
# 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
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.