Introduction
Aron is a fantastic pokémon.
Its a fear? Yes. But its more than a simple fear.
Aron uses its ability to survive the hit. Most others
use a focus sash. What this means? Simple: he can run shell bell.
Shell bell is magical here.
What it does, is that if you directly damage your oponent, you is healed by 1/8th of the damage.
Not impressed? Yea, its because it isnt good in normal circunstances. But, on aron, something magical
happens. Because that lv 1, uninvested aron only has 12 Hp, anything that has more than 96 Hp would make aron back to full health, ready to use sturdy again. This means that he cant be kill by normal means - only secondary effects, such as status, flinchs and multi-hits move can kill him. Another thing that can kill him is hazard entrys, so he cant switch in everything. Luckly, he is a steel type, so he can switch in poison attacks and toxics. Not much? Yea. But if the strategy works, he can destroy the oposing team. How he kills the oponent? Sandstorm. If sandstorm is up, he can kill the enemys in 1 turn, not worrying about prioritys.
What can stop him? Well, due to do not having a finishing move, Ground, Rock and Steel cant be killed by him. However, they still would be severely damaged. Ghost types are also a bigger tread, but there arent any many relevant ghost-types in the tier right now. Other things that can stop agron: spore, multi-hitting moves and scald.
Building
Aron because its a team around, um, aron.
Keldeo fits the strategy as a glove. His Water and Fighting attacks can
take down the steel, rock and grounds that could otherwise force Aron
to switch out.
Zapdos was here for its ability to attack pokémons
that could otherwise defeat aron, such as Ferrothorn, Pelliper,
Heracross-Mega, etc. Its also good to our team due to its
longetivity and defog.
Skarmory is here to form a double defog core with Zapdos.
It also can set spikes, so that Keldeo can kill what it needs to kill
more easly. He also helps against Garchomp and other physical attackers.
Ive needed of a koko check, a stealth rock setter and a sandstorm
setter. Hippowdown made a good guy to have around, checking koko,
setting sandstorm and setting SR. Another good thing about him is that
he can counter Alola-Marowak, that otherwise would be big problem.
Ive needed of a mega and a big offensive pressure.
Sharpedo realy helps the team. Its water type allows him to
remove even more grounds, and its coverage is no joke.
Water, Dark and Psychic can hit many common oponents super-effective
or normal effective. It likes a lot spikes and stealth rock support from
scarmory and hippowdown and can work as a secondary win-con.
In-depth explanation of the team
Aron @ Shell Bell
Ability: Sturdy
Level: 1
Brave Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe
Endeavor
Stealth Rock
Roar
Toxic
Aron is here for obvious reasons.
He has 0 IVs in everything to be weaker to attacks and to
have less Hp. Stealth Rock, Roar and Toxic can be used if the sandstorm
is down and there isnt much more that he can do, giving a little team
support.
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Calm Mind
Hydro Pump
Secret Sword
Taunt
Calm Mind Keldeo is the best keldeo variant for the team, with its 2 stabs
it can deal with what can stop Aron. Taunt allows him to stop problematic status-inducers,
that could treaten Aron or Keldeo, such as Celesteela's leech seed. A +1 keldeo Z Hydro
Pump can 1HKO Celesteela and other steel types that otherwise could give many problems to
the team.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
Discharge
Roost
Heat Wave
Defog
Zapdos's Discharge is his main STAB, Heat Wave can hit Ferrothorn,
that is the hazzard setter of many teams, and M-Scizor, that is a very strong and
powerfull pokémon. Roost is for longetivity, and Defog is to make a double defog core
with Skarmory.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
Counter
Defog
Roost
Spikes
Skarmory completes the double defog core with Zapdos.
Counter is its only damaging option, being able to deal damage to those
physical attackers that think they can 2HKO you. Defog is defog, roost
for longevity and Spikes for wearing down the oponent, damaging many
important oponents.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
Stealth Rock
Earthquake
Slack Off
Whirlwind
Hippowdown is my lead. He has good matchups agains common leads,
such as Tapu Koko, Landorus-T and Loppuny-Mega. Stealth Rock because this
is a competitive team, Earthquake is main stab, Slack Off is its recovery and
Whirlwind is to do not became setup folder. Pretty standart hippowdown set,
moving on...
Sharpedo-Mega @ Sharpedonite
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Waterfall
Crunch
Protect
Psychic Fangs
Sharpedo is strong. Like, very strong.
Protect is to get a free Speed Boost, Crunch is main STAB.
Waterfall isnt used a lot by sharpedos, but I decided to use it
over Ice Fang due to it being better to kill Steel Rock Grounds.
Psychic Fangs is another very strong move, having a big chance to
1HKO Mega-Venusar withouth rocks. With rocks, its guaranteed.
Conclusion
This team isnt the best team around - not even close.
In this team, Ive tryed to make a team around Aron. I succeded? Not much.
But its a try, at least. If any of yours wanna make a team with me around Aron,
I would be glad to help, if yours need. Anyways, take this more as an experiment
with Aron than a team to ladder. Thanks for reading, and good rate!
Importable
Aron is a fantastic pokémon.
Its a fear? Yes. But its more than a simple fear.
Aron uses its ability to survive the hit. Most others
use a focus sash. What this means? Simple: he can run shell bell.
Shell bell is magical here.
What it does, is that if you directly damage your oponent, you is healed by 1/8th of the damage.
Not impressed? Yea, its because it isnt good in normal circunstances. But, on aron, something magical
happens. Because that lv 1, uninvested aron only has 12 Hp, anything that has more than 96 Hp would make aron back to full health, ready to use sturdy again. This means that he cant be kill by normal means - only secondary effects, such as status, flinchs and multi-hits move can kill him. Another thing that can kill him is hazard entrys, so he cant switch in everything. Luckly, he is a steel type, so he can switch in poison attacks and toxics. Not much? Yea. But if the strategy works, he can destroy the oposing team. How he kills the oponent? Sandstorm. If sandstorm is up, he can kill the enemys in 1 turn, not worrying about prioritys.
What can stop him? Well, due to do not having a finishing move, Ground, Rock and Steel cant be killed by him. However, they still would be severely damaged. Ghost types are also a bigger tread, but there arent any many relevant ghost-types in the tier right now. Other things that can stop agron: spore, multi-hitting moves and scald.
Building

Aron because its a team around, um, aron.


Keldeo fits the strategy as a glove. His Water and Fighting attacks can
take down the steel, rock and grounds that could otherwise force Aron
to switch out.



Zapdos was here for its ability to attack pokémons
that could otherwise defeat aron, such as Ferrothorn, Pelliper,
Heracross-Mega, etc. Its also good to our team due to its
longetivity and defog.




Skarmory is here to form a double defog core with Zapdos.
It also can set spikes, so that Keldeo can kill what it needs to kill
more easly. He also helps against Garchomp and other physical attackers.





Ive needed of a koko check, a stealth rock setter and a sandstorm
setter. Hippowdown made a good guy to have around, checking koko,
setting sandstorm and setting SR. Another good thing about him is that
he can counter Alola-Marowak, that otherwise would be big problem.






Ive needed of a mega and a big offensive pressure.
Sharpedo realy helps the team. Its water type allows him to
remove even more grounds, and its coverage is no joke.
Water, Dark and Psychic can hit many common oponents super-effective
or normal effective. It likes a lot spikes and stealth rock support from
scarmory and hippowdown and can work as a secondary win-con.
In-depth explanation of the team
Aron @ Shell Bell
Ability: Sturdy
Level: 1
Brave Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe




Aron is here for obvious reasons.
He has 0 IVs in everything to be weaker to attacks and to
have less Hp. Stealth Rock, Roar and Toxic can be used if the sandstorm
is down and there isnt much more that he can do, giving a little team
support.
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature




Calm Mind Keldeo is the best keldeo variant for the team, with its 2 stabs
it can deal with what can stop Aron. Taunt allows him to stop problematic status-inducers,
that could treaten Aron or Keldeo, such as Celesteela's leech seed. A +1 keldeo Z Hydro
Pump can 1HKO Celesteela and other steel types that otherwise could give many problems to
the team.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature




Zapdos's Discharge is his main STAB, Heat Wave can hit Ferrothorn,
that is the hazzard setter of many teams, and M-Scizor, that is a very strong and
powerfull pokémon. Roost is for longetivity, and Defog is to make a double defog core
with Skarmory.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature




Skarmory completes the double defog core with Zapdos.
Counter is its only damaging option, being able to deal damage to those
physical attackers that think they can 2HKO you. Defog is defog, roost
for longevity and Spikes for wearing down the oponent, damaging many
important oponents.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature




Hippowdown is my lead. He has good matchups agains common leads,
such as Tapu Koko, Landorus-T and Loppuny-Mega. Stealth Rock because this
is a competitive team, Earthquake is main stab, Slack Off is its recovery and
Whirlwind is to do not became setup folder. Pretty standart hippowdown set,
moving on...
Sharpedo-Mega @ Sharpedonite
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature




Sharpedo is strong. Like, very strong.
Protect is to get a free Speed Boost, Crunch is main STAB.
Waterfall isnt used a lot by sharpedos, but I decided to use it
over Ice Fang due to it being better to kill Steel Rock Grounds.
Psychic Fangs is another very strong move, having a big chance to
1HKO Mega-Venusar withouth rocks. With rocks, its guaranteed.
Conclusion
This team isnt the best team around - not even close.
In this team, Ive tryed to make a team around Aron. I succeded? Not much.
But its a try, at least. If any of yours wanna make a team with me around Aron,
I would be glad to help, if yours need. Anyways, take this more as an experiment
with Aron than a team to ladder. Thanks for reading, and good rate!
Importable
Code:
Aron @ Shell Bell
Ability: Sturdy
Level: 1
Brave Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Endeavor
- Stealth Rock
- Roar
- Toxic
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Secret Sword
- Taunt
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Discharge
- Roost
- Heat Wave
- Defog
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Counter
- Defog
- Roost
- Spikes
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Protect
- Psychic Fangs