Hi there. There are new card reveals from Pokemon Japan's Nihil Zero set. Let's take a look at the Aurorus and Tyrantrum evolution line.
Antique Sail Fossil

This Fossil card is treated as an Item card until it is put into play. Once this is in play then it is treated like a 60HP Colourless Pokemon. It can't retreat and is not affected by Special Conditions. Any time during your turn, you may discard this card from play.
The Protective Sail ability makes this safe from effects of Supporter Cards played from the opponent's hands. This Fossil is safe from Boss's Orders.
Fossil cards in general are not for attacking. You need this Antique Sail Fossil for Amarura and Aurorus.
Amarura & Aurorus

Amarura is an okay attacker if you manage to get Icy Wind to work well. Otherwise, it is not great.
Aurorus is the evolved form of Amarura. This has 170 HP, 3 retreat cost and Metal weakness. The Tundra Wall ability activates for all Pokemon with Water Energy attached to them. Your Pokemon with Water Energy take 50 less damage from attacks. When it says the ability does not stack, it means you cannot apply more than 1 Tundra Wall from multiple Aurorus.
Freezing Chill requires 2 Water and 1 Colourless Energy to deal 150 damage and it prevents the Defending Pokemon from attacking during your opponent's next turn. My issue with this attack is meeting Energy requirements. There is no Water Energy acceleration right now.
Antique Jaw Fossil

Antique Jaw Fossil is not great but it is needed for Tyrunt and Tyrantrum.
Tyrunt & Tyrantrum

Tyrunt's Get Angry attack is a revenge style attack. For 1 Fighting Energy and 1 Colourless Energy, this attack does 20 damage for each damage counter on this. (One damage counter represents 10 damage.) In theory, this Tyrunt can deal up to 180 damage but I think it would be hard to pull this off in practice.
Tyrantrum is the evolved form of Tyrunt. This has 180HP, a retreat cost of 3 and Grass weakness. The Tyrannoguts ability allows this Tyrantrum gain 150 HP if there is any Special Energy on it. Compatible Special Energy cards include the ACE SPEC Neo Upper Energy, or the soon to be released Rock Fighting Energy.
The Wreak Havoc attack requires one Fighting Energy and one Colourless Energy to deal 160 damage. You also flip a coin until you get Tails. For each Heads, discard the top card of your opponent's deck. The damage output on this attack is okay at 160. If you get lucky you can discard key cards from the opponent's deck that are not recoverable.
Tyrantrum seems more useable than Aurorus. I don't know if a deck around Tyratnrum would be good. Stage 2 decks are known to have setup and consistency issues in general. We will see how it plays out soon.