LucarioOfLegends
Master Procraster
I see no reason behind Aurumoth needing any other competitive ability besides the ones already present in No Guard and Weak Armor. Those two abilities are perfectly viable, even though they're a bit riskier to use hey doesn't that sound familiar. Adding another competitive ability to Aurumoth's already pretty good set of abilities would just make it broken...again.
Another thing that makes Aurumoth hard to fight is its unpredictability, similar to a banned techno-bug who shall not be named. Illusion was a prime factor to this problem, as you have literally no idea what is Aurumoth and what's not. While Illusion can be seen as a major problem with this, its massive movepool and coverage can also be seen as a major problem with this. From team preview, you do not know which boosting move it has, or what coverage option it will be carrying. It gets some pretty crazy coverage in the form of Thunder, Overheat (and Firium Z), Ice Beam/Blizzard, Hydro Pump/Surf, Focus Blast/Close Combat, and so many other various moves. All of these get perfect accuracy through No Guard, and that's not even covering its STABs or utility options. Knowing that most Aurumoth sets consist of Booster/STAB/STAB/Filler, that gives Aurumoth a scary amount of possible options to adapt to a team. You could try and switch in a Kitsunoh, for example expecting an Ice Beam, and instead get an Overheat to the face. I would like to propose that some of these options be removed, as it gives it a bit too much diversity in its current state.
Another thing that makes Aurumoth hard to fight is its unpredictability, similar to a banned techno-bug who shall not be named. Illusion was a prime factor to this problem, as you have literally no idea what is Aurumoth and what's not. While Illusion can be seen as a major problem with this, its massive movepool and coverage can also be seen as a major problem with this. From team preview, you do not know which boosting move it has, or what coverage option it will be carrying. It gets some pretty crazy coverage in the form of Thunder, Overheat (and Firium Z), Ice Beam/Blizzard, Hydro Pump/Surf, Focus Blast/Close Combat, and so many other various moves. All of these get perfect accuracy through No Guard, and that's not even covering its STABs or utility options. Knowing that most Aurumoth sets consist of Booster/STAB/STAB/Filler, that gives Aurumoth a scary amount of possible options to adapt to a team. You could try and switch in a Kitsunoh, for example expecting an Ice Beam, and instead get an Overheat to the face. I would like to propose that some of these options be removed, as it gives it a bit too much diversity in its current state.