Aurorus Hazard Stack
INTRO
The former trashmon Aurorus has surged in popularity recently, rising from PU to NU with the latest tier update. At first it's tough to see why: it's a slow mon with a tanky stat spread cursed with arguably the worst defensive typing in the game. However, Aurorus has a number of cool features that make it at least worthy of consideration, most notably its ability, Snow Warning. As the lone fully evolved weather inducer in RU, it has the ability to fire off 100% accurate Blizzards from its respectable SpA stat while causing chip damage to the opposing team. Equipped with a Focus Sash, it functions as an effective lead hazard setter while breaking opposing Sashes with hail.
I tried to create a team that could use the rocks and residual damage that Aurorus brings to the table, augmenting the hail with TSpikes pressure (while hopefully using some sick sets for you guys). In about 25 games I've laddered to 1350, but I'm trying to round out the weaknesses of the team and continue to improve. Or maybe Aurorus is a simple shitmon that can't be salvaged. Anyway, here's the squad:
I tried to create a team that could use the rocks and residual damage that Aurorus brings to the table, augmenting the hail with TSpikes pressure (while hopefully using some sick sets for you guys). In about 25 games I've laddered to 1350, but I'm trying to round out the weaknesses of the team and continue to improve. Or maybe Aurorus is a simple shitmon that can't be salvaged. Anyway, here's the squad:
THE_TEAM






DETAILED_ANALYSIS

Aurorus @ Focus Sash | Snow Warning
Modest Nature (+SpA / -Atk) | 192 HP / 248 SpA / 68 Spe
IVs: 0 Atk
• Stealth Rock
• Blizzard
• Freeze Dry
• Thunder Wave
Here's my custom lead Aurorus set, complete with sketchy IV spread. Most of the time, I'll be setting rocks first turn, but if I think the opponent is going to Taunt or set up hazards I'll Blizzard. Freeze Dry bops Gastro and Mola, and TWave can be useful to catch something like Delphox on the switch. It also helps against Golbat and other fast flyers who would be able to roost off my ice STABs otherwise.
The speed IVs are to beat uninvested base 65 pokemon like Alomomola and Jellicent. SpA is (nearly) maxed out for maximally spammable Blizzard, with the rest going into HP to reach an SR number.

Sigilyph @ Life Orb | Magic Guard
Timid Nature (+Spe / -Atk) | 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
• Psyshock
• Heat Wave
• Energy Ball
• Air Slash
Part 1 of the sweepers under hail: the scrubby 4 attacks Sigilyph. Magic Guard gives Siggy immunity to hail and LO recoil, and the extra damage from hail and rocks turns a lot of 3HKOs into 2HKOs. Furthermore, Aurorus is a great lure for Fighting and Ground moves, while Mola baits out Toxic and Taunt, so Sigilyph finds ample opportunity to switch in.
The first three moves are fairly standard with ridiculous coverage. In the last slot, I opted for Air Slash over the more standard Roost because Sigilyph is more of a hit and run type pokemon, and is frail enough to take over 50% from weak neutral STABs from the likes of Aromatisse. Air Slash prevents Sigilyph from being walled by Houndoom and Delphox and helps my team not lose to Bulk Up Scrafty. IVs are standard speedy special sweeper.

Escavalier @ Leftovers | Overcoat
Brave (+Atk / -Spe) | 248 HP / 8 Atk / 252 SpD
IVs: 0 Spe
• Megahorn
• Swords Dance
• Rest
• Sleep Talk
Part 2 of the hail abusers, this time with immunity through Overcoat. Tell me this set isn't the bees' knees. Uninvested Megahorn off of +Atk Escav's 135 attack stat puts a dent in anything that doesn't resist it. The kicker of this set is that it beats the bulky waters that think they can Scald/tank it to death with Rest + Swords Dance. This guy singlehandedly dismantles your standard RU regenerator core, provided you don't carry HP Fire or Foul Play on Tangrowth/Amoonguss.
The EV spread is also kind of funky, inspired by the the standard SpD Rhyperior spread. HP and SpD investment help me Rest off weak special hits, but using a +Atk nature lets me spam Megahorn without needing a boost. I used -Spe over -SpA just to counter the rare TR team, though it has some slight antisynergy with Aurorus's TWave, but even Adamant Escav fails to outspeed speedy parad pokes.

Alomomola @ Leftovers | Regenerator
Bold (+SpA / -Atk) | 248 HP / 252 Def / 8 Spe
IVs: 0 Atk
• Wish
• Protect
• Scald
• Toxic
Fatass PhysDef Blob, what else is there to say. This fish is the glue for my team, being the only physically invested pokemon on the team and the best physical Wishing pivot RU has to offer. Together with Escavalier, Alomomola makes a really reliable defensive core, passing wishes and sponging physical and fire type moves to Escav, while Escav eats grass and special moves.
Moveset and IVs are completely predictable and standard, but hey, they're that way for a reason: they work.

Drapion @ Black Sludge | Battle Armor
Careful (+SpD / -SpA) | 248 HP / 216 SpD / 44 Spe
• Toxic Spikes
• Knock Off
• Poison Jab
• Taunt
Since my core shuffles around the enemy team nicely, I thought TSpikes would be a nice addition to the team, and SpD Drapion is in my opinion RU's sturdiest user. The other candidate for the role was Qwilfish, but I tend to find the puffer to be too squishy for bulky teams and difficult to WishPass to from Alomomola, as the two are both specially vulnerable to moves of similar type.
Toxic Spikes, if they can't be removed, put a timer on the opponent, and Drapion being a poison type can absorb TSpikes as well. Knock Off provides utility, and Poison Jab is consistent damage. Taunt is great against stall to stop recovery/Defog/clerics from doing their thing. IVs are for special bulk and hitting some speed threshold recommended by Smogon.

Camerupt @ Cameruptite | Sheer Force
Modest (+SpA / -Atk) | 248 HP / 172 SpD / 88 Spe
IVs: 0 Atk
• Flamethrower
• Earth Power
• Roar
• Toxic
Megarupt rounds off the team with another bulky threat. Thanks to two stupidly hard-hitting STABs, this camel deals quite nicely with the poison and steel types that resist Toxic Spikes, and by virtue of its typing, Camerupt can bait out the bulky Waters and Grounds to hit them with Toxic on the switch. Roar is good for shuffling, interrupting WishPasses, and racking up residual damage.
Again the IVs are slightly offbeat. Camerupt needs no SpA investment to hit like a truck, but Modest is just too good to pass up. 88 Spe lets me do things like outspeed Megalix, and the rest again go into special bulk. This guy also works nicely with Mola by stopping Volt Switch.
THREATS
The biggest weakness to my team is lack of hazard clearance, so spikes setters can be a major pain, particularly Lead Crustle, which threatens to OHKO Aurorus with a lucky Rock Blast. There are also like zero switchins to Mega Camerupt on my team, but then again what team does, and at least I can force Rupt out with my own Camerupt or Mola's Scald. DD Shed Skin Scrafty after 1 boost can be super, super hard to beat without a lucky Scald burn and no SS activation, and in general pokemon that boost their attack stat with a way to circumvent Alomomola are annoying, like Virizion if it can get past Sigilyph. Finally, pokemon that spread status, particularly to the critical pivot Alomomola, can seriously whittle my team down.
Overall this team is really fun to play, has a fairly non-standard playstyle to it in my opinion, and I'm happy the way it turned out.
Overall this team is really fun to play, has a fairly non-standard playstyle to it in my opinion, and I'm happy the way it turned out.
IMPORTABLE
Not sure how to do hide tags :( If someone tells me I can paste the team here.
Shoutout to trinitrotoluene for the badass RMT template.
Thanks guys, and tell me what you think!
Shoutout to trinitrotoluene for the badass RMT template.
Thanks guys, and tell me what you think!