Idea by bugmaniacbob Approved by bugmaniacbob EIA EIA ALALA SEPHIMOTH Concept: Typing: 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 Standard Quiver Dance Aurumoth @ Life Orb / Leftovers / Expert Belt 100 HP / 252 SpAtk / 152 Spd Timid Nature Trait: Weak Armor / Illusion - Quiver Dance - Bug Buzz - Psychic / Psyshock - Hydro Pump / Focus Blast Standard QD set. 152 Speed for outspeeding threats, 100 HP for bulk, max SpAtk for the hurt. Coverage will depend on rain support. Hydro Pump for rainmoth, Focus Blast otherwise. Psyshock to get around high SpDef and win CM QD wars. No Guard Quiver Dance Aurumoth @ Life Orb / Leftovers / Expert Belt 100 HP / 252 SpAtk / 152 Spd Timid Nature Trait: No Guard - Quiver Dance - Bug Buzz - Blizzard / Thunder - Focus Blast / Hydro Pump Standard QD but with extremely powerful moves in exchange for having a harder time setting up. Illusion Lead Aurumoth @ Focus Sash 252 Atk / 252 Spe / 4 HP Jolly Nature Trait: Illusion - Counter / Light Screen - Megahorn - Healing Wish - Magic Coat Lead set designed to catch people off guard. Illusion for trolling, Magic Coat to reflect taunts, Healing Wish to sac Aurumoth later in the match if need be. Counter for illusion shenanigans. Can also get up a light screen if desired. Wish Pass Aurumoth @ Leftovers 252 HP / 120 Def / 132 Spe Jolly Nature Trait: No Guard - Wish - Will-o-Wisp - Protect - Megahorn Wish Passing set designed around giving meaty wishes to team-mates, burning physical attackers with 100% accurate Will-o-wisps, dealing decent chunks of damage with 100% accurate STAB megahorn, and scouting with Protect. 252 HP Evs for meaty wishes, 132 speed EVs to outrun bulky Dnite (the only thing you're going to outrun with this set), and the rest shoved into Def for bulk. EVs can be shaved off into attack or speed from def if need be. Choice Band Aurumoth @ Choice Band 252 Atk / 220 Spe / 32 HP Adamant Nature Trait: Illusion / No Guard - Megahorn - Zen Headbutt / Overheat - Close Combat - Trick Wallbreaker with huge surprise value. Megahorn STAB hurts like a truck, Close Combat wrecks steels. 220 Spe to outrun timid Heatran, rest shoved into bulk and power. Zen Headbutt is nice backup STAB, can be replaced with Overheat to kill Skarmory and Ferrothorn. Trick cripples walls. Dragon Dance Aurumoth @ Life Orb 252 Atk / 152 Spe / 100 HP Jolly Nature Trait: Illusion / No Guard / Weak Armor - Dragon Dance - X-Scissor / Megahorn - Zen Headbutt - Close Combat / Overheat Same EVs as Quiver Dance except Attack instead of Special Attack. Use Megahorn for No Guard sets, otherwise use X-scissor for reliability. Zen Headbutt is backup STAB. Close Combat for coverage and the only other really viable physically attacking move on Aurumoth, or Overheat to bypass Skarmory and Ferrothorn. Tail Glow Aurumoth @ Life Orb / Leftovers 100 HP / 252 SpAtk / 152 Spe Timid Nature Trait: Weak Armor / Illusion / No Guard - Tail Glow - Bug Buzz - Psyshock / Psychic - Hydro Pump / Focus Blast Tail Glow setup. Basically Quiver Dance, but with Tail Glow. Massive power in exchange for not really outspeeding much of anything. Relies on Weak Armor boosts. Completely smashes through almost everything however. Dual Screens Aurumoth @ Light Clay 252 HP / 4 Atk / 252 Spe Jolly Nature Trait: Illusion / No Guard - Reflect - Light Screen - Healing Wish - Megahorn Dual Screen setup for offensive teams. Can bluff being another pokemon quite nicely, thus ensuring that screens are easier then normal to get up. Can sac self after screens are up with Healing Wish. Megahorn is powerful STAB that prevents TAUNT WEAK. Mixed Attacker Aurumoth @ Life Orb / Leftovers / Expert Belt 252 Atk / 32 SpA / 220 Spe Naughty Nature Trait: Weak Armor / Illusion / No Guard - Megahorn - Close Combat - Ice Beam / Blizzard / Overheat - Thunderbolt / Thunder Instead of going for a sweep, this Aurumoth can wreck things as well as clean up, and potentially sweep with a weak armor speed boost. Any of the abilities will work - change the moves you use accordingly. EVs to put out as much hurt as possible as well as outspeed timid offensive Heatran. Final Gambit Aurumoth @ Choice Scarf 252 HP / 4 Atk / 252 Spe Jolly Nature Trait: Illusion - Final Gambit - Trick - Healing Wish - Megahorn Illusion Partners Dragonite will make for a great partner thanks to sharing Dragon Dance, being a generally threatening presence, and sharing Aurumoth's weakness to Stealth Rock.