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Aggron

In-battle formes

Base

HP:70
Attack:110
Defense:180
Sp. Atk:60
Sp. Def:60
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
RarelyUsed
Choice Band199

Mega

HP:70
Attack:140
Defense:230
Sp. Atk:60
Sp. Def:80
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
RarelyUsed
Choice Band199

Evolutions

Strategies

  • en
Formats:
Written by EonX

Overview

Aggron is one of the strongest wallbreakers in the RU tier. With a great Attack stat, Rock Head, and access to STAB Head Smash, it can be one of the single hardest Pokemon to switch into. This is amplified by the fact that Aggron has options for most of the Pokemon in the tier that can handle its powerful Head Smash. Secondary options, such as Heavy Slam, Low Kick, and Fire Punch, allow Aggron to push through potent Rock-resistant Pokemon, like Flygon, Rhyperior, and Bronzong, with the greatest of ease. Aggron's typing also provides it with key 4x resistances to Normal- and Flying-type moves to grant it some opportunities to switch in. However, with that typing comes some severe drawbacks. 4x weaknesses to Fighting- and Ground-type moves combined with a subpar base 50 Speed stat mean Aggron will almost always be forced out after it gets a KO. While it has a fantastic Defense stat, its somewhat low HP and lackluster Special Defense are certainly not doing it any favors, which lets many significant special attackers force it out. While its Head Smash is incredibly powerful and it does have coverage for many of the Rock-resistant Pokemon in RU, the likes of Seismitoad and Poliwrath can stand up to it most of the time.

Choice Band

Move 1
  • Head Smash
    Has 1/2 recoil.
    TypeRock
    CategoryPhysical
    Power150 BP
    Accuracy80%
Move 2
  • Heavy Slam
    More power the heavier the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
Move 3
  • Low Kick
    More power the heavier the target.
    TypeFighting
    CategoryPhysical
    Accuracy100%
Move 4
  • Fire Punch
    10% chance to burn the target.
    TypeFire
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%

Moves

Aggron's potency as an offensive Pokemon in RU is shown here with a powerful Choice Band set. With a Choice Band equipped and an Adamant nature, Aggron will 2HKO even the bulkiest of Pokemon without a Rock-type resistance with Head Smash. The rest of Aggron's moveset is basically there for covering what can survive Head Smash. Heavy Slam is a good secondary STAB option thanks to Aggron's high weight and is able to take care of Fairy-types more reliably as well as Flygon. Its perfect accuracy may also make it optimal in scenarios where Aggron can't afford to miss with a move. Low Kick is a very important move for Aggron and is arguably the second biggest reason to fear it. It 2HKOes Rhyperior, the primary Rock-resistant Pokemon in RU, without the need for entry hazard support. Aggron's last move targets specific Pokemon that can stand in the way of Head Smash. Fire Punch is preferred, as Bronzong is quite common and it also OHKOes Escavalier without having to risk a miss with Head Smash. Ice Punch is an option if defensive Flygon is a problem for your team.

Set Details

The EV spread maximizes Aggron's offensive potential with maximum Attack and Speed investment. Adamant is the preferred nature for the power boost, as Jolly does not give Aggron any notable Speed advantages. Choice Band is the best item for Aggron, as it will be using Head Smash most of the time anyway. Rock Head is the only ability that should even be considered for this set, as the recoil from Head Smash would be absolutely ridiculous otherwise. As Aggron does have some nice resistances to Normal-, Flying-, and Fairy-type moves, it could utilize a bulkier EV spread. However, Aggron's low Special Defense and various weaknesses will usually make this investment very inconsistent.

Usage Tips

Using Aggron is relatively simple. It has notable resistances to Normal-, Flying-, and Fairy-type moves, so try to switch it into those attacks. Unless the situation calls for something else, you'll generally want to let Aggron unleash its powerful Head Smash once it's in battle. If the opponent has a healthy Rhyperior, Low Kick is a good choice to go for, as that is their likely switch-in. If you can't afford a miss but still want to use a powerful STAB move, Heavy Slam should be used. Fire Punch is great for catching Bronzong wanting to switch in if Aggron is using it. If Aggron has Fire Punch, make sure to catch Bronzong on the switch in. Finally, make sure Aggron has good pivots to fall back on, as its low Speed will often mean Aggron is forced out once it scores a KO.

Team Options

Aggron is a powerful wallbreaker, so fast sweepers and late-game cleaners, such as Aerodactyl, are go-to options to take advantage of this. With weaknesses to common Fighting-, Ground-, and Water-type moves, Aggron appreciates teammates it can fall back on when these types of Pokemon come in. Slowking has Regenerator to allow it to keep switching into Water- and Fighting-type moves for Aggron and can run Thunder Wave to slow down the opposing team, run a Choice Specs set to maintain offensive pressure, or give Aggron Trick Room support to help fix its low Speed. If utilizing Trick Room support, make sure Aggron's nature and EVs are adjusted accordingly. Specifically, use a Brave nature, move all the Speed EVs to HP, and reduce the Speed IVs to 0. Virizion resists Water- and Ground-type moves and can maintain offensive pressure with Swords Dance or Calm Mind sets. Seismitoad and Mesprit are good Stealth Rock users to use with Aggron, as Seismitoad is immune to Water-type moves, while while Mesprit is immune to Ground-type moves. Seismitoad can reliably check Rhyperior if Aggron doesn't predict their switch in with Low Kick during a match, while Mesprit can provide Healing Wish support or function as a Rhyperior lure with the right coverage move.

Other Options

While Aggron has a colorful movepool, it generally doesn't need it, and it doesn't have the stats to use a lot of it effectively anyway. Easily the most notable is a set with Sturdy and Stealth Rock that utilizes a Custap Berry. Such a set should consist of Stealth Rock, Metal Burst, Head Smash, and Endeavor or Thunder Wave in an attempt to get Stealth Rock up early, and keep it up through the use of Head Smash to block Rapid Spin and Defog attempts. While Aggron has access to Toxic to spread poison throughout the opposing team, it would much rather ram into defensive Pokemon with Head Smash. Hone Claws can boost Aggron's Attack stat and make Head Smash perfectly accurate, but Aggron is too slow to actually sweep with the boost. Double-Edge is the only other move Aggron has to take advantage of Rock Head, but it doesn't provide any notable coverage and is barely stronger than a resisted Head Smash. A set with Substitute + Focus Punch can catch some Rock-resistant Pokemon off guard, and Aggron is no joke behind a Substitute, but Aggron usually just wants to launch a Choice Band-boosted Low Kick at predicted Rhyperior switch-ins. Aggron does have access to Rock Polish to fix its Speed, but it has to use a Jolly nature to outspeed Choice Scarf Medicham. Aqua Tail is an alternate option for coverage, but only OHKOes offensive variants of Rhyperior.

Checks and Counters

Poliwrath: Poliwrath doesn't care about anything Aggron has to offer and threatens it with both STAB moves. Notably, Scald can burn Aggron, crippling it for the rest of the match.

Seismitoad: Defensively invested variants of Seismitoad stand up nicely to Aggron and threatens it with both STAB moves; Earth Power OHKOes Aggron, and Scald might burn it.

Rock-resistant Pokemon: Aggron generally wants to use Head Smash, so Hitmontop, Rhyperior, and Bronzong make for nice initial switch-ins. They should be wary of coverage moves, though.

Offensive Pressure: Aggron is slow and is forced out by most faster special attackers and any Pokemon with strong Ground-, Fighting-, or Water-type moves, including Medicham, Flygon, and Samurott.

Cofagrigus: While it doesn't take Head Smash that well, Cofagrigus forces Mummy onto Aggron to make it suffer the ridiculous recoil of Head Smash and can burn Aggron with Will-O-Wisp.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
15
Raises the user's Speed by 2; user loses 100 kg.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
100
Accuracy
75%
PP
10
20% chance to make the target flinch.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
150
Accuracy
80%
PP
5
Has 1/2 recoil.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
100%
PP
10
If hit by an attack, returns 1.5x damage.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
70
Accuracy
100%
PP
10
Power doubles if target is paralyzed, and cures it.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
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