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.
Replaced the old Rock Polish set for this.
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.
Added.
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.