XY OU RMT about a non-mega Aggron

Hello everyone, this is my first attempt to build a competitive team. I tried to focus on something I like and still is quite strong on this meta, and the result is quite good for now. It probably can get a lot better, so please criticize the hell out of that if necessary.

THE TEAM
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Aggron @ Life Orb
Ability: Rock Head
Adamant Nature
EVs: 252 Atk / 4 Def / 252 Spe
- Head Smash
- Heavy Slam
- Earthquake
- Rock Polish

The boss of the team! Its job is to kill everything after getting a speed boost in some way; Head Smash+Life Orb hits really hard on quite a lot of things and Rock Head avoids the suicidal recoil. Heavy Slam gets rid of every fairy, Earthquake is a nice coverage but usually Head Smash is the move to go. It suffers a lot from status, of course, and even without recoils it gets worn down quickly.

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Blastoise @ Blastoisinite
Ability: Torrent (Mega Launcher)
Modest Nature
EVs: 236 HP / 252 SpA / 20 Spe
- Scald
- Ice Beam
- Aura Sphere
- Dark Pulse / Rapid Spin

Special sweeper, spinner if needed, with a good prediction it can hurt a lot of physical walls or ground pokémon that wuold otherwise counter Aggron. I prefer using 4 attacks because that gives him more coverage and Aggron really doesn't care for spikes or SR.

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Galvantula @ Focus Sash
Ability: Compoundeyes
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Sticky Web
- Thunder Wave
- Thunder
- Bug Buzz

The usual lead, Sticky Web and TW are meant to slow the opponents down and they usually do; the offensive moves are quite good, it can easily kill Talonflames that switch in or already are in (which are really dangerous for Ninjask). With some prediction it can severely damage Magic Bounce users on the switch in, which is kinda nice.

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Ninjask @ Leftovers
Ability: Speed Boost
Bold Nature
EVs: 252 HP / 252 Def / 4 SpD
- Protect
- Baton Pass
- Hone Claws
- Substitute

This little guy, despite the fact that he doesn't have any offensive moves, still managed to "kill" some dangerous attacker (Life Orb Gengar and some other guy, but that's just sheer luck); its main job is setting up, stall for a few turns, maybe get a Hone Claws or two and than BP everything to Aggron. Then it gets brutal; Substitute helps against annoying Trick/Switcheroo users and is good to block status (and Aggron loves that). Lots of problems against Talonflame and M-Heracross (or really any Skill Link users with Rock Blast). Blastoise is into the speed boost too, and it doesn't need HC so that's easily done.

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Malamar @ Light Clay
Ability: Contrary
Careful Nature
EVs: 4 HP / 252 Atk / 252 Spe
- Light Screen
- Night Slash
- Psycho Cut
- Superpower

Aggron likes Light Screen a lot, since its SpD is kinda low; beside setting up that, Malamar can fight on its own by spamming Superpower on anything that doesn't resist it, gets a speed boost from Sticky Web, doesn't care much for Spikes/SR and hits fighting-type 'mons quite hard, which covers anoter one of Aggron's weaknesses. Still suffers from status and being quickly worn down.

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Chansey @Eviolite
Ability: Natural Cure
Calm Nature
EVs: 4 HP / 252 Def / 252 SpD
- Soft-Boiled
- Heal Bell
- Toxic
- Flamethrower

The answer to every status problem the team can have! Quite bulky, particularly on the special side (nothing new there), Toxic and Flamethrower help doing some damage although Flamethrower isn't that good (I should probably invest some EVs in that SpA).

The team works quite well, despite the fact that I try to go for the Hone Claws boost on Aggron from the start without removing potential threats for it, and that's the problem. So far I saw Garchomp and Talonflame being quite dangerous for the strategy, and any priority fighting-move user (Conkeldurr on the top of my head, Azumarill too but it gets killed from a +1 Head Smash/Heavy Slam) is threatening too. Besides that, I know that there are some weaknesses but I can't find them so any advice is welcome!
(Thank you for your attention!)​
 

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Not bad. I actually really like the concept, but a couple of big things.

First and foremost, while ninjask passes accuracy to aggron, it is outclassed by both combusken and scolipede in terms of offensive pressure. The solution: try boosting your accuracy with an item. This obviously makes aggron less powerful, but allows for better sweeping potential with swords dance over hone claws to quickly boost.

Secondly, chansey has no use for flamethrower. Chansey cant do anything with any attack and should therefore run seismic toss or stealth rocks in its place. Seismic toss is to not be taunt bait while stealth rocks help with focus sash users.

Malamar should be swapped out for whimsicott (who has light screen and the ability to shut down certain statusers and has memento and encore to help bring in your baton passer), jirachi (whos extensive movepool of things like doom desire and healing wish that would help with setting up sweeps and second winds for aggron), or espeon (who has better offensive potential, dual screens and prevents screens from being defogged away).

As for galvantula, I dont know if it fits your team too well. I would look into possible replacements. Maybe a rocks lead would discourage tflame from rearing its head against your baton passer.

Thats all ive got. Hope I helped.
 
So, you'd suggest an Aggron set with Wide Lens? (That's the only thing I found that raises accuracy) That could actually work, the LO added damage would be regained using SD instead of HC (it's really hard to get some atk boost with Ninjask, so Combusken or Scolipede could do the job). Maybe change Aggron's EV spread to make it more bulky? Usually I take a few turn before BP, so those EV are quite wasted? I don't know.
This team is for VG, so I'd rather use some non-legendary poké I can actually breed and raise as I want...

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Aggron @ Wide Lens
Ability: Rock Head
Adamant Nature
EVs: 252 Atk / 100 Def / 156 SpD
- Head Smash
- Heavy Slam
- Earthquake
- Rock Polish

With this EV spread, it should be more bulky even though it still can't stand against fighting/ground moves... Everything else works fine, so I don't think it should be changed? Using Wide Lens Head Smash's accuracy raises to 88%, acceptable I'd say.

I like Espeon and it was one of the first screener I thought about, it can stand against fighting-type well too so it's worth a shot.

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Espeon Light Clay
Ability: Magic Bounce
Timid Nature
EVs: 4 HP / 252 SpA / 252 Spe
- Psyshock / Psychic
- Light Screen
- Grass Knot / Shadow Ball / Reflect / Yawn
- Dazzling Gleam

I wouldn't use two screens, I really don't know why; I'd rather use a coverage move or Yawn to force the switch and let in the BPer. Dazzling Gleam to face annoying dark type sounds fine to me but I can't choose between Psychic and Psyshock...

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Scolipede @ Black Sludge
Ability: Speed Boost
Careful Nature
EVs: 4 HP / 252 Def / 252 SpD
- Substitute
- Baton Pass
- Swords Dance
- Protect

Scolipede can do the same job as Ninjask, right? I think it can go without any offensive attack, or should I excange Substitute with an actual attack like X-Scissor, Megahorn or Poison Jab?

I think Blastoise and Galvantula do their job quite well, so I wouldn't change them. Seismic Toss over Flamethrower for Chansey, then? It can also get Leftovers instead of Eviolite, since Scolipede's using Black Sludge...​
 

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