Aggron

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# 306: Aggron

Type: Steel/Rock

Ability 1:
Sturdy: If it by a move that would KO, this pokemon instead will be left with 1 HP (it is unknown if this only works at full HP or at any HP level)

Ability 2:
Rock Head: Does not recieve any recoil damage from recoil-causing move.

Ability 3 (DREAM WORLD):
Heavy Metal: This pokemon's weight is doubled.


HP: 70
ATK: 110
DEF: 180
SPA: 60
SPD: 60
SPE: 50


Movepool:

Level-Up moves:

Lv1: Tackle,
Lv1: Harden,
Lv1: Mud-Slap,
Lv1: Headbutt,
Lv4: Harden,
Lv8: Mud-Slap,
Lv11: Headbutt,
Lv15: Metal Claw,
Lv18: Iron Defense,
Lv22: Roar,
Lv25: Take Down,
Lv29: Iron Head,
Lv34: Protect,
Lv40: Metal Sound,
Lv48: Iron Tail,
Lv57: [M475] (Body Purge),
Lv65: [M484] (Heavy Bomber),
Lv74: Double-Edge,
Lv82: Metal Burst


M475 (Body Purge): Raises speed sharply.

M484 (Heavy Bomber, Physical Steel): The heavier the pokemon is, the more damage caused. I expect this is the reverse of Low Kick/Grass Knot, and I would guess that BP maxes out at 120.


Egg Moves:

Endeavor
Body Slam
Stomp
SmellingSalt
Curse
Screech
Iron Head
Dragon Rush
Head Smash
Superpower
Stealth Rock


TM Moves:

TM01 - Claw Sharpen,
TM02 - Dragon Claw,
TM05 - Roar,
TM06 - Toxic,
TM10 - Hidden Power,
TM11 - Sunny Day,
TM12 - Taunt,
TM13 - Ice Beam,
TM14 - Blizzard,
TM15 - Hyper Beam,
TM17 - Protect,
TM18 - Rain Dance,
TM21 - Frustration,
TM22 - Solar Beam,
TM23 - Strike Down,
TM24 - Thunderbolt,
TM25 - Thunder,
TM26 - Earthquake,
TM27 - Return,
TM28 - Dig,
TM31 - Brick Break,
TM32 - Double Team,
TM35 - Flamethower,
TM37 - Sandstorm,
TM38 - Fire Blast ,
TM39 - Rock Tomb,
TM40 - Aerial Ace,
TM42 - Facade,
TM44 - Rest,
TM45 - Attract,
TM48 - Troll,
TM52 - Focus Blast,
TM56 - Fling,
TM59 - Complete Burn,
TM65 - Shadow Claw,
TM66 - Payback,
TM68 - Giga Impact,
TM69 - Rock Polish,
TM71 - Stone Edge,
TM73 - Thunder Wave,
TM78 - Smooth Over,
TM80 - Rock Slide,
TM82 - Dragon Tail,
TM87 - Swagger,
TM90 - Substitute,
TM91 - Flash Cannon,
TM94 - Rock Smash,
HM01 - Cut,
HM03 - Surf,
HM04 - Strength


There are many reasons why Aggron might be a great pokemon to use in gen V:

It abuses Sturdy by learning Metal Burst
Metal Burst, combined with the improved Sturdy ability, means that Aggron can survive an OHKO attack and retaliate with an even stronger attack. As a bonus, Aggron is also immune to sandstorm, which might be very common seeing how gen V introduced monstrous sandstorm sweepers (like Doryuuzu). It gets even better. Give this mon a Custap Berry and he is guaranteed to attack first the next turn (unless the opponent uses a priority move or you use a negative priority move). This means that after using Metal Burst, you're free to attack, set up rocks, whatever.

Sturdy will re-activate again if Aggron fully heals his HP (usually via Rest)
Rest/Metal Burst/filler/filler. No comment here.

It is the 11th heaviest pokemon (as of gen IV), and learns Heavy Bomber
Heavy Bomber is a new attack that acts like a reverse Grass Knot/Low Kick. The heavier the user is, the more powerful the attack becomes. Assuming Heavy Bomber follows the weight chart of the other two moves, Aggron now gets a 120 BP (180 if you factor in STAB) physical attack to spam at opponents.

Rock Head + Head Smash
Head Smash. No one likes taking a 225 BP move to the face. Against a 252 HP/240 Def Skarmory, an Adamant CB Head Smash will do 67.1% to 79% damage, a clean 2HKO. 252 HP/ 80 Def Bronzong is also 2HKO'd after Stealth Rock damage, which is amazing considering Bronzong resists Head Smash. Enough said.

Support
Aggron has a decent move pool of support moves. The most notable ones are Stealth Rock, Thunder Wave, Taunt and Swagger. Stealth Rock sets up the rocks everyone loves and hates, and Taunt could prevent the foe from doing the same. Aggron might be too slow to pull that off though, so it's a good thing it learns Thunder Wave. Swagger is a risky move, but Aggron learns Sturdy, and a full power Metal Burst just might be what you need to win a match.


Aggron has his downsides, though:

"Meh" movepool
His movepool isn't anything to write home about. A good amount of them are special attacks, but alas, GameFreak trolled us by giving Aggron a pitiful base 60 SpA. Don't get me wrong, moves such as Head Smash and Heavy Bomber are great on this monster, but other moves like Swords Dance, Bullet Punch and even Explosion would have been great if he learned them.

Speed and Special Stats
Aggron's slow speed can often hamper a sweep (although this would be a good thing on a Trick Room team). Granted, Thunder Wave can fix this issue, but you are sacrificing an entire moveslot to do so. Also, many of Aggron's learnable moves are special, but his base special attack is a mere 60. The same goes for special defense. Even with sandstorm support, it is below average.

Poor typing
A 4x weakness to Ground and Fighting moves really hampered Aggron during the last two metagames, seeing as how popular Close Combats and Earthquakes have become. Of course, one might argue that this is a good thing because it brings Aggron down to 1 HP faster, but it does not make sweeping any easier for him.



Set #1: Lead

Aggron @ Custap Berry / Lum Berry
Ability: Sturdy
EVs: 252 HP, 252 Atk, 4 SpD
Adamant nature (+Atk, -SpA)
- Stealth Rock
- Metal Burst
- Stone Edge
- Fire Punch / Dragon Tail / Rest

If your opponent sends out a lead that can threaten Aggron (ex: Swampert), then stay in, take the hit (and survive due to Sturdy), and retaliate with Metal Burst. Custap Berry will activate, allowing you to move first the next turn (unless your foe has a priority move). You can SR if you want Aggron to function as a suicide lead (not recommended), attack or heal with Rest.

If your opponent sends out a lead that CANNOT defeat Aggron, then set up SR first, let them attack you and counter with Metal Burst, and then either attack with another move or switch out. Once again, beware priority moves. If Custap Berry is not your style, then you can opt out for Lum Berry. Lum Berry also enables Aggron to use Rest and re-activate Sturdy again.

Fire Punch hits Nattorei switch-ins as well as other Steel-types. Dragon Tail is a useful pHazing move, and punishes Taunt / Magic Coat users such as Erufuun or Deoxys-S. Finally, Rest heals Aggron from previous damage and enables you to use Sturdy again.


Set #2: Rock Polish

Aggron @ Balloon / Life Orb
Ability: Rock Head
EVs: 252 Atk, 4 SpD, 252 Spe
Jolly nature (+Spe, -SpA)
- Rock Polish
- Head Smash
- Heavy Bomber
- Earthquake / Aqua Tail / Fire Punch

Rock Polish boosts Aggron's dissapointing speed. STAB Head Smash and no recoil is very scary indeed, reaching 225 BP. Heavy Bomber is there for a secondary STAB, and Earthquake rounds this set up nicely. Fire Punch can catch Nattorei unaware, and Aqua Tail hits Hippowdon. Balloon gives Aggron a free switch-in on Earthquakes, however, you may find Life Orb appealing for extra power.

Priority is everywhere in this metagame, and there are many new, faster threats. Therefore, this Aggron is best used as a late-game sweeper, where such Pokemon are hopefully KO'd by you teammates. Additionally, Thunder Wave helps out this Aggron, because even at + 2 with a Jolly nature, many threats outspeed it. Pokemon like Celebi can do this and has great defensive synergy with Aggron.


Set # 3: pHazer
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.


Set # 4: 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 / Double-Edge / Heavy Bomber

Aggron can find itself in a metagame full of fast threats and priority, so it may not get a chance to set up. Choice Band fixes this problem. Head Smash is a terryfing STAB attack. Earthquake hits Steel and Rock switch-ins, such as Tyranitar, and Aqua Tail rounds everything up. For the last option, Superpower can be used to hit Nattorei, Heavy Bomber is your secondary STAB attack, and finally, Double-Edge hits many types for at least neutral damage (and with no recoil, thanks to Rock Head).

Set # 5: Subsitute + 3 Attacks

Aggron @ Leftovers / Balloon
EVs: 160 HP / 252 Atk / 12 SpD / 84 Spe
Nature: Adamant (+Atk, -SpA)
Ability: Rock Head
- Substitute
- Head Smash
- Focus Punch / Earthquake
- Magnet Rise / Thunder Wave

Switch in on something, and then pull of a Subsitute. This enables Aggron to scout the enemy and attack from there. Generally, you will want to Head Smash the opponent unless it is a Steel or Rock type. In that case, go for Focus Punch or Earthquake.

If you suspect the opponent to Earthquake you (especially if your opponent is holding a Choice item), then use Magnet Rise and have another free turn to wreak havoc. Thunder Wave cripples non-choice sweepers, making Aggron's life easier. As for the choice of item, Leftovers is recommended to heal the loss of HP from creating substitutes. Balloon provides a free switch-in on opposing Earthquakes. Needless to say, do not use Balloon and Magnet Rise on the same set, because it becomes redundant.


Set # 6: FEA(gg)Ron

Aggron @ Custap Berry
Ability: Sturdy
EVs: 252 HP, 252 Atk, 4 SpD
Brave nature (+Atk, -Spe)
- Metal Burst / Counter
- Endeavor
- Rest
- Protect / Roar / Dragon Tail

This set needs sandstorm to work efficiently (as suggested by NDenizen), but can take down two enemy mons if played correctly. The way to use it is like this: let the opponent attack Aggron, and hit back with Metal Burst. Custap Berry should also activate, allowing you to Endeavor the foe first while sandstorm KOs again. Rest is essential to abuse Sturdy again and again, but with the new sleep mechanics, it can be quite risky. For the last slot, Protect helps Aggron scout the foe. Both Roar and Dragon Tail are there the pHaze Pokemon who can ruin this strategy (such as ghosts, who are immune to Endeavor). The difference between the two is that Dragon Tail will actually do damage, but in return, has a 90% accuracy.

Set #7: Defensive

Aggron@Leftovers
Nature: Impish (+Def / -SpAtk)
EVs: 252 HP / 4 Def / 252 SpD
Ability: Rock Head
Moves:
- Stealth Rock
- Thunder Wave
- Head Smash
- Dragon Tail / Earthquake

Do not forget about Aggron's defensive potential. It comes with a slew of support moves, has a massive base Defense stat of 180, and has an acceptable Special Defense stat when combines with sandstorm support. Also, despite having severe weaknesses to Fighting and Ground moves, its typing boasts 9 resistances and immunity to Poison-type attacks. This gives Aggron plenty of chances to switch in.

Switch in on your multiple resistances, and set up Stealth Rock (if you haven't done it before). If you opponent sends out a sweeper, you can cripple it with Thunder Wave. Bulky Pokemon, such as Suicune, can be dealt with by using Dragon Tail. If the opposing Pokemon stays in, attack with Head Smash or Earthquake (if you chose it over Dragon Tail).

Defensive Aggron appreciates sandstorm support. Hippowdon is recommended over Tyranitar, because Tyanitar shares Aggron's weakness towards Fighting and Ground moves. Other Pokemon who resist / are immune to those types make great teammates. Latios, Gengar and Gyarados are a few examples.
 
You're forgetting the obvious gimmick set.

Aggron @ Custap Berry
Ability: Sturdy
EVs: 252 Speed, 252 HP
Jolly nature
- Metal Burst / Counter
- Endeavor
- Protect
- Roar

Essentially, FEAR Aggron but with the potential to take down or at least severely weaken two pokemon - especially in a Sandstorm.
 
^Wow, how did I miss that? Thanks, I'll edit it in the OP. I never thought I would see the day when FEAR mons would actually be viable. I already love gen V.
 
AGGRON!


If Heavy Bomber is based on your own weight... oh dear. Anywho, where's the CB set? CB Jolly Aggron spamming Headsmash is still a valid strategy.


PS: Aggron's movepool is actually really good. He has a ton of (useless) SpA moves but he has a plethora of physical moves too.
 
^added. Aggron does have a fair amount of good moves, but he's also missing a few. Bullet Punch and Explosion would have been nice, but eh.

Are the moves I selected for the CB set okay, or should I change them?
 
Ummm... Sturdy only stops OHKO moves (like Fissure or Sheer Cold) from working, it's not a bonus Focus Sash/Band. Aggron can totally be OHKO'd from full health by most ground and fighting moves.
 
Aggron seems pretty damn heavy anyways. Will Heavy Bomber even get a boost bacause of Heavy Metal? otherwise i'd run it for neutral coverage. A STAB that's gonna be around 180 is always welcome IMO. It could go on the RP set. You'll hit Ground and Fighting types with it. Or anything u don't want to risk missing against. It's not Like Double-Edge is really helping anyway.
EDIT: ninja'd ;)

Ummm... Sturdy only stops OHKO moves (like Fissure or Sheer Cold) from working, it's not a bonus Focus Sash/Band. Aggron can totally be OHKO'd from full health by most ground and fighting moves.
with the Gen. V updates it does act like focus sash actually.
 
Ummm... Sturdy only stops OHKO moves (like Fissure or Sheer Cold) from working, it's not a bonus Focus Sash/Band. Aggron can totally be OHKO'd from full health by most ground and fighting moves.

Sturdy got an upgrad in generation V, so it is essentially a bonus Focus Sash. The only thing I don't know is that if new Sturdy works at full HP or at any level of HP.


Why use Heavy Metal?
It's already 793.7 freakin pounds...
Use Heavy Bomber on the Rock Head set anyway.

I don't know if Heavy Bomber follows the weight chart for Low Kick/Grass Knot or not. If it does, then it will have max power anyways and Heavy Metal would be useless. If not, then Heavy Metal could have an interesting niche. I'll keep your point in mind.
 
Sorry about the double post, but I just realized that Aggron is the 11th heaviest pokemon in existence, so yeah, Heavy Metal IS useless after all. Ignore my post above.
 
The Balloon Bomber

Aggron @ Balloon
Ability: Rock Head
Nature: Adamant (+Atk, -SpAtk)
EVs: 4 HP, 252 Atk, 252 Def
Earthquake
Heavy Bomber
Head Smash
Thunder Wave* (Assuming it still learns it through TM73)

The premise of this set is simple. Paralyze anything that's not a ground type, for quartering the opponent's speed and causing occasional immobility is something Aggron and its teammates would find just dandy. When ground types come in, laugh at their valiant attempts at EQing you while you blast them from the sky.

Thunder Wave was confirmed to be in its 4th Gen movelist by Serebii and Smogon itself but not Bulbapedia (anyone know why?). Serebii confirmed that TWave makes a return in Gen 5 but I'm a bit skeptical about Aggron still getting it. Feel free to use Body Purge if you wish. :)

But, in the event that you run into a "Bulky Water," get Aggron the hell outta there.

Boiling Water seems troublesome to Aggron and would probably like Sceptile as a teammate, but it's way too early to make those calls.
 
The Balloon Bomber

Aggron @ Balloon
Ability: Rock Head
Nature: Adamant (+Atk, -SpAtk)
EVs: 4 HP, 252 Atk, 252 Def
Earthquake
Heavy Bomber
Head Smash
Thunder Wave* (Assuming it still learns it through TM73)

The premise of this set is simple. Paralyze anything that's not a ground type, for quartering the opponent's speed and causing occasional immobility is something Aggron and its teammates would find just dandy. When ground types come in, laugh at their valiant attempts at EQing you while you blast them from the sky.

Thunder Wave was confirmed to be in its 4th Gen movelist by Serebii and Smogon itself but not Bulbapedia (anyone know why?). Serebii confirmed that TWave makes a return in Gen 5 but I'm a bit skeptical about Aggron still getting it. Feel free to use Body Purge if you wish. :)

But, in the event that you run into a "Bulky Water," get Aggron the hell outta there.

Boiling Water seems troublesome to Aggron and would probably like Sceptile as a teammate, but it's way too early to make those calls.

Bulbapedia is known for being a bit slow. IIRC they don't have a full TM list yet, so I would be willing to bet Aggron can Twave stuff. I'll add this to the OP.

Question: Can entry hazards/sandstorm/hail pop the Balloon?
 
How about a double-setup set? Sturdy means it won't have to carry a sash to compensate.

Aggron @ Liechi Berry / Lum Berry / Leftovers
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

~ Body Purge / Rock Polish
~ Claw Sharpen
~ Head Smash
~ Heavy Bomber / Aqua Tail

Come in on something weaker and force a switch out. Use a speed boost on the switch, then Claw Sharpen as Sturdy kicks in with whatever their counter attacks with. Claw Sharpen takes care of Head Smash and Aqua Tail's extremely annoying accuracy problems as an added bonus.
 
How about a double-setup set? Sturdy means it won't have to carry a sash to compensate.

Aggron @ Liechi Berry / Lum Berry / Leftovers
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

~ Body Purge / Rock Polish
~ Claw Sharpen
~ Head Smash
~ Heavy Bomber / Aqua Tail

Come in on something weaker and force a switch out. Use a speed boost on the switch, then Claw Sharpen as Sturdy kicks in with whatever their counter attacks with. Claw Sharpen takes care of Head Smash and Aqua Tail's extremely annoying accuracy problems as an added bonus.

I thought about that, but it would require two turns to set up. It is true that Aggron gets Sturdy and can afford to take a hit, but Aggron still is in danger of priority moves and scarf'd revenge killers. Maybe a pure Claw Sharpen set would be viable?
 
Though I have no evidence to back this up with, I think it's very likely that Body Purge will have some impact on Aggron's weight. I'm basing this on:

- If it is just an Agility clone it seemed an odd move to give him on account of him already learning Rock Polish.
- The fact that he has an ability and move that are both related to his weight.
- The name and move itself. To increase your speed by 'purging' your body would imply you are shedding weight of some kind.

What this could mean I have no idea and remember it's just speculation. One to keep an eye on, I suppose.
 
Aggron can totally be OHKO'd from full health by most ground and fighting moves.

Yeah, I use a rock head + head smash aggron and he's also really weak to any special attacks. His HP and SpD are crap :\

I've given him a focus sash ans that certainly seems to help his longetivity. Sturdy sounds pretty awesome but then you can't use head smash unless you want to kill yourself afterwards.

Custap + endeavor + metal burst sounds funnnn :D

EDIT: Does custap activation let you go before priority moves?

Though I have no evidence to back this up with, I think it's very likely that Body Purge will have some impact on Aggron's weight. I'm basing this on:

- If it is just an Agility clone it seemed an odd move to give him on account of him already learning Rock Polish.
- The fact that he has an ability and move that are both related to his weight.
- The name and move itself. To increase your speed by 'purging' your body would imply you are shedding weight of some kind.

What this could mean I have no idea and remember it's just speculation. One to keep an eye on, I suppose.
Body Purge?
 
I thought about that, but it would require two turns to set up. It is true that Aggron gets Sturdy and can afford to take a hit, but Aggron still is in danger of priority moves and scarf'd revenge killers. Maybe a pure Claw Sharpen set would be viable?

That's true...

How about something like:

Aggron @ Salac Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly

~ Claw Sharpen
~ Head Smash
~ Heavy Bomber / Aqua Tail
~ Earthquake
 
Aggron @ Lum Berry
Ability: Sturdy
EVs: 252 HP, 252 Atk, 4 SpD
Adamant nature (+Atk, -SpA)
- Rest
- Metal Burst
- Heavy Bomber
- Earthquake

Full moveset is a little iffy; but effectively you can Rest back up to full health after a Metal Burst, then have Sturdy back up and running. Bonus points for Heal Bell support.
 
IMO support Aggron sucks because its defensive typing is subpar and there are better pokemon for that role.

Just use Aggron to hit like a truck because that's what it does best.
 
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