Aerodactyl

Rock Head
Recoil moves deal no recoil damage.
Pressure
Enemy attacks lose one extra PP. Increases wild encounter rate.
Unnerve
Prevents the foe from consuming its held Berry item.
Type Tier
Rock / Flying RU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
80
- 155 187 -
Atk
105
112 125 157 172
Def
65
76 85 117 128
SpA
60
72 80 112 123
SpD
75
85 95 127 139
Spe
130
135 150 182 200

Overview

At first glance, Aerodactyl seems like a rather nondescript Pokemon. Sure, it's fast and has access to Taunt and STAB Rock Slide, but it doesn't hit very hard at all, possesses a weak Flying-type STAB, and has weaknesses to a plethora of common types. However, Aerodactyl was given a subtle but huge improvement in its Dream World ability: Unnerve. Unnerve prevents the opponent's Pokemon from using any of their berries, which means there is no more Yache for Garchomp, Charti for Thundurus, Chople for Scrafty, Occa for Scizor, Shuca for Metagross, Coba for Amoonguss, or Sitrus or Lum for anything. This can be an incredibly potent way to assure KOs with Pokemon that can otherwise be stymied by common resistance berries. This simple change makes Aerodactyl a useful team player, and helps it in its own right against the common users of Charti and Coba Berries.

Name Item Ability Nature

Unnerve Support

Focus Sash / Rock Gem Unnerve Jolly
Moveset EVs
~ Rock Slide
~ Aerial Ace
~ Tailwind / Taunt
~ Protect / Taunt
4 HP / 252 Atk / 252 Spe

Rock Slide is the obvious STAB move that provides a strong hit on both opponents. Aerodactyl is faster than Tornadus and Thundurus and can OHKO both with a Rock Gem-boosted Rock Slide, and they can't use Charti Berry to do anything about it either. Aerial Ace provides more coverage; it's most useful against Fighting-types that resist Rock Slide. It is incredibly weak at 60 BP, but it can still do heavy damage with STAB, especially when it is super effective. Tailwind provides incredibly helpful support for the team, and Aerodactyl is also fairly good at setting it up due to its high Speed. It isn't as much of a sure thing as Prankster Tailwind, but it is pretty much as close as you can get. If you are worried about your opponents setting up, you can run Taunt instead, but with priority setup and Mental Herb, Taunt is not as reliable as it used to be. Protect is as useful as always to scout your opponents' move, stall out set-up moves, such as Trick Room, and shield Aerodactyl from a threat while its partner finishes off that particular foe. Protect is even more useful on Aerodactyl when considering the fact that it will assure another turn in which your partner will be able to hit through berries. Again, Taunt can be run over Protect if you really want both it and Tailwind, but Protect is usually the better option.

Team Options & Additional Comments >>>

Other Options

Aerodactyl has Crunch, Earthquake, Aqua Tail, Fire Fang, and Thunder Fang as other coverage options, but it is usually better off with just its STAB moves. Bulldoze is an interesting option for further team support, dropping your opponent's Speed, which can allow your partner to hit them before they attack, and through their berries too! Fly is an interesting option. If your sole goal is to gain more turns of Unnerve support, Fly can glean you a few more turns with the turns that you are invulnerable. However, it is not too effective from an offensive viewpoint, as the opponent can just use Protect on the turns Aerodactyl lands and attack on the turns it goes up; it must be noted that doing this also makes the opponent incredibly predictable, which Aerodactyl's partner can take advantage of. Neither of Aerodactyl's other abilities are at all worth running, and Unnerve is pretty much the only reason to run Aerodactyl anyway.

Checks and Counters

Aerodactyl's biggest problem is its frailty and weakness to quite a few common types, which makes it fairly easy to counter. Rain teams with Swift Swim users will have an especially easy time with Aerodactyl as Swift Swim Kingdra, Ludicolo, and Kabutops are all able to outspeed Aerodactyl and OHKO it with Water-type attacks. Scizor's Bullet Punch OHKOes Aerodactyl, but Scizor needs to be wary of being OHKOed prematurely by Aerodactyl's partner, especially because it is incapable of using its Occa Berry. Ferrothorn is another good counter, as it can either Leech Seed or OHKO Aerodactyl with Gyro Ball. It even has Iron Barbs, breaking Aerodactyl's Focus Sash on contact. Jolteon is also of note because it Speed ties with Aerodactyl and can OHKO with Thunderbolt. Plenty of other Pokemon are capable of OHKOing Aerodactyl, but really, the best way to counter Aerodactyl is by not having it counter you because you tend to rely too much on resistance berries in the VGC metagame.