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Aurumoth Pre-Playtesting Analysis Workshop

Discussion in 'Create-A-Pokémon Project' started by nyttyn, Nov 9, 2012.

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  1. nyttyn

    nyttyn No regrets
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    Idea by bugmaniacbob
    Approved by bugmaniacbob


    [​IMG]
    EIA EIA ALALA SEPHIMOTH

    Concept:
    Typing: [​IMG] [​IMG]
    Abilities: Weak Armour / Illusion / No Guard
    Base Stats: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe
    Movepool:
    -------

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

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

    Sets

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

    Illusion Partners

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

    [​IMG]
    [​IMG]
  2. bugmaniacbob

    bugmaniacbob Floats like a Butterfree, stings like a Metapod
    is a Smogon Media Contributoris an Artist Alumnusis a CAP Contributor Alumnusis a Contributor Alumnus

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    As a note, I was originally going to make this thread now to get a head start on the playtest but didn't have time to today, so I asked if anyone else was willing to do so, and nyttyn very kindly stepped up to the plate, so thank you very much for doing so, and to everyone else on #cap who helped out with it.

    Could have chosen a better title, but oh well...
    EDIT: Actually I think I'll change it. There, much better. More official and all that.

    I'd switch the slashes on the QD set as Psychic is much better with Focus Blast and Psyshock much better with Hydro Pump.

    I'd also advise slashing Overheat with Trick and maybe slashing Weak Armour on CB (sort of reverse Moxie) and I'd probably prefer to run the first set's moves with No Guard anyway but no comments aside from that at first glance:

    Also add the following sets:

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

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

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

    That's all, folks

    EDIT: Oh, how could I forget?

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

    Trick something a Scarf, then kill yourself. Final Gambit if you haven't taken any damage yet, Healing Wish if your team is on its last legs.
  3. fryfrey

    fryfrey

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    Might I suggest these spreads?

    "The Revenge Killer"
    Aurumoth @ Choice Scarf
    252 SpA / 252 Spe / 4 HP
    Modest / Timid Nature
    Trait: No Guard
    - Hydro Pump / Blizzard / Thunder
    - Overheat
    - Focus Blast
    - Psychic

    This set has quite a few choices to choose from, to adapt to things that give you trouble. However, it is risky because you may need to keep switching out, and back into Stealth Rock.

    "The Physical Side"
    Aurumoth @ Leftovers
    252 HP / 100 Att / 100 Def / 52 Spe
    Impish Nature
    Trait: Illusion / No Guard
    - Megahorn
    - Close Combat / Zen Headbutt
    - Will-O-Wisp / Toxic
    - Dragon Dance

    This set works with Aurumoth's physical side, with both formidable Attack and Defense. Dragon Dance boosts his Speed and Attack to great levels, so even if you want to lean more towards the Defensive side, you still pack a powerful punch. Megahorn and Will-O-Wisp become a hella lot more useful with 100 accuracy, and you should use Zen Headbutt over CC if you feel more Defensive than offensive, and either Will-O-Wisp or Toxic are great choices.

    Hope I contributed well!

    EIA EIA ALALA SEPHIMOTH
  4. Verminator

    Verminator

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    Who else sees damage-reducing berries being handy for Weak Armour Aurumoth? I'm talking about Charti and Tanga berry in particular, which reduces the damage of Stone Edge and U-turn respectively. Moves that would allow Genesect and Terrakion to severely threaten you normally are now moves that you can take on the chin quite nicely, and allow you to reach +2 speed in one turn if you use QD / DD on the same turn that you get hit. It'd be a little less effective against Genesect than Terrakion, as you run the risk of Gene simply going for Flamethrower to roast you,but you could mitigate that by carrying something threatening and flame resistant on the same team, such as Heatran for instance. Even then, it's risky, as you're playing mind games with your opponent and you stand to lose out big time if you mispredict, but hey, that's what the project was made for, right?
  5. GRs Cousin

    GRs Cousin

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    I believe Blissey would make a good partner as well. Given its double resistance to Fighting and excellent physical bulk, it could very well act as a replacement Skarmory in the famous SkarmBliss combo. This doesn't even mention the potential of Illusion variants, who can really screw over certain counters if it gets in a Dragon Dance or Quiver Dance.

    Tyranitar, Scizor, and Infernape remain a problem for the core, but Close Combat variants can handle Tyranitar while Aurumoth with a Psychic-type move can OHKO Infernape after a boost. Scizor are still harder to handle, but are additionally countered by Overheat. I think it's a core worth trying.
  6. fryfrey

    fryfrey

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    Verminator, about your berries thing, Tanga wouldn't work because damage reducing berries only reduce super effective damage and Bug is not super effective on Aurumoth.
  7. NTT

    NTT

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    Bug typing does not resist itself so U-Turn will deal Super Effective damage due to Psychic's weakness.
  8. Professor Shroomish

    Professor Shroomish

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    Does Weak Armor activate when a Substitute is hit? If so, could it maybe be paired with one of Aurmoth's boosting moves, to help it more easily outrun Scarfed Pokemon?
  9. SpecsX

    SpecsX

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    Unfortunately, no.

    I think No Guard Quiver Dance will be the most common set because of the sheer power of the QD boost and No Guard allowing it to use stronger coverage moves.
  10. DarkBlazeR

    DarkBlazeR

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    That may be, but keep in mind Aurumoth has a decidedly average Speed stat, which at +1 still puts it behind almost all Pokémon in OU that commonly run Choice Scarf - most notably Genesect. With some good prediction, you can get a boost from Weak Armor on a weak physical attack, and then use QD as they switch out to get +1 SAtk/+2 Spd. This isn't to say that No Guard won't be common on QD sets - just I think many players will realise the value of that extra Speed boost you can potentially get from Weak Armor. It's most certainly easier to acquire than setting up 2 QDs, anyway.

    I think Will-o-wisp should get a slash on the Illusion Lead set, probably over Healing Wish. Being able to cripple something on Turn 1 could really turn the tide of a match, and Illusion gives you a great bluff to do so.
  11. BlackLight

    BlackLight

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    Be sure to put that Kyurem and its steroids infused forme are good partners. They're so powerful that mispredicting which Pokemon it is can mess up an opposing team pretty badly. Also, Kyurem and Aurumoth take identical damage from entry hazards, which is useful in creating a diversion.
  12. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    Under Illusion Partners:

    [​IMG]
    While you can't mimic Nasty Plot and it will be given away with Tail Glow, Both Pokemon share the same Stealth Rock weakness and can use Thunderbolt or Thunder. Thundurus-T also resists Bullet Punch and U-turn, which makes it a fantastic Pokemon to bluff as.

    [​IMG]

    With the exact same vulnerability to hazards, Chandelure can also be mimed using Will-O-Wisp. Chandelure also resists Bullet Punch and U-turn, and Aurumoth can nail any Dark-type switchins with Megahorn.

    [​IMG] / [​IMG]

    While it's more difficult to bluff as Lucario / Cobalion, they take the same Spikes damage even if the SR damage is vastly different. Aurumoth can also fake Lucario with Close Combat. A CB Illusion Aurumoth Close Combat is roughly the same power as an Expert Belt Lucario Close Combat (foes weak to it will be KO'd, foes that are neutral will see little difference), while people will be curious about Cobalion's damage output, Colbalion's stronger defenses and different resistances give it a slightly different role than Lucario in backing Aurumoth.

    [​IMG]

    Jellicent is another Pokemon that takes the same Spikes damage as Aurumoth, and in this particular case it can also use Will-O-Wisp, Ice Beam, and Hydro Pump to bluff, having a much higher Base Stat.

    [​IMG]
    What, Rhyperior? Well, they take the same Spikes damage, Rhyperior is immediately threatening, Rhyperior lures in things you'd want Aurumoth to destroy for it, and both Pokemon can use Megahorn.
  13. NTT

    NTT

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    I think Illusion could do with being slashed in on the Wish Pass set. Potentially bluffing counters/checks to whatever the opponent's using could be enough to force switches and allow for free Wishes.
  14. Korski

    Korski Distilled, 80 proof
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    Hey nyttyn, is there any chance you could clean up the OP a little to make it look more like an analysis skeleton than an RMT? For instance: taking the sprites out, flush-left justifying the entire post, removing the flavor text from the movepool quote (or just linking to the submission), putting all the EVs in the correct order, and bullet-pointing the set summaries for better explaining and easier reading. Also the 100 HP / 252 [Atk/SpA] / 152 Spe "standard" spread is not self-explanatory, so if you could explain its advantages over a simple 252/252+ spread would be good.

    Other than that, I'm pleased at the variety of potential sets people are coming up with. At least in the theorymoning stage, Aurumoth seems plenty capable of being a strong offensive booster and a capable offensive supporter. It's interesting to note that pretty much all of these sets have combinations of moves and/or unique enough boosting/attacking moves to render sustained Illusions difficult (infuriating Deck Knight), which may leave IllusionMoth only one free turn on average to take advantage of its trickery.

    I'm also looking forward to seeing how the difference between +1 Spe and +2 Spe affects Aurumoth's ability to run through teams (Scarfers always seem to last the whole battle, don't they...), and if the SpD boosts from Quiver dance will end up saving it from all the defensive threats that can wear it down.

    More to come, I'm sure.
  15. capefeather

    capefeather no shit
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    I think that the "slow" spreads should have 156 Spe just so it outruns Jolteon at +1 rather than tying with it.
  16. forestflamerunner

    forestflamerunner Ain't no rest for the wicked

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    I think Substitute+Illusion sets would be effective as lures. Substitute on the switch as the opponent switches in the wrong pokemon to counter you and then promptly eliminate said counter. Almost every pokemon in the game finds a use for substitute, so its presence on Aurumoth will not be any huge giveaway.

    Here's the set i was thinking of

    Auramoth@ Life Orb
    Timid nature
    Illusion
    100 HP/252 SPA/152 SPE

    -Substitute
    -Ice Beam
    -Bug Buzz
    -Thunderbolt

    This set is mostly for dealing with Terrakion's checks. Ice Beam for gliscor, Bug Buzz for S;owbro Thunderbolt to round off coverage here is a physical variant

    Auramoth@ Life Orb
    Naughty nature
    Illusion
    100 HP/252 ATK/152 SPE

    -Substitute
    -Megahorn
    -Overheat
    -Close Combat

    This version is more specialized for handling Latios's checks.
  17. TooMuchSugar

    TooMuchSugar

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    Okay, random idea that's been floating through my head: what about an aurumoth and a zoroark on the same team disguised as the same thing (maybe conkeldurr)? I'm not sure how effective it would be, but you could definitely play some mind games with your opponent.
  18. Adamnsm1

    Adamnsm1

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    I very much agree with this, especially Kyurem-B. Kyurem-B has such a ridiculous physical attack that many opponents will go straight to their physical wall upon switch in, and often steels. A specially-based illusion Aurumoth would be a perfect lure, as with overheat and just generally strong special moves he could surprise and take out Kyurem counters. He could even run ice beam and/or sub to keep up the uncertainty if the opponent tries to scout with protect. And of course, if you'd rather Aurumoth take on the primary role rather than prime the way for kyurem, you could run either tail glow or quiver dance to punish the opponents mistake.
  19. capefeather

    capefeather no shit
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    Just for clarification, the CAP 4 project was well underway before even Garchomp dropped. Hence,

    Garchomp and Black Kyurem will not be allowed in this test. Genesect will be allowed in this test.

    So if we talk about Garchomp or Black Kyurem, it would have to be in the context of the CAP metagame, which will be closed during the playtest. After the playtest, though, you can discuss Aurumoth in the CAP metagame in this thread or this thread or maybe ANOTHER thread will be made, idk...
  20. SA1TS

    SA1TS

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    Aurumoth @ Life Orb
    No Guard
    Naughty Nature
    252Atk 100SpAtk 156Spe
    -Megahorn
    -Quiver Dance
    -Psychic
    -Focus Blast

    Fully invested 120 attack stat plus 120 base power stab move with no drawbacks (thanks to No Guard) on a special sweeper who outspeeds base 130's and hits like a truck on the special side as well at +1? Brokenmoth.

    Edit: Set explanation. Naughty because it's SpD is crap already (although Brokenmoth doesn't care about this thanks to QD). Life Orb for max power. Enough speed to outpace base 130's at +1, max Atk because it doesn't get boosted and dump the rest in SpAtk. Pretty much weaken your opponents team a bit and kill their scarfed mon (read: Genesect), then savage everything because neither physical nor special walls are safe. Brokenmoth.
  21. GRs Cousin

    GRs Cousin

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    AuruBliss Core
    Aurumoth @ Leftovers
    252 HP / 4 Atk / 252 Def
    Impish Nature
    Trait: Illusion
    - Wish
    - Will-o-Wisp
    - Protect / Zen Headbutt
    - Megahorn

    Blissey @ Leftovers
    4 HP / 252 Def / 252 SpD
    Calm Nature
    Trait: Natural Cure
    - Wish
    - Protect / Heal Bell
    - Seismic Toss
    - Flamethrower

    A defensive core that, if played with good prediction, can outclass the famous SkarmBliss combo with brilliant results. Aurumoth has the EVs to switch in on most neutrally effective physical hits, taking almost no damage from Fighting-type moves, a perfect compliment to Blissey's Fighting-weakness. Likewise, Blissey can take the special hits Aurumoth would likely faint from. Lure in a physical attacker, cripple it, and pass on a wish to yourself or a teammate. Both share the same weakness to spikes, leftovers recovery, and the moves Wish and Protect. Without Stealth Rock set up, it becomes hard for your opponent to decide which end of the offensive spectrum to hit you with, giving you a heavy amount of momentum if they guess wrong. Bonus if they actually switch before making their attack as well. Infernape with Taunt are most likely to counter this core, but given all the factors of predictions to be made with switching, illusions, and move choice, an Infernape is sooner a battle of prediction rather than a true check. Overall the core is very risky, but extremely rewarding if played to its fullest potential.
  22. jagged_angel

    jagged_angel

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    I would slash in Close Combat next to Focus Blast on the Tail Glow set as Weak Armour variants will not want to chance a miss and CC will do good damage to anything weak to it even without a boost.
  23. Korski

    Korski Distilled, 80 proof
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    Well actually Close Combat is illegal with Bug Buzz and Hydro Pump. You'd have to move a few things around for that. It could still work, though, as CC hits Tyranitar, SpD Heatran, Blissey, and Chansey better, and +3 Psychic will probably power through more than a few weakened resistors (NP Azelf used to do this a lot). This also leaves the fourth slot open for one of the BoltBeams or Surf to round out SE coverage.

    EDIT: now that I think about it a little more it sounds like a completely different TG set than the one posted, maybe even to the point of wanting a different EV spread. I am tempted to try both.
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