Aggron

Wow, this thread has gotten a lot of replies since I forgot it existed 3 months ago. Placeholder post while I type up my replies / edit.

I can envision set for Standard / UU.
Aggron @ Life Orb / Balloon
Ability: Rock Head
EVs: 252 Atk, 4 Def, 252 Spe
Jolly nature (+Spe, -SpA)
- Rock Polish
- Head Smash
- Heavy Bomber
- Earthquake / Aqua Tail /Fire Punch


Switch Aggron into something you force out, Rock Polish on the switch and start sweeping.
-Heavy Metal isn't really useful on the Rock Polish set. Head Smash is your main sweeping move anyway, while Heavy Bomber is just your secondary STAB. Earthquake gets you fairly good coverage with Head Smash. Aqua Tail is useful for nailing bulky grounds like Donphan and Rhyperior, while Fire Punch is useful for dealing with Nattorei.

Replaced the old Rock Polish set for this.

Well, here are some sets I made for the other Aggron thread before I realized this one already exists:

Body Purge
Aron @ Life Orb / Lum Berry / Balloon / Pumice Stone
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant (+Atk, -SpA) / Jolly (+Spe, -SpA)
Ability: Rock Head
- Body Purge
- Head Smash
- Earthquake / Aqua Tail
- Magnet Rise / Ice Punch / Aqua Tail
Seriously? I'm really surprised not to see Body Purge on the OP. :0 It's basically like Rock Polish? But it halves damage from Grass Knot and, more importantly, Low Kick? YESPLZ. Aparet from that, it's basically token RP Aggron movewise... Itemwise, I went a little crazy, but I thought Ballon / Pumice Stone further alleviating Aggron's weaknesses a little was cool.

Deluge reports that Body Purge halves Aggron's weight. Unfortunately, Low Kick and Grass Knot will have 100 BP against it, which could still be powerful enough to KO. I don't think it warrants its own set.

Choice Band
Aggron @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant (+Atk, -SpA)
Ability: Rock Head
- Head Smash
- Earthquake
- Aqua Tail
- Superpower / Ice Punch / Double-Edge
Basically the same set, I just threw in a few more options and removed Thunderpunch, which is dumb IMO because of all the things that can come in on it, immune, set up (Garchomp, Doryuuzu, olol) and have supereffective Ground STAB against Aggron, no less. I also agree with Forsety with regards to Heavy Bomber; it's really only effective with Heavy Metal, which compared to Rock Head and Sturdy is a pretty useless ability.

Done.

Subgron
Aggron @ Leftovers / Lum Berry
EVs: 160 HP / 252 Atk / 12 SpD / 84 Spe
Nature: Adamant (+Atk, -SpA)
Ability: Rock Head
- Substitute
- Head Smash
- Focus Punch / Earthquake
- Magnet Rise
<3 Subgron. My favorite 4th-Gen Aggron set.

Ah crap, how could I miss this?

Potential Sets:

Sturdy Lead
Aggron @ Custap Berry / Lum Berry
EVs: 252 HP / 100 Def / 156 SDef (?)
Nature: Impish (+Def, -SpA)
Ability: Sturdy
- Stealth Rock
- Metal Burst
- Stone Edge
- Ice Punch / Dragon Tail / Rest
My version of the lead. Stone Edge and Ice Punch are options for hitting the many Mischeivous Heart Taunters, Dragon Tail is for Spikers/Taunting setup leads, etc, Rest is to preserve Sturdy Metal Burst for later use. Obv Rest needs Aromatherapy/Heal Bell support. Not really sure why Knock Down was listed here in the OP, it's only useful if you need to hit stuff with Ground (or maybe Arena Trapping), but Aggron has little use for it, IMO. :0

Fire Punch seems more useful for Nattorei switch ins, but this seems good. Can you explain what the EVs are for?

ShuffleTank
Aggron @ Leftovers / Lum Berry
EVs: 160 HP / 252 Atk / 12 SpD / 84 Spe (?)
Nature: Adamant (+Atk, -SpA)
Ability: Rock Head
- Head Smash
- Earthquake / Focus Punch
- Thunder Wave / Substitute
- Roar / Dragon Tail / Substitute
This set uses Aggron's bulk to attempt to spread paralysis around the enemy team. Thunder Wave helps Aggron's poor-ish speed, and Roar or Dragon Tail (depending on if you want to be able to phaze Subs or phaze when Taunted) spreads it around. Substitute can be utilized somewhere on the set, but you have to pick between paralyzing or shuffling foes when doing so. If you do opt for Sub, then Focus Punch is an option over Earthquake.

Dammit, how do I miss these sets? Thanks. Can you explain what the EVs are for please?

I actually really like this set, gimmick or no, but it really needs Rest, IMO. It's not likely that Aggron will survive Metal Burst followed by Endeavor, but if it does, I'd definitely want to heal Aggron for rinse-and-repeat sessions later.

Also, I'd like to request that the Claw Sharpen sets be removed from the OP. :\ Claw Sharpen is pretty useless as a boosting move, for Aggron especially. Since his moves' accuracy is already quite acceptable, you're basically just using Sharpen. :0 Does anyone realize this? When has anyone (outside of Simple Pokes) EVER wanted to use Sharpen over something like Swords Dance or Dragon Dance? Sure, Aggron doesn't get those, but boosting with Claw Sharpen just takes too long and isn't worth the time it takes to get there; he'd rather just kill stuff with a Choice Band then waste 1-2 slots on making Claw Sharpen work.

Removed, unless anyone has counter-arguments.


I'm using the good old SubPunch Aggron with Balloon and it's been really effective IMO.

Balloon means EQ won't hit you, and many EQ users doesn't use fighting or water attacks, meaning Aggron can often put a sub with ease (180 base defense means Aggron really laughs at many neutral physical attacks), paralyze something (i use Sub/Head Smash/Focus Punch/Thunder Wave) and start attacking when needed.

Also lols at Doryuuzu. Easy Substitute and free Focus Punch for Aggron! and SpD boost too.

I merged this set with Banryu's Subsitute + 3 Attack set, but if you have a problem with this decision, then please tell me so.

I know he's got a got a x4 Weakness in Fight/Ground, but no defensive sets? Really guys? He's a BEAST in sandstorms thanks to the Rock-Type SpDef boost!

Aggron@Leftovers
Nature: Impish(+Def/-SpAtk)
EVs: 252 HP/ 252 SpDef/ 4 Whatever
Ability: Rock Head
Moves:
~Stealth Rock
~Thunder Wave
~Head SMASH
~Roar/Earthquake

In this Gen I've felt more and more that SR is safer set up mid-match as opposed to at the start. Start up SS ASAP. Come in on one of your plethora of resists, set up SR. If something comes in that you think you can hurt without taking too much yourself, Smash it. Set-up poke? Roar or TW. It offers great Para Support for the team, and takes hits like a champ. No fear of SR with it's x4 resist. Nobody will taunt you first either. But if you use him, best pack a fighting/Ground resist/immunity. Gengar works fairly well, as it's immune to both, but Gyara/Mence/Nite/Latios have resists to fighting/water and EQ immunity.

Added.
 
Body Purge halves the weight.
Assuming Aggron is not using Heavy Metal he ends up just under 400lbs.
Low Kick/Grass Knot's base power drops from 120 to 100.
If he uses it again, the moves drop another 20 base power and so on.

Not sure how much that will help him but I guess there's no reason not to use Body Purge over Rock Polish.
There might be some situational potential against something that relies on weight based moves to beat Aggron.
 
When all is said and done, Body Purge technically does what Rock Polish does and more. I personally don't really see any reason not to get +2 Speed as well as decreased damage from Low Kick / Grass Knot, as opposed to +2 Speed and access to a more powerful Heavy Bomber, which I don't see being exceptionally useful compared to his other attacking options.

If nothing else, it ought to be slashed alongside (or in front of) Rock Polish on that set.
 
Yeah. With Body Purge, there's absolutely no reason to use Rock Polish, unless you're seriously afraid of Heat Stamp/Heavy Bomber.

Which you really, really shouldn't.
 
STAB recoilless Head Smash > Heavy Metal Heavy Bomber. Getting Heavy Metal to add more power to a crappy typed powerful STAB move isn't worth losing an already-powerful, much better-typed STAB without the recoil that normally comes with it.
STAB recoilless Head Smash < Sturdy.

Steel is resisted by important types, but its still be really usable when the opponent is is't Heatran or Empoleon (I see with my own eyes how a Bullet Punch form Scizor inflict an important damage to Jolteon or Infernape).

I agree, Heavy Bomber with Heavy Metal is isn't necessary, but the damage is still reasonable, and also Sturdy is better Head Smash.

Also, Stone Edge is still good because it STAB and HCHR.
Good luck getting ALL them down, if ever. Some of the bulkiest Pokemon in the game belong to those types, so the 'after x is down, y is pretty good' statement is pretty moot when 'y' is too hard to consistently achieve.
You mean the definiton of Counter, right?

Well, taking down that threads is isn't to hard with the apropiate support.
How many Dory actually run Brick Break? :\ I thought X-Scissor/Shadow Claw/Rapid Spin was the more popular option.

Mine, and another 2 dozens.
 
Sturdy is NOT, strictly speaking, better than Head Smash by any means. I would agree that they are of roughly the same value in terms of usefulness, but I would NOT say that one is better than the other, due to the fact that they perform different jobs, (namely, Head Smash is better offensively and Sturdy is better defensively). Sturdy might be better than Head Smash in certain teams or specific situations, but the inverse is also true. :0

As for the second quote.... I believe my comment was in response to Curse + Metal Burst, yes? Well, I may not have supplied the best reasoning, but my point was that I don't think that strategy is viable, on the grounds that it's too easy to kill off a Cursing Aggron with Special attacks, or even boosted Ground/Fighting attacks if Aggron hasn't cursed enough (although mainly it'd be the Special attacks). I can supply calcs if necessary, though I don't think it is... using Curse on a Pokemon as vulnerable as Aggron is (not frail, mind, but vulnerable to commonly used attacks) just doesn't seem like a good idea to me.

@ Dory quote: fine fine, I stand corrected.
 
Sorry for Necro'ing but there's no need to create a new thread when this one exists. This big monster made of brimstone and steel with a warriors heart could use Belly Drum, seriously this things abdominal region is HUGE. An example could be:

Belly Drum (Pure Fiction)
Aggron @ Leftovers/Life Orb
Nature: Jolly/Adamant
EVs: 192 Atk/64 Def/252 Spe
Moveset:
-Belly Drum
-T-Wave
-EQ
-Stone Edge/Filler

But for now I use this.

Wannabe CurseTar
Aggron @ Lefties
Nature: Adamant
EVs: 252 HP/252 Atk/4 Def
Trait: Anything goes
Moveset:
-Curse
-Stone Edge
-EQ
-Heavy Bomber/Superpower/Return
 
^ Thorough paralysis support would make BD Aggron amazing. You really may as well use Rock Slide instead of Stone Edge, since you can't afford to miss with either Head Smash or Stone Edge.

With Curse, Rock Head Head Smash and Max SpD are possible improvements.
 
I think that CBAggron has some serious potential in OU. Just take a look at these calcs:
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/244Def Sturdy Skarmory (+Def): 55% - 65% (186 - 220 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/176Def Gliscor (+Def): 59% - 70% (211 - 250 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/252Def Leftovers Slowbro (+Def): 55% - 66% (220 - 261 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/252Def Leftovers Tangrowth (+Def): 50% - 58% (202 - 238 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/252Def Eviolite Chansey (+Def): 61% - 72% (433 - 510 HP). Guaranteed
2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/4Def Leftovers Flash Fire Heatran (Neutral): 80% - 94% (309 - 364 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/252Def Hippowdon (+Def): 25% - 29% (105 - 123 HP). Guaranteed 4HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/176Def Sturdy Forretress (+Def): 55% - 65% (195 - 231 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/48Def Ferrothorn (+Def): 32% - 37% (113 - 133 HP). Guaranteed 4HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 248HP/216Def Water Absorb Jellicent (+Def): 75% - 89% (306 - 360 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/80Def Levitate Bronzong (Neutral): 39% - 46% (134 - 158 HP). Guaranteed 3HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/0Def Storm Drain Gastrodon (Neutral): 52% - 61% (224 - 264 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/252Def Blissey (+Def): 82% - 97% (592 - 697 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 248HP/252Def Water Absorb Vaporeon (+Def): 69% - 81% (321 - 378 HP). Guaranteed 2HKO.


Aggron gets solid 2HKOS on nearly all of the bulkiest physical walls in OU. Only Gliscor, Ferrothorn, Hippowdon and perhaps Bronzong can give him issues. Gliscor can outspeed and EQ for the kill, but takes serious damage on the switch-in. Even Ferrothorn can't do much in return, as the best he can do is attempt to Leech Seed stall Aggron. The key to this is the lack of rock resists. Seeing as Tyranitar is almost always preferred over Hippowdon (which beats me why), Aggron should have a good time being a solid wallbreaker. Here are some calcs vs offensive threats:

252Atk Choice Band Aggron (Neutral) Head Smash vs 120HP/0Def Leftovers Conkeldurr (Neutral): 44% - 52% (170 - 201 HP). Guaranteed 3HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Terrakion (Neutral): 54% - 64% (178 - 210 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Virizion (Neutral): 65% - 77% (213 - 252 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Landorus (Neutral): 111% - 131% (357 - 420 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Infernape (Neutral): 147% - 173% (433 - 510 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Lucario (Neutral): 38% - 45% (109 - 129 HP). Guaranteed 3HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Levitate Latios (Neutral): 130% - 153% (393 - 463 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/0Def Levitate Latias (Neutral): 98% - 115% (357 - 420 HP). Guaranteed 2HKO. 88% chance to OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Haxorus (Neutral): 121% - 142% (357 - 420 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/0Def Multiscale Dragonite (Neutral): 87% - 104% (338 - 402 HP). Guaranteed 2HKO. 25% chance to OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 0HP/4Def Breloom (Neutral): 74% - 88% (195 - 230 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 220HP/0Def Celebi (Neutral): 82% - 97% (327 - 385 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/0Def Jirachi (Neutral): 40% - 47% (163 - 192 HP). Guaranteed 3HKO.
252Atk Choice Band -1 Aggron (Neutral) Head Smash vs 156HP/96Def Gyarados (Neutral): 127% - 149% (470 - 554 HP). Guaranteed OHKO.
252Atk Choice Band -1 Aggron (Neutral) Head Smash vs 4HP/0Def Salamence (Neutral): 157% - 186% (524 - 618 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 248HP/0Def Scizor (Neutral): 95% - 112% (327 - 385 HP). Guaranteed 2HKO. 72% chance to OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Dry Skin Toxicroak (Neutral): 75% - 88% (231 - 273 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 112HP/0Def Levitate Rotom (Neutral): 114% - 134% (307 - 363 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 0HP/0Def Politoed (Neutral): 128% - 151% (414 - 487 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/252Def Reuniclus (+Def): 66% - 78% (282 - 333 HP). Guaranteed 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 36HP/0Def Magnezone (Neutral): 49% - 58% (144 - 171 HP). Guaranteed 3HKO. 26% chance to 2HKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Levitate Gengar (Neutral): 188% - 222% (493 - 582 HP). Guaranteed OHKO. (JESUS CHRIST)
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Starmie (Neutral): 142% - 168% (373 - 441 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/0Def Espeon (Neutral): 147% - 174% (493 - 582 HP). Guaranteed OHKO.
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Venusaur (Neutral): 126% - 149% (382 - 450 HP). Guaranteed OHKO.

I think the calculations make my point clear. Any comments otherwise?

And just for laughs...
252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Volcarona (Neutral): 593% - 700% (1852 - 2184 HP). Guaranteed OHKO.
 
Massive calcs

Those are fantastic, especially since they were all Jolly. Since you're aiming mostly to hit switch-ins, Adamant may not be a bad experiment. You'd be able to one-shot Jellicent, Blissey, Celebi, Breloom, probably even Virizion with some Spikes... I've gotta know how much that does to Gliscor.

As for targets he could scare away, how about Zapdos, Volcarona (afraid of Sturdy), a plethora of Choiced moves... Hm.
 
I've gotta know how much that does to Gliscor.

252Atk Choice Band Aggron (Neutral) Head Smash vs 252HP/176Def Gliscor (+Def): 59% - 70% (211 - 250 HP). Guaranteed 2HKO.

Adamant: 252Atk Choice Band Aggron (+Atk) Head Smash vs 252HP/176Def Gliscor (+Def): 66% - 77% (234 - 276 HP). Guaranteed 2HKO.

Unless you meant the Flight Gem Acrobatics set.

252Atk Choice Band Aggron (Neutral) Head Smash vs 4HP/0Def Gliscor (Neutral): 92% - 108% (270 - 318 HP). Guaranteed 2HKO. 54% chance to OHKO.

Yeah, I think this has potential for fantastic abuse, especially given that 180 base defense. Too bad Head Smash only has 8 PP.
 
Those are some impressive damage calcs, but Aggron is NU for a reason.

Getting it in is extremely difficult. There are very few Pokemon it can switch into safely, thanks to the fact that even neutral special attacks will waste it and nearly every physical attacker out there carries a strong fighting or ground type attack. That leaves just Pokemon locked into the wrong move via a Choice item, encore or Outrage, and a few defensive Pokemon that aren't packing ground or water type attacks (which in OU isn't a great number of Pokemon).

Then when it gets in, keeping it around long enough for it to actually do any damage is no easy task either. Both Hippowdon and Ferrothorn (who is freaking everywhere) can beat it flat out, using Earthquake (guaranteed OHKO) and Leach Seed (between leftovers and iron barbs, Aggron is going to be losing health faster). Gliscor has a 21% chance of OHKOing Aggron with Earthquake even if it switches into a Head Smash as planned, and if you take into account the 20% miss rate for Head Smash the odds look much less favorable, giving Aggron only an approximate 64% chance of winning. If you miss with Head Smash when either Gastrodon or Slowbro switch in, they have a 21% and 57% chance of OHKOing him with Scald, respectively. Bronzong 2HKOs with Earthquake, though if it gets hit on the switch and Aggron has the good fortune not to miss it will lose to him. Heatran OHKOs with Earth Power should it be able to get in without getting hit. Tangrowth can also 2HKO with Earthquake should the opportunity present itself. So, clearly none of these Pokemon are good choices for Aggron to switch into, and him beating them is frequently risky. Especially bad news for him is that Ferrothorn and Gliscor are extremely common, and while Gliscor can be beaten Ferrorthorn cannot.

As for more offensive threats that can switch into him, Conkledurr is pretty much a hard counter, and all three of the Musketeers can take a hit and OHKO back. Jirachi using Calm Mind will destroy him if he gets locked into anything but Earthquake, and even physical variants can stall him using wish and paraflinch. Similarly, Lucario can obliterate him if as long as he doesn't use a coverage move. Celebi and Toxicroak can take him out in a pinch with Earth Power and Cross Chop respectively, though hazards will screw Celebi over completely and put Toxicroak at risk. Magnezone isn't quite guaranteed to win, but it's more likely to emerge the victor than Aggron is.

Finally, the list of Pokemon that can revenge kill him is so long I'm not even going to both posting calcs.

Bottom line is that because he's so difficult to get in, chances are you're only going to get him in once, and that time is going to be very brief because either you'll get revenge killed immediately after taking down one Pokemon or be forced to switch out... likely not to be able to get him out again.

It is worth noting however that using him in Sandstorm will greatly improve his survivability, as the he'd be able to take neutral special attacks better. Entry hazards will help him a lot too, turning a few 2KHOs into OHKOs that could save his ass. Pre-paralyzing the enemy team can set him up for a sweep as well, provided there aren't that many Mach Punchers opposing you. You'd still need to remove Ferrothorn, Conkledurr and Jirachi though.

Ultimately though, Aggron is just not a very viable Pokemon for use in OU. The only real potential I can see him having is wall breaking, and as I just showed above he's not even very good at that since most of the walls in OU have at least a chance at taking him out. His biggest issue is that so many Pokemon outclass him. Infernape is a far better wall breaker for example, and Daramatitan is just as damaging but with more speed. I'd come up with more but it's late and my brain is hurting :S

Just to make it clear, I love Aggron and I wish like hell he was more useful. The bottom line however is that he's borderline useless in OU. He might be more effective in the lower teirs though, and I'd endorse trying a Choice Band set there.
 
Those pokemon aren't just going to sit there are let you 2HKO them. Most of them have some sort of recovery move. and even if you manage to kill one you will be left not at full HP so the next thing that comes in destroys you without you getting a chance to proc your Sturdy.
 
Idea of using Aggron is nothing new (I remember Aggron hype in Gen 4 when Gamefreak released Rock Head for him and he still NEVER reached OU status, he was really close once, Jimera0 explains this well), but as a wallbreaker he was a beast and he may still be good at this, especially Choice Band set. But still, he's IMO outclassed by more then few picks for this job. And Hippowdon isn't an issue, as Adamant Aqua Tail 2HKO all of time and Jolly ones deals 42.9% - 51% so it's a high chance to do it with SR and pretty much 100% with one set of Spikes. But still, I don't think it's a problem anyway as Hippo dropped to UU last time, so he's not popular anymore (for some strange reason...).

Also to checks you may add Lucario, which outspeeds Aggron, can take one Head Smash (although he takes MASSIVE 38.8% - 45.9% for x4 resists from Jolly with 0/0 defenses) and easily OHKO back with Close Combat.

EDIT: Well... true that Head Smash and Sturdy together would be dumb, mistake on my part, but point still pretty much stands unchanged. Deleted it just in case.
 
Also to checks you may add Lucario, which outspeeds Aggron, can take one Head Smash (although he takes MASSIVE 38.8% - 45.9% for x4 resists from Jolly with 0/0 defenses) and easily OHKO back with Close Combat (unless Sturdy is still up).
Just want to mention, Aggron either has Rock Head or Sturdy, so it can't use Head Smash and still have Sturdy up, since either Head Smash recoil breaks sturdy, or Rock Head Head Smash means no sturdy. ... Not that anyone would really use Head Smash with sturdy anyway.
 
Aggron's Heavy Metal combined with STAB Heavy Slam does massive damage, but on the other hand its typing is rubbish. Therefore, unless you want to face the risk of being OHKO'd by Earth Power or Focus Blast, don't use it.
 
Aggron's Heavy Metal combined with STAB Heavy Slam does massive damage, but on the other hand its typing is rubbish. Therefore, unless you want to face the risk of being OHKO'd by Earth Power or Focus Blast, don't use it.

I'd say that STAB, recoiless head smash is far superior to heavy slam aggron, especially cause rock coverage>steel coverage, and aggron is perfectly good at least imo, those weaknesses can be covered by other members of your team and aggron can take a weak EarthQuake.
 
I'd say that STAB, recoiless head smash is far superior to heavy slam aggron, especially cause rock coverage>steel coverage, and aggron is perfectly good at least imo, those weaknesses can be covered by other members of your team and aggron can take a weak EarthQuake.

I did the calculations, and really, it can't take a weak Earthquake. At least not more than once. I know my post was probably tl:dr for most of you, but I explained there that even common defensive Pokemon are capable of OHKOing or 2HKOing it. Its typing really lets it down.

and I believe I did mention Lucario as being able to easily come into a head smash and OHKO back with either Aura Sphere or Close Combat.

Also, I did the Calcs and Aqua Tail fails to get a guaranteed 2HKO on Hippowdon (Aggron@Choice Band (252 EVs, +Nature) Aqua Tail vs Hippowdon@Leftovers (252/252 EVs, +Nature): 43.8 ~ 51.9% (184 ~ 218 HP) while Hippowdon gets a guaranteed OHKO with Earthquake. So even then it's still screwed, and you're relying on prediction using a much weaker move, on a Pokemon that would have a hell of a time switching in again so it could start actually using Head Smash like it's intended to.

The bottom line is that Aggron is simply far to situational. You're only very rarely going to be able to get it in at all without it taking huge damage (unless you take a huge risk with it) and then only very rarely will it be able to actually do real damage.

It COULD work as a wall breaker, as it would lure in a large number of defensive Pokemon that it can at least sometimes KO. But it doesn't always succeed at said wall breaking. I don't know, you could give it a shot but I expect that it will be dead weight most of the time.
 
I did the calculations, and really, it can't take a weak Earthquake. At least not more than once. I know my post was probably tl:dr for most of you, but I explained there that even common defensive Pokemon are capable of OHKOing or 2HKOing it. Its typing really lets it down.

and I believe I did mention Lucario as being able to easily come into a head smash and OHKO back with either Aura Sphere or Close Combat.

Also, I did the Calcs and Aqua Tail fails to get a guaranteed 2HKO on Hippowdon (Aggron@Choice Band (252 EVs, +Nature) Aqua Tail vs Hippowdon@Leftovers (252/252 EVs, +Nature): 43.8 ~ 51.9% (184 ~ 218 HP) while Hippowdon gets a guaranteed OHKO with Earthquake. So even then it's still screwed, and you're relying on prediction using a much weaker move, on a Pokemon that would have a hell of a time switching in again so it could start actually using Head Smash like it's intended to.

The bottom line is that Aggron is simply far to situational. You're only very rarely going to be able to get it in at all without it taking huge damage (unless you take a huge risk with it) and then only very rarely will it be able to actually do real damage.

It COULD work as a wall breaker, as it would lure in a large number of defensive Pokemon that it can at least sometimes KO. But it doesn't always succeed at said wall breaking. I don't know, you could give it a shot but I expect that it will be dead weight most of the time.

Well, I actually ment in the tier it is used in, RU is where it is viable, and as i said, those weaknesses are what team support and type synergy are for. But in OU...... i'd have to agree with you, there are far to many fighters and Grounds to be covered by the rest of team, especially cause each fighter is used differently. I haven't actually used aggron in a long time But the only thing i could see it doing in ou is as you said, wall breaking.
 
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