Curse Aggron

Yay, now I'm in the UU.

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Aggron

[SET]
Name: Curse
Move 1: Curse
Move 2: Head Smash
Move 3: Aqua Tail/Substitute
Move 4: Ice Punch/Substitute

Ability: Rock Head
Nature: Adamant
Item: Leftovers
EVs: 252 Atk/100 HP/156 SpD

Why this should be on site:
- Well, Aggron is naturally slow, so Speed drop from Curse doesn't matter.
- His big Attack and awesome 180 Defense will be boosted by the Curse
- Thanks to this set up can do some massive damage with no recoil Head Smash and coverage moves.
- Gets a nice bulk, so Physicals will do a little less damage.

Additional comments:
Well, you see there are a lot of options, but this set shouldn't do much in the OU. There are lots of better Cursers, but in the OU Aggron takes one first places. It lacks some recovery, except Leftovers, but let's face it- there's only Rest, what will make Aggron easily taken down by any Water move.

Other options:
There's also on option for Aerial Ace over Ice Punch to cover Fighting weakness. You can also go Rest and Chesto, but it takes one slot, so one attacking move less, what won't help. For more coverage, use ThunderPunch instead of Ice Punch or Sub.

Teammates:
- Hippowdon. Whips up a Sandstorm, what will help a bit the pathetic Special Defense. He is also normal to Ground and Fighting, but unfortunately weak to Water.
- There's also Altaria which is resistant to Water, Fighting and Ground, can also remove the probable Burn with Refresh, Toxic sth and then switch out.

Counters:
In OU's Swampert and Metagross. Both are resistant to Head Smash, the main move, and kill him quickly with Earthquake.
In UU, Feraligatr with Earthquake, Slowbro does nice job with Surf and this big guy called Registeel.
Yup, and everywhere- a quick Fighting Poke with a big move, that ruins it completely.

So, I think that's all. Maybe it needs some additional information about Teammates and Counters, because I'm not really good at it.
 
I think this set needs more Special bulk. The reason why Rock Polish Aggron works is because it can outspeed threats that beat it before they can take you down. This one is just asking for Special Water moves and kill you. Milotic can also Haze your boosts, before hitting you hard with Surf.

I'm not saying this is a bad moveset, but if it to work, something has to be changed. Maybe add Substitute to the moveset in replace of Aqua Tail or Ice Punch? It allows you to scout a bit.

Don't use Hidden Power Flying on Aggron. Its weak as hell, considering its a Special move. Aerial Ace won't help much either. Not very effective Head Smash does only a bit less damage than a super effective Aerial Ace, so that is not needed. Don't mention ChestoRest as its entirely a different set.
 
Other options:
There's also on option for Aerial Ace or Hidden Power Flying over Ice Punch to cover Fighting weakness. You can also go Rest and Chesto, but it takes one slot, so one attacking move less, what won't help.
Please remove the bolded text.

Also, due to x4 weaknesses to two common physical attacking types as well as deplorable SpDef, I can defintely see that any fighting type (hitmontop especially) and or special attacking water type completely rapes this set. The set is viable, but it I can't see it being really usable due to the points stated above.
 
All right, Azelf, thanks again. I'll add your comments to this set. Yeah, I'm more in 3rd gen, so I forgot that HP is always Special xD
 
in OU this is just a bad CurseTar since it shares the common 4x fighting weakness as well as gaining a 4x ground weakness so i dont think OU should even be mentioned (i guess dragon resist is nice but almost every dragon common to OU runs earthquake, and the only one who doesnt, kingdra, has waterfall/surf/hpump)

like others said lack of recovery + having to bring hippopotas (spelling is off i know im too lazy to check it) basically makes you have to spend 2 slots on you're team and have to cover the common water weakness with the rest of you're team.
 
This set didn't work out for me at all when I tested it for my analysis a while ago. It's just too slow and vulnerable because of that horrid 4x weakness to Earthquake/Fighting attacks.
 
I am not so sure i like this set. Using Curse will make Aggron slower than Pokemon that can beat it once it gets slow (Donphan, Rhyperior, Milotic, etc). I will begin testing this shortly. Also i noticed you mentioned OU Pokemon. I don't think you should mention OU Pokemon for a UU set.


Edit: Okay, i am finished testing this and i couldn't get it to work. Every time Aggron uses Curse its Speed will drop and will make it more and more vunerable. A Pokemon with two 4x weaknesses to two very common type attacks just shouldn't be slowing itself down. I am sorry, but this is set is bad.
 
How much does 4 hp Donphan EQ do with a Curse and Shuca? How about defensive Rhyperior? How about Milotic with Passho? Under Sandstorm? Chople is kind of stretching it, cuz you don't hit them super effectively with anything.

Imo, with Aggron's great defensive typing, it'll need to use a resist berry on this set to dream of being viable.
 
How much does 4 hp Donphan EQ do with a Curse and Shuca? How about defensive Rhyperior? How about Milotic with Passho? Under Sandstorm? Chople is kind of stretching it, cuz you don't hit them super effectively with anything.

Imo, with Aggron's great defensive typing, it'll need to use a resist berry on this set to dream of being viable.



I think Aggron will still be far to vunerable. So it can survive Earthquake if holding a Shuca Berry, but Aggron always fails to K.O Donphan in return. If you decide to run a Chople Berry to cover up your Fight-type weakness you will still be vunerable to Ground-type moves, and Hitmontop will just switch in, activate Intimidate, and 2HKO with Close Combat.
 
Honestly you'd be better off with the old Curse / Metal Burst set, basically designed to lure in a counter and KO it in return. That pretty much would serve the function it's already serving with your set: set up, take a massive hit, KO back (more likely with Metal Burst than +1 Head Smash tbh). Aggron's typing will never allow it to reliably pull off a tankish sweep, (few pokemon can, really) so barely surviving that one Ground / Fighting attack or Special Water attack is really going to be what Curse Aggron is all about. The problem is, Aggron is already the one of the best pokes there is for getting past his own counters; there's really no reason to run a set that more or less suicides it's counters when you could run CB or Rock Polish to accomplish the same thing and live to damage the rest of the opponent's team.
 
Agreeing with everyone when saying this set isn't effective. You're going to be attracting bulky Water-types like Milotic / Slowbro, who easily put an end to any plans Aggron may have. In addition, you'll be attracting defensive Ground-types, and Aggron just doesn't possess the necessary power to inflict high damage on them, even after a boost or two. Sure, you'll nab a boost, but you'll have such low health afterward, making it difficult to pull off a sweep. Aggron is also extremely slow, leaving it susceptible to being revenged killed easily by numerous Pokemon.

His typing comes with a nasty weaknesses to Fighting, Ground, and Water. This, combined with the aforementioned and Aggron's inability to take special attacks prevent him from pulling this set off effectively. I would much rather stick to Choice Band / Rock Polish Aggron, since he can actually pose a threat to his counters and your opponent's team by running those sets.
 
This set brings up pretty much the worst of both worlds to Aggron. It lowers its already underwhelming Speed, that at least allowed it to outspeed things like Milotic and company and doesn't really benefit from the boosts in defense, as the fact he's no longer able to outspeed things like Donphan outweights the fact it no longer dies in 1 hit (and I'm not too sure it doesn't). Aggron's defensive typing just isn't meant to be paired with Curse; so I'll have to reject this, sorry:

QC Rejected 1/2
 
Aggron's poor typing does not go well with a tanking curse set. It needs all the speed it can get so it can sweep, with it's already awesome base 150 STAB attack.
 
NitroMetalHead meant Head Smash having base 150 power...not Aggron's base Attack stat...

Anyway, this set isn't really viable. To summarize what everyone else has said:
1) 4x weakness to Fighting and Ground a major issue
2) Aggron gets its Speed lowered, which makes it only harder to sweep
3) No recovery
4) CB and Rock Polish sets are much more effective than this

I'm agreeing with everyone else here.
 
yeah...pretty much what everybody else has said. Aggron does gain some good bulk with this set, especially under sandstorm, but it still isn't enough to live comfortably through EQ/CC and it still isn't powerful enough to break through stuff.

QC REJECTED 2/2
 
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