO mention on No Guard sets. But that's probably the only support move I liked on Aurumoth.
 
Although I haven't personally tested it, the idea of having 100% accurate STAB Megahorn with an attack stat that high is very appealing. A No Guard DD is viable with no other changes to the included DD set, or with a special coverage move like Overheat in the last slot to plow through physical walls such as Ferrothorn.
 

DetroitLolcat

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I've got a working skeleton ready for Quality Control.

EDIT: implemented some of jas's changes.

EDIT: corrected the hilarious errors Treecko pointed out ?_?

EDIT: jas' changes fully done
 

jas61292

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On the Illusion QD set, I'm not so sure about the moves you have listed. From what I remember, the best set was usually Bug Buzz, Psychic/Psyshock and Hydro Pump/Surf since this gives you your best overall coverage without having to resort to Focus Blast (perfect neutral coverage, bar Empoleon). Ice Beam is definitely usable, but its more of a secondary option since running it leaves you walled by a bunch of steel types.

The No Guard QD set, looks mostly good to me, but I might give a quick mention to Psychic STABs. While the powerful coverage moves are awesome and probably the better choice in general, these is also something to be said for simply running perfect neutral coverage using your STABs and a no miss Focus Blast.

Dragon Dance set looks good to me.

For the Choice Scarf set, I didn't use the Final Gambit variation too much myself, but from the limited experience I did have with it, I might suggest making the physical moves the primary slash. Slightly higher Atk and a much more powerful main STAB in Megahorm are really nice for something with limited attacking options. If the set was going to run more than 2 attacks on average than Special would be the superior option, but with just STABs, the superior power of physical is more advantageous. However, I would probably ask for more opinions on this, since I am not too sure about it. With that said, a pure Special Scarfer with No Guard and a bunch of powerful coverage moves was also a pretty good set in its own right.

Finally, in the checks and counters section, I would suggest giving mention to some more scarfers. Not a lot can reliably OHKO, especially if it gets a Quiver Dance in, but after rocks or LO damage or anything else, there are plenty of Pokemon that can finish it easily. Scarf Latios, Terrakion, Tornadus, Staraptor, etc. all can take it out more often than not. Of course, it should be noted that few of these can do it all the time.
 

Stratos

Banned deucer.
imo the scarf set should only be physical; i tried out a special set and really, it kind of blew; investing in HP just saps you of power when you're using weaker STAB. Final Gambit / Megahorn / ZHB / Trick is the only set i felt worked with a scarf
 
Just a few little things I noticed as I read over this solid analysis. :]

No Guard QD Additional Comments states
"Teammates include Fighting-types like Terrakion to deal with Blissey/Chansey/Generic Special Walls, Ground-types like Heatran to deal with Jirachi"
I assume this is supposed to be Fire-types like Heatran or actually means Ground-types.

Set Comments for Scarf Set
"Close Combat can be used to bluff Terrakion, who resists Fire, Dark, and Ghost, all three of which hit Aurumoth for double damage!"
Terrakion doesn't resist Ghost, but otherwise, it's definitely a great partner.

Also, the Choice Scarf set is physical, but you have it listed to run a Timid nature and said in the last bullet point under set comments, "Timid. Don't use any other nature."
 

Bughouse

Like ships in the night, you're passing me by
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The Scarf Set listed in DLC's current outline is the entirely correct Scarf Set to run. Physical is much better than Special in this case.

I personally would list Close Combat over Trick, though that depends more on what you are disguising yourself as. I never was able to find time to Trick and then Final Gambit later, especially with Hazards ruining the Illusion... So maybe list Trick as a slash with Final Gambit instead. Close Combat is such a good move on an Illusion mon that I would have a hard time not using it.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Don't forget to mention in the Overview how insanely risky it is to use Aurumoth on your team - you never know which pokemon it will make an Illusion of mid-battle! RISKY!
 
I meant to get around to this yesterday but oops.

I would say between jas, Pwnemon, and srk, this could be marked as QC: 2/3. The next course of action should be a writeup, and once that's done, you will just need the approval of a least one of the following members (all of whom participated in the playtest or playtesting tournament (or both)):
  • Windsong
  • ballabrown24
  • Demist
  • ginganinja

I'll send VMs to those users once this has been written up. That being said, if any of them have any concerns now they can say so. To anyone else who participated in the playtesting has anything they want to comment on, feel free to do so!
 
I might be a bit late, but I think a Life Orb Illusion Tail Glow set deserves a mention. It becomes an immediate threat if the opponent is fooled by illusion (Tomohawk switch-in to "Terrakion", etc.)

Aurumoth @ Life Orb
Ability: Illusion
-Tail Glow
-Bug Buzz
-Psychic/Psyshock
-Focus Blast
252 SpA / 4 SpD / 252 Spe
Timid Nature

At +3, Aurumoth can literally 2HKO everything in OU (with the exception of bulky Multiscale Dragonite). Focus Blast OHKO's Scizor and Heatran, and does 71-84% to Eviolite Chansey.
 
I WAS SENT HERE TO QUALITY CONTROL

Personally I feel that Timid/Jolly natures on all the sets other than Scarf are quite a bit of a waste. You said so in the analysis, the only thing that you're outspeeding is Choice Scarf Landorus-T, and that Pokemon isn't used enough or good enough to warrant the nature change. You just get so much more power from Adamant/Modest for the tradeoff of losing to one incredibly uncommon Pokemon. I guess +speed natures are good for speed tying other Aurumoth before the boost and Choice Scarf Aurumoth after the boost, but you aren't even beating Scarf Aurumoth because atm you aren't fully investing in speed.

There are a few mentions of Tornadus-T in there but I'm not sure if these analyses go by current CAP metagame or the metagame Aurumoth was in at the time so if that isn't an issue then whatever. i would also mention that a downside to No Guard is that you will also always get hit 100% of the time so that Stone Miss will actually become Stone Edge :/

Other than that looks good!

[QC 3/3]
 

DetroitLolcat

Maize and Blue Badge Set 2014-2017
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I have shifted the natures to reflect PttP's suggestions. However, I have also edited the EV spreads to reflect Modest and Adamant as the new primary natures; Aurumoth absolutely needs to use maximum Speed with a Modest or Adamant nature or it will risk losing to Base 80s.

Modest and Adamant are now the primary slashes on the three sweeper sets. Jolly and Timid are alternates and the 24/252/232 spreads have been moved to SC/AC.

This is now GP ready. I will place it in the queue, but amateur checks are appreciated!
 
Yes! I personally would list Close Combat over Trick, though that depends more on what you are disguising yourself as. I never was able to find time to Trick and then Final Gambit later, especially with Hazards ruining the Illusion... So maybe list Trick as a slash with Final Gambit instead.

..............................................................
Brodon
 

Ender

pelagic
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100th Post GP Check 1/2

Additions and Changes
Deletions
[Comments]


[Overview]
<p>Aurumoth enters this world from a higher plane for one purpose: to bring despair and destruction wherever it goes. With 120/117/94 offenses, fantastic bulk, and an Olympic-sized movepool, Aurumoth can usually find a way to sweep even the most prepared teams. Offensively, its weak point is obviously its middling 94 Speed, but it has three different methods of instantly becoming lightning-fast: Dragon Dance, Quiver Dance, and Choice Scarf. Because Aurumoth is so deadly with a single Speed boost, almost every major set is focused on obtaining a Quiver Dance or Dragon Dance boost. Aurumoth's two abilities facilitate its sweep: Illusion allows the moth to disguise itself as a teammate and steal a boost while the opponent switches, [comma] while No Guard cranks up Aurumoth's power by letting it use moves such as Thunder, Hydro Pump, Blizzard, and Focus Blast without the possibility of missing. If Aurumoth decides to use its superior Attack stat, it has Dragon Dance, Megahorn, Zen Headbutt, and Close Combat at its disposal. Although it's difficult to forgo boosting Aurumoth's Speed, it's entirely reasonable to tap into Aurumoth's vast support movepool, [comma] which includes including Trick, Magic Coat, Wish, Will-O-Wisp, and Healing Wish.

With all of those weapons, how does one defeat Aurumoth? First of all, throwing down Stealth Rock on its side of the field is imperative. If Aurumoth takes a different amount of damage from Stealth Rock than the Pokemon it's disguised as, then its Illusion will be worthless. The same concept applies to Spikes and Toxic Spikes: if the opponent's Spikes-immune Pokemon takes Spikes damage, then it's obviously Aurumoth in disguise. If Aurumoth has no Illusion, then it's almost definitely a No Guard Special Attacker. Pokemon such as Heatran, Choice Scarf users faster than Aurumoth, and Tornadus-T can all cause Aurumoth trouble. Wearing down Aurumoth with entry hazards, revenge killers, and Life Orb recoil is the most painless way to knock out the moth.</p>

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

[SET COMMENTS]

<p>This set combines three of Aurumoth's deadliest features: Quiver Dance, Illusion, and a massive special movepool. Illusion is what separates Aurumoth from OU's other Quiver Dance user, Volcarona. Illusion allows Aurumoth to disguise itself as a Pokemon that will draw in something it can use Quiver Dance against, especially preferably masquerading as a defensive Pokemon such as Ferrothorn that will draw Fighting-type moves that don't faze Aurumoth. One Another advantage to disguising Aurumoth as a defensive Pokemon such as Ferrothorn or Gastrodon is that the opponent may not immediately attack a defensive Pokemon because of its lack of being an immediate threat the mild retaliation defensive Pokemon threaten. Normally, when fighting against a Ferrothorn or Gastrodon, one might switch out to set up or use Rapid Spin, so if Aurumoth disguises itself as a defensive Pokemon, [comma] it will have plenty of opportunities to set up. Quiver Dance boosts Aurumoth's already high Special Attack, patches up Aurumoth's suspect Special Defense, and allows it to outpace every Pokemon in OU without a boost. Bug Buzz shreds any Pokemon that doesn't resist the move besides Blissey and Chansey. While Aurumoth should always use Bug Buzz and Quiver Dance, its massive movepool lets it pick and choose what Pokemon it wants to counter. A secondary STAB, Psyshock or Psychic, usually fills Aurumoth's third slot. Psychic lets it knock out any Fighting-type that stands before it, while Psyshock trades a bit of power for a much stronger hit on Blissey and Chansey. If Aurumoth uses Leftovers over Life Orb, then Psychic should be used over Psyshock. With Leftovers, Quiver Dance-boosted Psychic can knock out Lucario in one hit, but a Timid Psyshock will always spare the jackal. Psyshock also fails to defeat Keldeo and Terrakion in a single hit, and both of those Pokemon pose significant threats to Aurumoth, especially if the bug does not have a Quiver Dance boost. Hydro Pump and Surf are Aurumoth's best options for the final slot because of the wonderful neutral coverage they provide. Hippowdon, Gliscor, Heatran, and Volcarona, all Pokemon that can defeat or force out Aurumoth, are mowed down by Surf or Hydro Pump. Hydro Pump is recommended because it defeats Specially Defensive Heatran with a Life Orb after Stealth Rock, though Surf is more consistent and just as viable. If Aurumoth selects a Water-type move to accompany Bug Buzz and a Psychic-type move, then it can strike any Pokemon besides Empoleon neutrally. Ice Beam allows Aurumoth to freeze Dragons before they can launch an attack, but watch out because most Dragon-types will outpace Aurumoth without a Quiver Dance boost. Aurumoth has fantastic bulk for a set-up sweeper, and Leftovers allows Aurumoth to set up on many defensive Pokemon and doesn't waste its health on recoil damage. However, Life Orb cranks up every one of Aurumoth's moves significantly, and Aurumoth's Special Attack sits at an above average 117, below that of other Special sweepers such as Thundurus-T, Genesect, Reuniclus, and Alakazam. Aurumoth users who prefer the power of Life Orb should glance at the following set which eschews Aurumoth's bulk for supreme attacking power and coverage. Modest is the best ability to use on Aurumoth, as its middling Speed is just too low to make a Timid nature preferable. However, Timid is still a viable nature to use on Aurumoth because a Timid Aurumoth outpaces Rotom-W, Adamant Haxorus and Salamence, all Landorus-T, [comma] and Jolly Lucario. </p>

[ADDITIONAL COMMENTS]

<p> For a Modest nature, a standard set of 4 HP / 252 SpA / 252 Spe allows Aurumoth to force a Speed tie against other Aurumoth and Jolly Gyarados and always outspeed positive nature base 80 Pokemon. If Timid is selected, then Aurumoth can trade some of its Speed EVs for HP EVs; a spread of 24 HP / 252 SpA / 232 Spe exceeds every Pokemon slower than Aurumoth. Politoed is a natural teammate for Aurumoth, as Politoed's Drizzle ability nullifies Aurumoth's weakness to Fire-type attacks and powers up Hydro Pump or Surf. In the same vein, Thunder becomes a great option for Aurumoth if Politoed is a teammate because Thunder fries Tornadus-T, Gyarados, and Jellicent, all of whom can defeat Aurumoth with a Flying-type attack or cripple it with Will-O-Wisp or Toxic. Although not as potent as Thunder, Thunderbolt is a viable coverage option for Aurumoth, [comma] despite the lack of STAB and its suspect power. Genesect's ability to force switches and blistering U-turns make it an excellent partner in crime for Aurumoth, as Aurumoth will likely not have to worry about finding safe switch-ins. This is especially important since Aurumoth will likely have to switch into Stealth Rock and begin shelling out 10% of its health per turn with Life Orb. Do note, however, that both of these Pokemon do not take the same amount of damage as Aurumoth does from Stealth Rock. Aurumoth will take 25% of its health from Stealth Rock, [comma] while Genesect and Politoed will only lose one-eighth of their health, which immediately tips the opponent off to Aurumoth's Illusion. To remedy this, it is important to bring a Rapid Spinner such as Forretress or Tentacruel or disguise Aurumoth as a Pokemon weak to Stealth Rock. Dragonite and Salamence are both threatening Pokemon that are weak to Stealth Rock, and have completely different counters than Aurumoth does. For that reason, the two aforementioned Dragons make excellent teammates. Remember though, it is dangerous to disguise Aurumoth as a Pokemon immune to Spikes, as if the opponent sees your Dragonite taking Spikes damage, [comma] they'll know it's really Aurumoth! </p>


[SET]
name: No Guard Quiver Dance
move 1: Quiver Dance
move 2: Thunder / Psychic
move 3: Blizzard / Psychic
move 4: Focus Blast / Bug Buzz
item: Life Orb / Leftovers
ability: No Guard
nature: Modest / Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Not satisfied with Aurumoth's power output? Wish that Aurumoth could hit just a little bit harder? Well, have I got a set for you! For a limited time only, Aurumoth can use its No Guard ability to fire off inaccurate attacks without worrying about missing! That's right, no longer will your Aurumoth deal with Thunder missing, Blizzard missing, or any pesky Focus Blasts missing either! Order now, and receive a Life Orb free of charge!

This set eschews Illusion in favor of extreme power and coverage. Quiver Dance is one of the best boosting moves in the game, cranking up Aurumoth's Special Attack to obscene levels, patching up its suspect Special Defense, and allowing it to outpace any Pokemon slower than Scarf Landorus-T. However, this set has three 120 Base Power moves with perfect accuracy; Blizzard ices any Pokemon weak to it, most notably Dragons such as Dragonite, Salamence, Latios, and Latias. Ground-types, such as Hippowdon, also take a beating from Blizzard. Blizzard smacks Thundurus-T out of the sky as well. Thunder, Aurumoth's second weapon, fries Water-types such as Politoed, Keldeo, and Gyarados. Be warned, however, that Aurumoth does not outspeed Specs Keldeo without a boost and is outpaced by Scarf Keldeo even with a boost. Psychic, on the other hand, is a viable replacement for either of those moves if Pokemon such as Conkeldurr and Toxicroak need to be dispatched in one hit. Thunder and Blizzard have form such great coverage together that it's hard to give one up, but remember that Psychic, thanks to STAB, hits opponents harder than either Thunder or Blizzard. The final slot can go one of two ways. Focus Blast takes care of Terrakion, Mamoswine, Ferrothorn, Heatran, Magnezone, and Mamoswine and is Aurumoth's best bet against Blissey and Chansey, while Bug Buzz rips Deoxys-D, Meloetta, and Mew; Bug Buzz also provides reliable STAB that hits harder than Blizzard, Thunder, and Focus Blast. The choice between Focus Blast and Bug Buzz is the classic question of power versus coverage, but No Guard and the number of Pokemon that fear Focus Blast usually makes the former the better option. Although the lack of STAB is disheartening, a Life Orb-powered 120 BP attack with a chance to freeze or paralyze the foe is nothing to laugh at. One draw to using STAB on this set, however, is the perfect neutral coverage (barring Shedinja) between Psychic, Bug Buzz, and Focus Blast. If you're tossing aside Illusion in order to use this set, Life Orb is the superior item for Aurumoth. Leftovers is viable, of course, but this set is about acquiring power quickly and easily with little regard to bulk. Modest is the best nature for this Aurumoth set, especially since this set intends to use as much immediate power as it can accrue. Timid is still a good nature; Aurumoth is not gifted in the Speed department and needs a boosting nature to outpace Landorus-T, Adamant Haxorus, and neutral nature base 100s. The EVs are straightforward: outspeed Dragonite, Venusaur, and Mamoswine, tie with Jolly Gyarados, and maximize Aurumoth's power. Again, shifting 20 EVs from Speed to HP is reasonable if Aurumoth opts for a Timid nature, as Aurumoth only needs 232 Speed EVs to outpace every Pokemon with a lower base Speed. Although maxing Speed is certainly viable, there are no Pokemon in OU that reside between Aurumoth and Landorus-T. The ability should go without saying; this set is based completely around maximizing the effects of No Guard. If you want to use Illusion on Aurumoth, the first set and the Dragon Dance sets are better equipped for abusing Illusion. There is one drawback to No Guard, and that is that every attack aimed at Aurumoth will hit, including Fire Blast and Stone Edge. With this set, Aurumoth cannot rely on the opponent's poor luck with low-accuracy moves, but that is a minor risk compared to the reward of Aurumoth's powerful attacks.</p>


[ADDITIONAL COMMENTS]

<p> Psyshock is a neat move. Just like Psychic, it gets perfect neutral coverage besides Shedinja with Bug Buzz and Focus Blast, but trades a bit of power to defeat Blissey and Chansey. Psyshock's power is nothing to laugh at; it hits just as hard as Thunder or Blizzard but on the opponent's Defense stat rather than their Special Defense. A perfectly accurate Hydro Pump is nothing to laugh at, and rain support from Politoed turns Hydro Pump into Aurumoth's most powerful attack. Hazard control is not as important as it is for the Illusion set, but any Pokemon using Life Orb and weak to Stealth Rock, Spikes, and Toxic Spikes would rather not have to deal with those hazards on the field. On the other hand, placing Stealth Rock and Spikes on the opponent's side of the field makes Aurumoth a happy little insect because it helps stop Pokemon like Genesect from stepping in and threatening to revenge kill Aurumoth. Preferred teammates include Terrakion to rough up Blissey and Chansey and provide some Physical offense to compliment Aurumoth's special offense. Heatran can stop Jirachi, who can step in and Body Slam Aurumoth while sponging its attacks. </p>


[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Megahorn
move 3: Zen Headbutt
move 4: Close Combat
item: Life Orb / Leftovers
ability: Illusion
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p> Not only can Aurumoth disguise itself as whichever Pokemon it pleases, it can also run two entirely different sets with entirely different counters. Dragon Dance Aurumoth is a deadly physical sweeper that mows down any Pokemon that checks the Quiver Dance sets besides Genesect. The premise of the set is the same as the premise of the first set: disguise Aurumoth as a Pokemon that threatens the opposing team and then boost Speed and an attacking stat. This set also packs more power than the Illusion Quiver Dancer, as Aurumoth's Attack is greater than its Special Attack, [comma] and Megahorn's 120 Base Power dwarfs Bug Buzz's 90 BP. Zen Headbutt is weaker than Psychic and has an annoying 90 accuracy, but it's Aurumoth's strongest physical Psychic attack and still has a sweet chance to make the opponent flinch. Close Combat knocks out Steel-types like Heatran and Ferrothorn that try to sponge the first two attacks. Close Combat is also Aurumoth's best bet against Skarmory, but the tin bird can just Whirlwind Aurumoth away. Dragonite and Latios make nice partners; the former shares Aurumoth's Stealth Rock weakness while the latter can draw out Pokemon such as Ferrothorn, [comma] which Aurumoth can remove. Both of those Dragons are known for luring Jirachi, who Aurumoth can soften up for the Dragons to knock out.

Life Orb is Aurumoth's best friend; the item lets Aurumoth secure countless OHKOs and 2HKOs that Aurumoth needs to sweep opposing teams. Leftovers isn't preferable because this set does not even consider boosting a defensive stat and is not as concerned with Aurumoth's bulk. However, Aurumoth is a bulky Pokemon by nature, [comma] and there is nothing wrong with using Leftovers on a bulky sweeper. The EVs look familiar for a reason; unless Aurumoth is using a Speed-boosting nature, [comma] then it cannot lower its Speed any further. Adamant is the preferred nature to crank up Megahorn's power and compensate for Zen Headbutt's power issues. Jolly, on the other hand, ensures that the opponent cannot outspeed Aurumoth with a Pokemon with a lower base Speed. Furthermore, a Jolly nature will prevent other Jolly Aurumoth from consistently defeating you. </p>

[ADDITIONAL COMMENTS]

<p> Aurumoth distinguishes itself with Illusion and its high Speed compared to other Dragon Dance users such as Dragonite. Illusion is the centerpiece of this set, and it is important to disguise Aurumoth properly to give Aurumoth time to use Dragon Dance. Dragonite and Salamence are two good choices for partners, as they both use Dragon Dance without raising suspicion as to whether or not Aurumoth is in disguise. However, both the aforementioned Dragons and Aurumoth have similar counters, so it is also wise to disguise Aurumoth as a lure for a Pokemon Aurumoth can defeat. Starmie can spin hazards away and lures Pokemon such as Blissey, Chansey, and Ferrothorn, all of whom are defeated by Aurumoth's Close Combat. Disguising Aurumoth as a wall such as Blissey, Chansey, or Ferrothorn is crafty because they lure physical attackers and Fighting-types, both of which Aurumoth has a field day against by virtue of its high Defense and Bug/Psychic typing. Teammates that use Rapid Spin make Aurumoth a happy insect, [comma] because Rapid Spin helps preserve Aurumoth's Illusion and keep its health high. Remember, however, that most Rapid Spinners and Magic Bouncers share either Aurumoth's Fire-type weakness or its Dark-type weakness, so be sure to include extra insurance against those types if Aurumoth is paired with Forretress, Espeon, or Starmie. Heatran, the quintessential anti-metagame Pokemon, makes a great partner for Aurumoth because it absorbs the Fire-type moves that make Aurumoth quiver and sets up Stealth Rock to weaken Aurumoth's counters. In return, Aurumoth sponges the Earthquakes that knock out Heatran and defeats the special walls that Heatran fails to break. Although Life Orb and Leftovers are the two premier options for Dragon Dance Aurumoth, Lum Berry allows Aurumoth to bluff Choice Scarf or Expert Belt while absorbing Toxic or Will-O-Wisp from the likes of Tentracruel and Rotom-W. </p>


[SET]
name: Choice Scarf
move 1: Final Gambit
move 2: Megahorn
move 3: Zen Headbutt
move 4: Trick / Close Combat
item: Choice Scarf
ability: Illusion
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spd

[SET COMMENTS]

<p> With two great moves that boost Aurumoth's Speed, one may question why Choice Scarf Aurumoth is so potent. However, one glance at this set reveals the answer: Final Gambit. Final Gambit transforms Aurumoth into a deadly Choice Scarf user because thanks to Final Gambit, Aurumoth can knock out at least one of the opponent's Pokemon with near certainty. Final Gambit, of course, reduces Aurumoth's HP to zero and then reduces the opponent's HP by the same amount. Therefore, a full-health Aurumoth can do 424 points of damage to any Pokemon (besides Ghost-types, who are immune to the move) that switches into it. Furthermore, Aurumoth will not lose its HP even if a Ghost-type switches in! Other than Ghost-types, there are four Pokemon in the entire Overused tier that can switch into a maximum power Final Gambit and live to tell the tale: Blissey, Chansey, Gastrodon, and Vaporeon. The latter two cannot switch into Stealth Rock and still survive a Final Gambit. Since Aurumoth easily forces switches thanks to Illusion, the opponent will almost always lose their Aurumoth counter to Final Gambit. For that reason, Pokemon that play similarly to Aurumoth are ideal partners for Aurumoth. Furthermore, Aurumoth still has a pair of attacking moves if it doesn't choose to sacrifice itself. Megahorn, although it's backed up by just 4 Attack EVs, still puts a dent in anything that's weak to it and allows Aurumoth bluff a Dragon Dance set. Same deal with Zen Headbutt, but remember than an uninvested Zen Headbutt really lacks power. The primary use of this set is to use Final Gambit, not to revenge kill opponents in a traditional sense. The final slot has two viable options: Trick and Close Combat. Trick immediately alerts the opponent that Aurumoth is a Choice Scarf user, although if you disguise Aurumoth as a common Trick user, [comma] there is a chance to keep the opponent fooled. Close Combat wallops Steel-types, but since most Steel-type Pokemon have a great Defense stat, Aurumoth will probably fail to OHKO them. Trick is usually the better option in this case; Close Combat is only superior if your team has serious issues with Steel-types. The EVs are geared for a max-power Final Gambit and enough Speed to revenge other Aurumoth. The extra four EVs belong in Attack to boost Megahorn, Zen Headbutt, and Close Combat. Always use a Jolly nature with these moves; the purpose of this set is to unleash an ultra-fast Final Gambit, not to attack or defend. Illusion is the ability to use because it lures specific Pokemon into the field. If the opponent has not seen any of Aurumoth's moves, then they will likely assume it's a special attacker. For this reason, Blissey and Chansey are common switch-ins to this set. If the opponent has a Blissey or Chansey on their team, then do not use Final Gambit carelessly. </p>


[ADDITIONAL COMMENTS]

<p> Final Gambit eliminates the Pokemon that switch into Aurumoth. For that reason, Pokemon that play similarly to Aurumoth make great partners. Volcarona, Swords Dance Scizor, Agility Thundurus-T, and Rock Polish Landorus-T come to mind as Pokemon that benefit from the removal of walls. Do note that many of those Pokemon are weak to Stealth Rock and that Aurumoth still prefers to preserve its Illusion, so Rapid Spinners make great partners for Choice Scarf Aurumoth. Furthermore, entry hazards eat into Final Gambit's power. Once Aurumoth starts wasting its health to hazard damage, [comma] its Final Gambit fails to take out the sturdier walls of OU, [comma] such as Hippowdon and Jirachi. None of the three premier Rapid Spinners of OU have particularly great synergy with Aurumoth: Starmie shares Aurumoth's Dark-type weakness, Forretress shares Aurumoth's Fire-type weakness, and Tentacruel struggles to break some Ghost-types such as Jellicent. In terms of type synergy, Aurumoth does pair best with Tentacruel, [comma] and Forretress can still get out of sticky situations with Volt Switch. Aurumoth can also select special moves such as Hydro Pump, Psychic, Ice Beam, Thunderbolt, and Bug Buzz to replace the physical attacks on the current set. Remember that if that Aurumoth wants to use a special Scarf set, [comma] then it should use a Timid nature instead of a Jolly nature. Another benefit of using special moves such as Thunderbolt, Psychic, and Ice Beam is that Aurumoth can disguise itself as a Starmie without arousing suspicion. Starmie's Rapid Spin and Aurumoth's Illusion can make the two a dynamic duo despite the poor type synergy. It's reasonable to drop Aurumoth's Speed EVs to 232 and dump the extra 24 points into Attack, but then Aurumoth cannot reliably defeat its fellow Aurumoth. The last move that Aurumoth could potentially use is Overheat since it defeats Steel-types without sacrificing Aurumoth to a Final Gambit, but Overheat forces Aurumoth to switch out -[this should be an em dash] potentially into entry hazard damage- [same] just to use a Overheat from little to no Special Attack investment. </p>

[OTHER OPTIONS]

<p>Remember when I said Aurumoth had an Olympic-sized movepool? Well, it's time to jump off the deep end. Every special set and even the Scarf set can use Thunder, Blizzard, Overheat, or Hydro Pump over any of the coverage moves listed on the analysis. Choice Scarf Aurumoth can use No Guard and these moves in order to bluff the No Guard special attacker, but the lack of Life Orb recoil will tip the opponent off to Aurumoth's trickery. Although this set is outclassed by faster Scarf users such as Latios, Aurumoth can use a full-out No Guard Scarf set with any four of Thunder, Blizzard, Bug Buzz, Hydro Pump, Focus Blast, and Psychic along with maximum Special Attack and Speed EVs. Lum Berry can bluff Choice Scarf on all of the stat-boosting sets and heal burns, toxic bad poison, and paralysis. Furthermore, strict status moves such as Will-O-Wisp, Toxic, and Thunder Wave do not break Aurumoth's Illusion. Expert Belt gets an obligatory mention on any setup sweeper that would like to bluff Choice Scarf or avoid Life Orb recoil, making Expert Belt a great choice for the No Guard Quiver Dance attacker. Expert Belt and Illusion causes some difficult head games with the opponent since they have to rationalize the lack of Leftovers recovery, Life Orb recoil, and the Illusion all at once. A defensive set with Quiver Dance and Will-O-Wisp or Wish is also viable, although giving up the raw power of the Quiver Dance attacking sets is risky business. Wish, with or without Quiver Dance, is a sweet healing move that can support Aurumoth's team. However, Aurumoth is designed to receive support from its team, not the other way around. Quiver Dance, [comma] and Will-O-Wisp form a tantalizing duo because Quiver Dance patches Aurumoth's weak Special Defense and Will-O-Wisp makes the insect nearly impenetrable from the physical side. Healing Wish is a tricky move that provides great team support, but the only Aurumoth set that should consider sacrificing itself is the suicide-prone Choice Scarf set. Hydro Pump on any special Aurumoth set is even better in the rain, especially if Aurumoth has No Guard. If Aurumoth is running Illusion, then Surf is the less risky option. Bumping Aurumoth's Speed EVs to 252 removes the risk of being outsped by another Aurumoth and allows Aurumoth to at least Speed tie other Aurumoth. Reflect and Light Screen are great moves for Aurumoth to use, but they are better if one of Aurumoth's teammates is using them! </p>

[CHECKS AND COUNTERS]

<p>Countering Aurumoth? Don't make me laugh! Aurumoth has the coverage options to defeat just about any Pokemon that stands in its way. However, Aurumoth cannot use all of these moves at once, [comma] and most teams naturally have at least one Pokemon that makes Aurumoth think twice. The first step to reducing Aurumoth's HP to zero is to identify the set, which is no easy task. If Aurumoth has no Illusion, then it's most likely a special attacker. On the other hand, a set with Illusion could be either physical or special. Choice Scarf Aurumoth are nearly unpredictable, as whatever you switch in is most likely going to get blasted with a Final Gambit. Surrounding Aurumoth's feet with Stealth Rocks and Spikes are a great way to whittle its health closer to zero. If the opponent switches in a Pokemon that and it takes an incorrect amount of damage from hazards, [comma] then it's an Aurumoth hiding behind an Illusion. Heatran, the quintessential anti-metagame Pokemon, can take on Aurumoth reasonably but needs to watch out for Surf, Hydro Pump, and Close Combat. The best way to drop Aurumoth is to just blast it with a powerful attack from a Pokemon faster than it. Tornadus-T, Genesect, Landorus, and Keldeo all outpace the moth and can either OHKO or nearly OHKO it. An attack from one of the aforementioned Pokemon plus the damage from Life Orb and entry hazards will always be enough to knock out Aurumoth. Quiver Dance sets have problems with Fire-types and Choice Scarf users with physical moves. Scarf Landorus with Stone Edge is as close to a universal counter as anything; [changed , to ;] just beware of how risky it is to rely on Stone Edge to counter a Pokemon as powerful as Aurumoth. Tornadus-T's supreme combination power of Speed, power, and Special Defense makes it a near-universal answer to Aurumoth. Scarf Keldeo is a great revenge killer if rain is active, as a rain-boosted Hydro Pump will crush Aurumoth if it has taken prior damage. Keldeo's Fighting-type allows it to switch into even a boosted Megahorn or Bug Buzz if necessary. Genesect can withstand one of Aurumoth's attacks and roast it with a Flamethrower. Any Choice Scarfer with decent Special Attack can finish off a Dragon Dance Aurumoth; Latios, Keldeo, Infernape, and Hydreigon all come to mind. When all else fails, a Final Gambit from a Choice Scarf Aurumoth can knock out any Aurumoth set. The most important thing to remember when playing against Aurumoth is to be faster than it. Switching in your Choice Scarf user while Aurumoth is setting up usually forces Aurumoth to exit the battlefield. </p>
 
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Governess

A Beautiful Blossom Waiting to Bloom
is a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Hihi, GP Check! This was an excellent and enjoyable read, great job on this!

In addition, the paragraphs were a bit large, so I separated them into respective sections to make it easier to read but still make sense.

EDIT: added in pwnemon's change to the check, ty

Additions / Changes
Removes
Comments

[Overview]

<p>Aurumoth enters this world from a higher plane for one purpose: to bring despair and destruction wherever it goes. With 120/117/94 120 / 117 / 94 (add spaces before and after the /) offenses, fantastic bulk, and an Olympic-sized movepool, Aurumoth can usually find a way to sweep even the most prepared teams. Offensively, its weak point is obviously its middling base 94 Speed, but it has three different methods of instantly becoming lightning-fast: Dragon Dance, Quiver Dance, and Choice Scarf. Because Aurumoth is so deadly with a single Speed boost, almost every major set is focused on obtaining a Quiver Dance or Dragon Dance boost. Aurumoth's two abilities facilitate its sweep: Illusion allows the moth to disguise itself as a teammate and steal a boost while the opponent switches, while No Guard cranks up Aurumoth's power by letting it use moves such as Thunder, Hydro Pump, Blizzard, and Focus Blast without the possibility of missing. If Aurumoth decides to use its superior Attack stat, it has Dragon Dance, Megahorn, Zen Headbutt, and Close Combat at its disposal. Although it's difficult to forgo boosting Aurumoth's Speed, it's entirely reasonable to tap into Aurumoth's vast support movepool, which includes Trick, Magic Coat, Wish, Will-O-Wisp, and Healing Wish.</p>(Unless there is something I'm not aware of, the paragraphs should each have a <p></p> pairing, not just a whole section.)

<p>With all of those weapons, how does one defeat Aurumoth? First of all, throwing down Stealth Rock on its side of the field is imperative. If Aurumoth takes a different amount of damage from Stealth Rock than the Pokemon it's disguised as, then its Illusion will be worthless. The same concept applies to Spikes and Toxic Spikes: if the opponent's Spikes-immune Pokemon takes Spikes damage, then it's obviously Aurumoth in disguise. If Aurumoth has no Illusion, then it's almost definitely a No Guard Sspecial Aattacker. Pokemon such as Heatran, (RC) and Choice Scarf users faster than Aurumoth, and Tornadus-T can all cause Aurumoth trouble. Wearing down Aurumoth with entry hazards, revenge killers, and Life Orb recoil is the most painless way to knock out the moth.</p>

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

[SET COMMENTS]

<p>This set combines three of Aurumoth's deadliest features: Quiver Dance, Illusion, and a massive special movepool. Illusion is what separates Aurumoth from OU's other Quiver Dance user, Volcarona. Illusion allows Aurumoth to disguise itself as a Pokemon that will draw in something it can use Quiver Dance against, preferably masquerading as a defensive Pokemon such as Ferrothorn that will draw Fighting-type moves that don't faze Aurumoth. Another advantage to disguising Aurumoth as a defensive Pokemon such as Ferrothorn or Gastrodon is that the opponent may might not immediately attack a defensive Pokemon because of its lack of being an immediate threat. Normally, when fighting against a Ferrothorn or Gastrodon, one might switch out to set up or use Rapid Spin, so if Aurumoth disguises itself as a defensive Pokemon, it will have plenty of opportunities to set up. Quiver Dance boosts Aurumoth's already high Special Attack, patches up Aurumoth's suspect low Special Defense, and allows it to outpace every Pokemon in OU without a boost. Bug Buzz shreds any Pokemon that doesn't resist the move besides Blissey and Chansey.</p>

<p>While Aurumoth should always use Bug Buzz and Quiver Dance, its massive movepool lets it pick and choose what Pokemon it wants to counter. A secondary STAB, specifically Psyshock or Psychic, usually fills Aurumoth's third slot. Psychic lets it knock out any Fighting-type that stands before it, while Psyshock trades a bit of power for a much stronger hit on Blissey and Chansey. If Aurumoth uses Leftovers over Life Orb, then Psychic should be used over Psyshock. With Leftovers, a Quiver Dance-boosted Psychic can knock out Lucario in one hit, but a Timid Psyshock will always spare the jackal. Psyshock also fails to defeat Keldeo and Terrakion in a single hit, and both of those Pokemon pose significant threats to Aurumoth, especially if the bug does not have a Quiver Dance boost. Hydro Pump and Surf are Aurumoth's best options for the final slot because of the wonderful neutral coverage they provide. Hippowdon, Gliscor, Heatran, and Volcarona, all Pokemon that can defeat or force out Aurumoth, are mowed down by Surf or Hydro Pump. Hydro Pump is recommended because it defeats Sspecially Ddefensive Heatran with a Life Orb after Stealth Rock, though but Surf is more consistent and just as viable. If Aurumoth selects a Water-type move to accompany Bug Buzz and a Psychic-type move, then it can strike any Pokemon besides Empoleon neutrally. Ice Beam allows Aurumoth to freeze Dragon-types before they can launch an attack, but watch out because most Dragon-types will outpace Aurumoth without a Quiver Dance boost.</p>

<p>Aurumoth has fantastic bulk for a set-up setup sweeper, and Leftovers allows Aurumoth to set up on many defensive Pokemon and doesn't waste its health on recoil damage. However, Life Orb cranks up every one of Aurumoth's moves significantly, and Aurumoth's Special Attack sits at an above average base 117, which is only below that of other Sspecial sweepers such as Thundurus-T, Genesect, Reuniclus, and Alakazam. Aurumoth users who that prefer the power of Life Orb should glance at the following set, (AC) which eschews Aurumoth's bulk for supreme attacking power and coverage. Modest is the best ability nature to use on Aurumoth, as its middling Speed is just too low to make a Timid nature preferable. However, Timid is still a viable nature to use on Aurumoth because a Timid Aurumoth outpaces Rotom-W, Adamant Haxorus and Salamence, all Landorus sets, and Jolly Lucario.</p>

[ADDITIONAL COMMENTS]

<p>For a Modest nature, a standard set of 4 HP / 252 SpA / 252 Spe allows Aurumoth to force a Speed tie against other Aurumoth and Jolly Gyarados and always outspeed positive-natured base 80 Pokemon. If Timid is selected, then Aurumoth can trade some of its Speed EVs for HP EVs; a spread of 24 HP / 252 SpA / 232 Spe exceeds outspeeds every Pokemon slower than Aurumoth. Politoed is a natural teammate for Aurumoth, as Politoed's Drizzle ability nullifies Aurumoth's weakness to Fire-type attacks and powers up Hydro Pump or and Surf. In the same vein, Thunder becomes a great option for Aurumoth if Politoed is a teammate because Thunder fries Torndadus-T Gyarados, and Jellicent, all of whom which can defeat Aurumoth with a Flying-type attack or cripple it with Will-O-Wisp or Toxic. Although it'snot as potent as Thunder, Thunderbolt is a viable coverage option for Aurumoth, (RC) despite the lack of STAB and its suspect power.</p>

<p>Genesect's ability to force switches and blistering U-turns make it an excellent partner in crime for Aurumoth, as Aurumoth will likely not have to worry about finding safe switch-ins. This is especially important since because Aurumoth will likely have to switch into Stealth Rock and begin shelling out 10% of its health per turn with Life Orb. Do note, however, that both of these Pokemon do not take the same amount of damage as Aurumoth does from Stealth Rock. Aurumoth will take 25% of its health from Stealth Rock, while Genesect and Politoed will only lose one-eighth of their health, which immediately tips the opponent off to Aurumoth's Illusion. To remedy this, it is important to bring a Rapid Spinner user such as Forretress or Tentacruel or disguise Aurumoth as a Pokemon weak to Stealth Rock. Dragonite and Salamence are both threatening Pokemon that are weak to Stealth Rock, and they have completely different counters than Aurumoth does. For that reason, the two aforementioned Dragon-types make excellent teammates. Remember though, (RC): it is dangerous to disguise Aurumoth as a Pokemon immune to Spikes, as if the opponent sees your Dragonite taking Spikes damage, they'll know it's really Aurumoth!</p>

[SET]
name: No Guard Quiver Dance
move 1: Quiver Dance
move 2: Thunder / Psychic
move 3: Blizzard / Psychic
move 4: Focus Blast / Bug Buzz
item: Life Orb / Leftovers
ability: No Guard
nature: Modest / Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Not satisfied with Aurumoth's power output? Wish that Aurumoth could hit just a little bit harder? Well, have I got a set for you! For a limited time only, Aurumoth can use its No Guard ability to fire off inaccurate attacks without worrying about missing! That's right, no longer will your Aurumoth deal with Thunder missing, Blizzard missing, or any pesky Focus Blasts missing either! Order now, and receive a Life Orb, (AC) free of charge!</p>(Haha, excellent paragraph there. Worth the read. :) )

<p>This set eschews Illusion in favor of extreme power and coverage. Quiver Dance is one of the best boosting moves in the game, cranking up Aurumoth's Special Attack to obscene levels, patching up its suspect Special Defense, and allowing it to outpace any Pokemon slower than a Choice Scarf Landorus-T. However, this set has three 120 Base Power moves with perfect accuracy; Blizzard ices any Pokemon weak to it, most notably Dragon-types such as Dragonite, Salamence, Latios, and Latias. Ground-types, such as Hippowdon, also take a beating from Blizzard. Blizzard smacks Thundurus-T out of the sky as well. Thunder, Aurumoth's second weapon, fries Water-types such as Politoed, Keldeo, and Gyarados. Be warned, however, that Aurumoth does not outspeed Choice Specs Keldeo without a boost and is outpaced by Scarf Keldeo it even with a boost. Psychic, on the other hand, is a viable replacement for either of those moves if Pokemon such as Conkeldurr and Toxicroak need to be dispatched in one hit. Thunder and Blizzard have such great coverage together that it's hard to give one up, but remember that Psychic, thanks to STAB, hits opponents harder than either Thunder or Blizzard.</p>

<p>The final slot can go one of two ways. Focus Blast takes care of Terrakion, Mamoswine, Ferrothorn, Heatran, Magnezone, and Mamoswine and is Aurumoth's best bet against Blissey and Chansey, while Bug Buzz rips Deoxys-D, Meloetta, and Mew; Bug Buzz also provides Auromoth a reliable STAB that hits harder than Blizzard, Thunder, and Focus Blast. The choice between Focus Blast and Bug Buzz is the classic question of power versus coverage, but No Guard and the number of Pokemon that fear Focus Blast usually makes the former the better option.</p>

<p>Although the lack of STAB is disheartening, a Life Orb-powered 120 BP Base Power attack with a chance to freeze or paralyze the foe is nothing to laugh at. One draw to using STAB on this set, however, is the perfect neutral coverage (barring Shedinja) between Psychic, Bug Buzz, and Focus Blast. If you're tossing aside Illusion in order to use this set, Life Orb is the superior item for Aurumoth. Leftovers is viable, of course, but this set is about acquiring power quickly and easily with little regard to bulk. Modest is the best nature for this Aurumoth set, especially since because this set intends to use as much immediate power as it can accrue. Timid is still a good nature; Aurumoth is not gifted in the Speed department and needs a boosting nature to outpace Landorus-T, Adamant Haxorus, and neutral nature base 100s.</p>

<p>The EVs are straightforward: it allows Automoth to outspeed Dragonite, Venusaur, and Mamoswine, Speed tie with Jolly Gyarados, and maximize Aurumoth's power. Again, shifting 20 EVs from Speed to HP is reasonable if Aurumoth opts for a Timid nature, as Aurumoth only needs 232 Speed EVs to outpace every Pokemon with a lower base Speed. Although maxing Speed is certainly viable, there are no Pokemon in OU that reside between Aurumoth and Landorus-T. The ability should go without saying; this set is based completely around maximizing the effects of No Guard. If you want to use Illusion on Aurumoth, the first set and the Dragon Dance sets are better equipped for abusing taking advantage of Illusion. There is one drawback to No Guard, and that is that every attack aimed at Aurumoth will hit, including Fire Blast and Stone Edge. With this set, Aurumoth cannot rely on the opponent's poor luck with low-accuracy moves, but that is a minor risk compared to the reward of Aurumoth's powerful attacks.</p>

[ADDITIONAL COMMENTS]

<p>Psyshock is a neat move. Just like Psychic, it Psyshock gets perfect neutral coverage besides Shedinja with Bug Buzz and Focus Blast, but it trades a bit of power to defeat Blissey and Chansey. Psyshock's power is nothing to laugh at; it hits just as hard as Thunder or Blizzard, (AC) but on the opponent's Defense stat rather than their Special Defense. A perfectly accurate Hydro Pump is nothing to laugh at either, and rain support from Politoed turns Hydro Pump into Aurumoth's most powerful attack. Entry hHazard control is not as important as it is for the Illusion set, but any Pokemon using Life Orb and weak to Stealth Rock, Spikes, and Toxic Spikes would rather not have to deal with those hazards on the field. On the other hand, placing Stealth Rock and Spikes on the opponent's side of the field makes Aurumoth a happy little insect because it helps stop Pokemon like Genesect from stepping in and threatening to revenge kill Aurumoth. Preferred teammates include Terrakion to rough up Blissey and Chansey and provide some Pphysical offense to compliement Aurumoth's special offense. Heatran can stop Jirachi, who which can step in and Body Slam Aurumoth while sponging its attacks.</p>

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Megahorn
move 3: Zen Headbutt
move 4: Close Combat
item: Life Orb / Leftovers
ability: Illusion
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p> Not only can Aurumoth disguise itself as whichever Pokemon it pleases, it can also run two entirely different sets with entirely different counters. Dragon Dance Aurumoth is a deadly physical sweeper that mows down any Pokemon that checks the Quiver Dance sets besides Genesect. The premise of the set is the same as the premise of the first set: disguise Aurumoth as a Pokemon that threatens the opposing team and then boost Speed and an attacking stat. This set also packs more power than the Illusion Quiver Dancer, as Aurumoth's Attack is greater than its Special Attack, and Megahorn's 120 Base Power dwarfs Bug Buzz's 90. Zen Headbutt is weaker than Psychic and has an annoying 90% accuracy, but it's Aurumoth's strongest physical Psychic-type attack and still has a sweet chance to make the opponent flinch. Close Combat knocks out Steel-types like Heatran and Ferrothorn that try to sponge the first two attacks. Close Combat is also Aurumoth's best bet against Skarmory, but the tin bird can just Whirlwind Aurumoth away. Dragonite and Latios make nice partners; the former shares Aurumoth's Stealth Rock weakness while the latter can draw out Pokemon such as Ferrothorn, which Aurumoth can remove. Both of those Dragon-types are known for luring Jirachi, who which Aurumoth can soften up for the Dragon-types to knock out.</p>

<p>Life Orb is Aurumoth's best friend; the item lets Aurumoth secure countless OHKOs and 2HKOs that Aurumoth needs to sweep opposing teams. Leftovers isn't preferable because this set does not even consider boosting a defensive stat and is not as concerned with Aurumoth's bulk. However, Aurumoth is a bulky Pokemon by nature, and there is nothing wrong with using Leftovers on a bulky sweeper. The EVs look familiar for a reason; unless Aurumoth is using a Speed-boosting nature, it cannot lower its Speed any further. Adamant is the preferred nature to crank up Megahorn's power and compensate for Zen Headbutt's power issues. Jolly, on the other hand, ensures that the opponent cannot outspeed Aurumoth with a Pokemon with a lower base Speed. Furthermore, a Jolly nature will prevent other Jolly Aurumoth from consistently defeating you it.</p>

[ADDITIONAL COMMENTS]

<p>Aurumoth distinguishes itself with Illusion and its high Speed compared to other Dragon Dance users such as Dragonite. Illusion is the centerpiece of this set, and it is important to disguise Aurumoth properly to give Aurumoth time to use Dragon Dance. Dragonite and Salamence are two good choices for partners, as they both use Dragon Dance without raising suspicion as to whether or not Aurumoth is in disguise. However, both the aforementioned Dragon-typess and Aurumoth have similar counters, so it is also wise to disguise Aurumoth as a lure for a Pokemon Aurumoth can defeat. Starmie can spin hazards away and lures Pokemon such as Blissey, Chansey, and Ferrothorn, all of whom which are defeated by Aurumoth's Close Combat. Disguising Aurumoth as a wall such as Blissey, Chansey, or Ferrothorn is crafty because they lure physical attackers and Fighting-types, both of which Aurumoth has a field day against by virtue of its high Defense and Bug/Psychic Bug / Psychic (add spaces before and after the /) typing.</p>

<p>Teammates that use Rapid Spin make Aurumoth a happy insect, (RC) because Rapid Spin helps preserve Aurumoth's Illusion and keep its health high. Remember, however, that most Rapid Spinners and Magic Bouncers users share either Aurumoth's Fire-type weakness or its Dark-type weakness, so be sure to include extra insurance against those types if Aurumoth is paired with Forretress, Espeon, or Starmie. Heatran, the quintessential anti-metagame Pokemon, makes a great partner for Aurumoth because it absorbs the Fire-type moves that make Aurumoth quiver and sets up Stealth Rock to weaken Aurumoth's counters. In return, Aurumoth sponges the Earthquakes that knock out Heatran and defeats the special walls that Heatran fails to break. Although Life Orb and Leftovers are the two premier options for Dragon Dance Aurumoth, Lum Berry allows Aurumoth to bluff Choice Scarf or Expert Belt while absorbing Toxic or Will-O-Wisp from the likes of Tentracruel and Rotom-W.</p>

[SET]
name: Choice Scarf
move 1: Final Gambit
move 2: Megahorn
move 3: Zen Headbutt
move 4: Trick / Close Combat
item: Choice Scarf
ability: Illusion
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spde

[SET COMMENTS]

<p> With two great moves that boost Aurumoth's Speed, one may question why Choice Scarf Aurumoth is so potent. However, one glance at this set reveals the answer: Final Gambit. Final Gambit transforms Aurumoth into a deadly Choice Scarf user because thanks to Final Gambit, Aurumoth can knock out at least one of the opponent's Pokemon with near certainty. Final Gambit, of course, reduces Aurumoth's HP to zero and then reduces the opponent's HP by the same amount. Therefore, a full-health Aurumoth can do 424 points of damage to any Pokemon (besides Ghost-types, who are immune to the move) that switches into it. Furthermore, Aurumoth will not lose its HP even if a Ghost-type switches in! Other than Ghost-types, there are four Pokemon in the entire Overused tier that can switch into a maximum power Final Gambit and live to tell the tale: Blissey, Chansey, Gastrodon, and Vaporeon. The latter two cannot switch into Stealth Rock and still survive a Final Gambit.</p>

<p>Since Because Aurumoth easily forces switches thanks to Illusion, the opponent will almost always lose their Aurumoth counter to Final Gambit. For that reason, Pokemon that play similarly to Aurumoth are ideal partners for Aurumoth. Furthermore, Aurumoth still has a pair of attacking moves if it doesn't choose to sacrifice itself. Megahorn, although it's backed up by just 4 Attack EVs, still puts a dent in anything that's weak to it and allows Aurumoth bluff a Dragon Dance set. It's the sSame deal with Zen Headbutt, but remember than an uninvested Zen Headbutt really lacks power. The primary use of this set is to use Final Gambit, not to revenge kill opponents in a traditional sense. The final slot has two viable options: Trick and Close Combat. Trick immediately alerts the opponent that Aurumoth is a Choice Scarf user, although but if you disguise Aurumoth as a common Trick user, there is a chance to keep the opponent fooled. Close Combat wallops Steel-types, but since because most Steel-type Pokemon have a great Defense stat, Aurumoth will probably fail to OHKO them. Trick is usually the better option in this case; Close Combat is only superior if your team has serious issues with Steel-types.</p>

<p>The EVs are geared for a max-powered Final Gambit and enough Speed to revenge kill other Aurumoth. The extra four EVs belong in Attack to boost Megahorn, Zen Headbutt, and Close Combat. (Redundant info because 4 EVs won't make much of a difference.) Always use a Jolly nature with these moves; the purpose of this set is to unleash an ultra-fast Final Gambit, not to attack or defend. Illusion is the ability to use because it lures specific Pokemon into the field. If the opponent has not seen any of Aurumoth's moves, then they will likely assume it's a special attacker. For this reason, Blissey and Chansey are common switch-ins to this set. If the opponent has a Blissey or Chansey on their team, then do not use Final Gambit carelessly.</p>

[ADDITIONAL COMMENTS]

<p>Final Gambit eliminates the Pokemon that switch into Aurumoth. For that reason, Pokemon that play similarly to Aurumoth make great partners. Volcarona, Swords Dance Scizor, Agility Thundurus-T, and Rock Polish Landorus-T come to mind as Pokemon that benefit from the removal of walls. Do note that many of those Pokemon are weak to Stealth Rock and that Aurumoth still prefers to preserve its Illusion, so Rapid Spinners users make great partners for Choice Scarf Aurumoth. Furthermore, entry hazards eat into Final Gambit's power. Once Aurumoth starts wasting its health to hazard damage, its Final Gambit fails to take out the sturdier walls of OU, such as Hippowdon and Jirachi. None of the three premier Rapid Sspinners of OU have particularly great synergy with Aurumoth: Starmie shares Aurumoth's Dark-type weakness, Forretress shares Aurumoth's Fire-type weakness, and Tentacruel struggles to break some Ghost-types such as Jellicent. In terms of type synergy, Aurumoth does pair best with Tentacruel, and Forretress can still get out of sticky situations with Volt Switch.<p>

<p>Aurumoth can also select specially offensive moves such as Hydro Pump, Psychic, Ice Beam, Thunderbolt, and Bug Buzz to replace the physical attacks on the current set. Remember that if Aurumoth wants to use a special Choice Scarf set, then it should use a Timid nature instead of a Jolly nature. Another benefit of using special moves such as Thunderbolt, Psychic, and Ice Beam is that Aurumoth can disguise itself as a Starmie without arousing suspicion. Starmie Rapid Spin and Aurumoth's Illusion can make the two a dynamic duo despite the poor type synergy. It's reasonable to drop Aurumoth's Speed EVs to 232 and dump the extra 24 points into Attack, but then Aurumoth cannot reliably defeat its fellow Aurumoth. The last move that Aurumoth could potentially use is Overheat since because it defeats Steel-types without sacrificing Aurumoth to a Final Gambit, but Overheat forces Aurumoth to switch out&mdash;potentially into entry hazard damage&mdash;just to use a Overheat from little to no Special Attack investment.</p>

[OTHER OPTIONS Other Options]

<p>Remember when I said Aurumoth had an Olympic-sized movepool? Well, it's time to jump off the deep end. Every specially offensive set&mdash;and even the Choice Scarf set&mdash;can use Thunder, Blizzard, Overheat, or Hydro Pump over any of the coverage moves listed on the analysis. Choice Scarf Aurumoth can use No Guard and these moves in order to bluff the No Guard special attacker, but the lack of Life Orb recoil will tip the opponent off to Aurumoth's trickery. Although this set is outclassed by faster Choice Scarf users such as Latios, Aurumoth can use a full-out No Guard Scarf set with any four of Thunder, Blizzard, Bug Buzz, Hydro Pump, Focus Blast, and Psychic as move options, (AC) along with maximum Special Attack and Speed EVs. Lum Berry can bluff a Choice Scarf on all of the stat-boosting sets and heal burns, bad poison, and paralysis status conditions. Furthermore, strict direct status-afflicting moves such as Will-O-Wisp, Toxic, and Thunder Wave do not break Aurumoth's Illusion. Expert Belt gets an obligatory mention on any setup sweeper that would like to bluff a Choice Scarf or avoid Life Orb recoil, making Expert Belt a great choice for the No Guard Quiver Dance attacker. Expert Belt and Illusion causes some difficult head mind games with the opponent since because they have to rationalize the lack of Leftovers recovery, Life Orb recoil, and the Illusion all at once.</p>

<p>A defensive set with Quiver Dance and Will-O-Wisp or Wish is also viable, although but giving up the raw power of the Quiver Dance attacking sets is risky business. Wish, with or without Quiver Dance, is a sweet healing move that can support Aurumoth's team. However, Aurumoth is designed to receive support from its team, not the other way around. Quiver Dance, (RC) and Will-O-Wisp form a tantalizing duo because Quiver Dance patches Aurumoth's weak Special Defense and Will-O-Wisp makes the insect nearly impenetrable from the physical side. Healing Wish is a tricky move that provides great team support, but the only Aurumoth set that should consider sacrificing itself is the suicide-prone Choice Scarf set. Hydro Pump on any specially offensive Aurumoth set is even better in the rain, especially if Aurumoth has No Guard. If Aurumoth is running Illusion, then Surf is the less risky option. Bumping Aurumoth's Speed EVs to 252 removes the risk of being outsped by another Aurumoth and allows Aurumoth to at least Speed tie other Aurumoth. Reflect and Light Screen are great moves for Aurumoth to use, but they are better if one of Aurumoth's teammates is using them!</p>

[CHECKS AND COUNTERS Checks and Counters]

<p>Countering Aurumoth? Don't make me laugh! Aurumoth has the coverage options to defeat just about any Pokemon that stands in its way. However, Aurumoth cannot use all of these its coverage moves at once, and most teams naturally have at least one Pokemon that makes forces Aurumoth to think twice. The first step to reducing Aurumoth's HP to zero is to identify the set, which is no easy task. If Aurumoth has no Illusion, then it's most likely a special attacker. On the other hand, a set with Illusion could be either physically or specially offensive. Choice Scarf Aurumoth are nearly unpredictable, as whatever you switch in is most likely going to get blasted with a Final Gambit. Surrounding Aurumoth's feet with Stealth Rocks and Spikes are a great way to whittle its health closer to zero. If the opponent switches in a Pokemon that takes an incorrect amount of damage from hazards, then it's an Aurumoth hiding behind an Illusion.</p>

<p>Heatran, (RC) the quintessential anti-metagame Pokemon, (RC) (You have mentioned this many times already, so I removed it.) can take on Aurumoth reasonably but needs to watch out for Surf, Hydro Pump, and Close Combat. The best way to drop Aurumoth is to just blast it with a powerful attack from a Pokemon faster than it. Tornadus-T, Genesect, Landorus, and Keldeo all outpace the moth and can either OHKO or nearly OHKO it. An attack from one of the Aformentioned Pokemon plus the damage from Life Orb and entry hazards will always be enough to knock out Aurumoth. Quiver Dance sets have problems with Fire-types and Choice Scarf users with physical moves. Choice Scarf Landorus with Stone Edge is as close to a universal counter as anything; just beware of how risky it is to rely on Stone Edge to counter a Pokemon as powerful as Aurumoth. Tornadus-T's supreme combination of Speed, power, and Special Defense makes it a near-universal answer to Aurumoth. Choice Scarf Keldeo is a great revenge killer if rain is active, as a rain-boosted Hydro Pump will crush Aurumoth if it has taken prior damage. Keldeo's Fighting-type typing allows it to even switch into even a boosted Megahorn or Bug Buzz if necessary. Genesect can withstand one of Aurumoth's attacks and roast it with a Flamethrower. Any Choice Scarfer user with a decent Special Attack stat can finish off a Dragon Dance Aurumoth; Latios, Keldeo, Infernape, and Hydreigon all come to mind. When all else fails, a Final Gambit from a Choice Scarf Aurumoth can knock out any Aurumoth set. The most important thing to remember when playing against Aurumoth is to be faster than it. Switching in your Choice Scarf user while Aurumoth is setting up usually forces Aurumoth to exit the battlefield.</p>


2/2!
 
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Stratos

Banned deucer.
one last thing don't forget to change Spd to Spe on the scarf set, you remembered on all the others but that one slipped through =)
 

Bughouse

Like ships in the night, you're passing me by
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One other change: the first instance of Landorus should be Landorus-T, like all other mentions. This looks great.

EDIT: Actually, what's going on there. It says Landorus-T already up top in DLC's analysis, but Landorus in Governess' GP.

Part of me cringes at how there's not even a single mention of Weak Armor in this analysis, but so be it... sigh...
 
Hey in addition to the stuff above, your formatting needs to be changed a little bit because CAP uses slightly different code than the standard metagame analyses. You can see good examples of what you need to do in the completed Necturna and Mollux analyses. It's mostly just doing things like using header tags instead of the usual custom HTML and formatting the sets a bit differently.
 

DetroitLolcat

Maize and Blue Badge Set 2014-2017
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
I implemented Governess' changes, thanks for the GP check. Elevator Music also PM'd me some changes to make, so I put those in afterward. I think I've got the formatting all straight and such (thanks melvni!), so I think that's all that needs to be done on my end. And I got Pwne's change.

If there's anything else I gotta do, please tell me o_O
 
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