Aggron (Analysis)


http://veekun.com/dex/pokemon/aggron
QC Approved: PK Gaming, Chou Toshio, Snunch
GP Approved: NixHex, Honko

[Overview]

<p>Aggron can certainly prove to be a headache for any player that goes up against it; with a respectable base 110 Attack and an amazing 150 Base Power STAB move, very few Pokemon can safely switch into Aggron. Unfortunately, Head Smash is really the only thing Aggron has going for it, and it has a lot of things going against it. Abysmal Speed, a horrendous defensive typing with two 4x weaknesses, and lack of special bulk all make it difficult for Aggron to survive for long in battle. However, if Aggron can find an opportunity to use Head Smash, it will usually pay off.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 4: Aqua Tail / Superpower
item: Choice Band
ability: Rock Head
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Aggron becomes absurdly lethal when equipped with a Choice Band. Head Smash deals devastating amounts of damage, and Aggron's Rock Head ability blocks recoil, allowing Aggron to use the attack with no risks, save for Head Smash's accuracy. This set focuses on abusing Head Smash, while the rest of the moves cover the Pokemon that resist it. Heavy Slam is a secondary STAB move, and it provides coverage on Fighting-types that resist Head Smash, such as Hitmontop. Earthquake deals with most Steel-types, including Registeel and Empoleon. Aqua Tail nails Ground-types, such as Steelix, Donphan, and Claydol, while Superpower is Aggron's strongest move against Steelix, Empoleon, and Registeel.</p>

[ADDITIONAL COMMENTS]

<p>Although Aggron is incredibly slow, a Jolly nature is recommended for getting the jump on walls that don't invest in Speed, such as minimum Speed Suicune. Adamant is still a perfectly acceptable choice, though, since the increase in power is noticeable. Because the opponent will often switch in order to minimize the damage Aggron causes, Focus Punch can be used to nail predicted Head Smash-resisting switch-ins for tons of damage.</p>

<p>Because Aggron is so slow, it greatly appreciates paralysis support. Alternatively, giving Aggron a Brave nature, a 0 Speed IV, and moving the Speed EVs to HP makes Aggron a deadly Trick Room sweeper. Victini also hits hard physically and can set up Trick Room for Aggron to run amuck in. Teammates that cover Aggron's weaknesses are also important, especially its Fighting and Ground-type weaknesses. Zapdos resists both types and can scare off the Water-types that threaten Aggron, although it struggles against Gastrodon and Quagsire if it lacks Hidden Power Grass. Roserade terrorizes the aforementioned Pokemon, resists Fighting- and Water-type attacks, and can lay Spikes, making switching into Aggron more difficult.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Aqua Tail
move 4: Low Kick / Magnet Rise
item: Life Orb / Chople Berry
ability: Rock Head
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Autotomize patches up Aggron's Speed, allowing it to pose more of a threat to offensive teams. Head Smash is obviously Aggron's STAB move of choice, and a powerful one at that. Aqua Tail covers Ground-types that resist Head Smash. Low Kick helps deal with most Steel-types, while Magnet Rise allows Aggron to beat walls that can only threaten it with Ground-type moves.</p>

[ADDITIONAL COMMENTS]

<p>Because this set does not have the brute power that Choice Band provides, an Adamant nature is preferred to make Aggron as strong as possible. A Jolly nature is still an option for outpacing base 130 Speed Pokemon, but Aggron will still fail to outrun the majority of Choice Scarf users. A Life Orb boosts power significantly, but using a Chople Berry makes it easier for Aggron to set up. Substitute is an option for blocking status, especially burns and paralysis, while also providing a safety net against attacks.</p>

<p>This set appreciates entry hazard support. For example, Spikes support gives Aggron a chance to OHKO offensive Suicune with Head Smash. Roserade makes a great partner, resisting some of Aggron's most common weaknesses while also providing Spikes. Hippopotas boosts Aggron's Special Defense with Sand Stream, and it can also provide Stealth Rock or put an enemy to sleep with Yawn, giving Aggron a chance to set up. Mew can also provide Stealth Rock and burn opponents with Will-O-Wisp, making it easier for Aggron to set up. On that note, dual screen support is recommended. Uxie can set up both Reflect and Light Screen and has other support options that benefit Aggron, including Stealth Rock, Memento, and Yawn. This set greatly fears Choice Scarf users, so a Wynaut holding Eviolite is appreciated for trapping and killing them. Priority users are also a problem, especially Hitmontop and Azumarill. Slowbro handles both handily, resisting their STAB moves and outstalling them with a combination of its impressive bulk and Toxic.</p>


[Other Options]

<p>Aggron can take advantage of its low Speed and other ability, Sturdy, to OHKO nearly any attacker with Metal Burst. Unfortunately, this keeps it from using Head Smash effectively. Aggron also has a decent selection of support moves, including Stealth Rock, Toxic, and Thunder Wave. Aggron can use a Hone Claws set to increase Head Smash's accuracy, but it is generally too slow to pull it off effectively. A set utilizing Substitute and Focus Punch to soften up Pokemon that resist Head Smash, such as Steelix and Registeel, is also an option. With entry hazard support, Aggron can also take advantage of Dragon Tail or Roar to soften up Pokemon that attempt to switch into it.</p>

[Checks and Counters]

<p>Hitmontop can switch into Head Smash and can revenge kill the Autotomize set with Mach Punch. Bulky physical walls that resist Head Smash also check Aggron effectively, especially Steelix and Donphan, both of which threaten Aggron with STAB Earthquake. Because of its special frailty, nearly any Pokemon with a super effective special move threatens Aggron. Many Pokemon that threaten Aggron also outspeed it, such as Suicune with at least 52 EVs invested in Speed, so it is not very difficult to revenge kill.</p>

[Dream World]

<p>Although the ability Heavy Metal will do nothing to benefit Aggron outside of powering up Heavy Slam, Aggron will benefit from the ability to use a Custap Berry. This will allow it to run an effective Sturdy set that uses Metal Burst to OHKO nearly any attacker. When Aggron is at 1 HP Custap Berry will activate, allowing Aggron to use Stealth Rock before the opponent can KO it.</p>
 
Autotomize is much better than Rock Polish now that it halves your weight. Unless you are using Heavy Bomber, Autotomize is much better.
 

breh

強いだね
Ok, let's see:

the maximum speed you should be mentioning at all on Aggron is enough to outspeed min Omastar, Hitmontop, or Max speed Rhyperior (I heavily suggest only aiming for the first two though since nobody really runs max speed rhyperior). Otherwise, it's doing you little. Note that all of this speed allows you to outrun Chansey. Heavy Slam seems silly but admittedly is not as terrible as it seems at first glance (it only hits Donphan weaker than Iron Head); is there any potential for the use of coverage moves (Ice Punch, Aqua Tail, etc.) in that slot? Jolly should be deslashed.

I'm very doubtful of support since all I expect it to do is lure in donphan, kill it with metal burst as it EQs (assuming its health is pristine and spikes were not up), and subsequently die. An eye for an eye is cool and all but it doesn't seem to be great. Also Head Smash with sturdy seems... uhh... counterintuitve. Aggron without Head Smash is also seems like a bad idea.

Autotomize looks fine but it seems like sturdy is not the best option for this set as well. Without Head Smash, Aggron is pretty inferior to most other sweepers. Adamant should be the only option (jolly allows you to literally outspeed nothing of importance... unless you feel that accelgor and electrode are your main concerns).
 

PK Gaming

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Ok i might get some flack but I think Aggron is viable in UU. Head Smash is still wicked strong and Aggron has enough speed to 2HKO the most prominent walls. Hitmontop isn't even safe anymore because Heavy Slam does a ton of damage to it. Jolly should be the primary nature because it allows you to 2HKO all of the prominent physical walls that run some sort of speed(Suicune, Milotic, etc) I'd make Aqua Tail the main slash on the 4th slot. What does Superpower target specifically? Its inferior to Low Kick.

On the support set, I think you forgot to slash Rock Head. I'd make Earthquake the primary slash on the 4th slot and deslash Superpower.(with Thunder Wave and Toxic slashed in) Also in AC you should mention a specially defensive spread (252hp/252SpD careful) which has the ability to lure out just about any special attacker and take them out with metal burst, with or without sturdy. De-slash Mental Herb and replace it with Chople Berry (now you can metal burst hitmontop and some other fighters)

On the automize set, Aqua Tail and Low Kick should be the coverage moves (slots 3 and 4 respectively) with Adamant as the primary nature. Keep the Magnet Rise slash on the 4th slot. De-slash Sturdy and mention it in AC.

Once you do i'll stamp the analysis.
 
I'm not a fan of the support set. Aggron's only distinguishing factor is his recoil-free head smash, and only sets that make strong use of it should be included. Aggron already gets precious few opportunities to switch in, he should really make the most of them. Consider this a rejection of the support set for now, but I'll talk to pk gaming and other qc members about it.
 
What about Sub/Hone Claws/Head Smash/Aqua Tail? It was discussed in the OU thread as being a neat set. The extra accuracy to Head Smash and Aqua Tail is pretty awesome. Also, Water/Rock coverage is pretty good, missing out on Empoleon and Water Absorb Pokemon that resist Rock (Quagsire, Poliwrath, Gastrodon with Storm Drain, Seismitoad, Toxicroak with Dry Skin). Even so, a resisted Head Smash does more than a neutral Earthquake or Return/Frustration. At +1, Aggron will be taking some names if it starts getting hits off.
 
Remove Stone Edge and Sturdy as slashes from the CB set. As I said before, all that Aggron has going for it is no-recoil head smash. Every set should take advantage of it.

I'm still rejecting the support set but other than that this looks good.

QC APPROVED 3/3
 

Oglemi

Borf
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Yeah get rid of the support set. Steel/Rock is still a crap defensive typing, and for what it does resist, I'd rather use Rhyperior.
 

Nix_Hex

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[Overview]

<p>Aggron can certainly prove to be a headache for any player that goes up against it, with a respectable base 110 Attack and an amazing STAB move with 150 power. Very few Pokemon can safely switch into Aggron. Unfortunately, Head Smash is really the only thing Aggron has going for it, and it has a lot of things going against it. Abysmal Speed, a horrendous defensive typing with two 4x weaknesses, and lack of special bulk all make it difficult for Aggron to survive for long in battle. However, if Aggron can get an opportunity to use Head Smash,(comma) it will usually pay off.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 4: Aqua Tail / Superpower
item: Choice Band
ability: Rock Head
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[Set Comments]

<p>Aggron becomes absurdly lethal when equipped with a Choice Band. Head Smash deals devastating amounts of damage, and Aggron's Rock Head ability blocks recoil, allowing Aggron to use the attack with no risks. The set is focused on abusing Head Smash, and the rest of the moves are used to cover Pokemon that resist it. Heavy Slam is a secondary STAB move, and it provides coverage on Fighting-types that resist Head Smash, such as Hitmontop. Earthquake deals with most Steel-types, including Registeel and Empoleon. Aqua Tail can be used to nail Ground-types like such as Steelix, Donphan, and Claydol, while Superpower is Aggron's strongest move against Steelix, Empoleon, and Registeel.</p>

[Additional Comments]

<p>Although Aggron is incredibly slow, a Jolly nature is recommended for getting the jump on walls that don't invest in Speed, such as minimum Speed Suicune. Adamant is still a perfectly acceptable choice though, since the increase in power is noticeable. Because the opponent will often switch in order to minimize the damage Aggron causes, Focus Punch can be used to nail predicted Head Smash-resisting switch-ins for tons of damage.</p>

<p>Because Aggron is so slow, it greatly appreciates paralysis support. Alternatively, giving Aggron a Brave nature, a 0 Speed IV, and moving the Speed EVs to HP makes Aggron a deadly Trick Room sweeper. Victini also hits hard physically, and can provide Trick Room for Aggron to run amuck in. Teammates that cover Aggron's are also important, especially its Fighting and Ground-type weaknesses. Zapdos resists both types, and can scare off the Water-types who threaten Aggron, although it struggles against Gastrodon and Quagsire if Zapdos lacks Hidden Power Grass. Roserade terrorizes the aformentioned aforementioned Pokemon, resists Fighting-(hyphen) and Water-type attacks, and can lay Spikes, making switching into Aggron more difficult.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Aqua Tail
move 4: Low Kick / Magnet Rise
item: Life Orb / Chople Berry
ability: Rock Head
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[Set Comments]

<p>Autotomize patches up Aggron's Speed, allowing it to pose more of a threat to offensive teams. Head Smash is obviously Aggron's STAB move of choice, and a powerful one at that. Aqua Tail covers Ground-types who resist Head Smash. Low Kick helps deal with most Steel-types, while Magnet Rise allows Aggron to beat walls that can only threaten it with Ground-type moves.</p>

[Additional Comments]

<p>Because this Aggron does not have the brute power that Choice Band provides, an Adamant nature is preferred to make Aggron as strong as possible. A Jolly nature is still an option for outpacing base 130 Speed Pokemon, but Aggron will still fail to outrun the majority of Choice Scarf users. A Life Orb boosts power significantly, but using a Chople Berry makes it easier for Aggron to set up. Substitute is an option for blocking status, especially burns and paralysis, while also providing a safety net against attacks.</p>

<p>This set appreciates entry hazard support, moreso than the Choice Band set. Roserade makes a great partner once again, resisting some of Aggron's most common weaknesses while also providing Spikes. Hippopotas boosts Aggron's Special Defense with Sand Stream, and can also provide Stealth Rocks or put an enemy to sleep with Yawn, giving Aggron a chance to set up. Mew can also provide Stealth Rock, and can also burn opponents with Will-O-Wisp, making it easier for Aggron to set up. On that note,(comma) dual screen support is recommended. Uxie can set up both Reflect and Light Screen, and has other support options that benefit Aggron, including Stealth Rock, Memento, and Yawn. This set greatly fears Choice Scarf users, so a Wynaut holding Eviolite is appreciated for trapping and killing them. Priority users are also a problem, especially Hitmontop and Azumarill. Slowbro handles both handily, resisting their STAB moves and outstalling them with a combination of its impressive bulk and Toxic.</p>


[Other Options]

<p>Aggron can take advantage of its low Speed and other ability, Sturdy, to OHKO nearly any attacker with Metal Burst. This,(comma) unfortunately,(comma) keeps it from using Head Smash effectively,.(period, no comma) however. Aggron also has a decent selection of support moves, including Stealth Rock, Toxic, and Thunder Wave. Aggron can use a Hone Claws set to increase Head Smash's accuracy, but it is generally too slow to pull it off effectively. A set utilizing Substitute and Focus Punch to soften up Pokemon that resist Head Smash, such as Steelix and Registeel, is also an option. With entry hazard support,(comma) Aggron can also take advantage of Dragon Tail or Roar to soften up Pokemon that attempt to switch into it.</p>
(break)
[Checks and Counters]

<p>Hitmontop can switch into Head Smash, and can also revenge kill the Autotomize set with Mach Punch. Bulky physical walls that resist Head Smash also check Aggron effectively, especially Steelix and Donphan, both of whom threaten Aggron with their STAB Earthquake. Because of its frailty when it comes to taking special attacks, special frailty, nearly any Pokemon with a super effective special move threatens Aggron. Many Pokemon that threaten Aggron also outspeed it, such as Suicune with at least 52 EVs invested in Speed, so it is not very difficult to revenge kill.</p>

[Dream World]

<p>Although the ability Heavy Metal does nothing to benefit Aggron outside of powering up Heavy Slam, Aggron does benefit from the ability to use a Custap Berry. This allows it to run an effective Sturdy set that uses Metal Burst to OHKO nearly any attacker. When Aggron is at 1 HP Custap Berry will activate, allowing Aggron to use Stealth Rock before the opponent can KO it.</p>(This whole section needs to be redone. Move the Custap idea to OO, since this is the Dream World section)


Not much wrong here. Just move everything pertaining to Custap Berry into OO and you're set.



[GP 1/2]
 

Honko

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(Comments)

[Overview]

<p>Aggron can certainly prove to be a headache for any player that goes up against it;(semicolon) with a respectable base 110 Attack and an amazing 150 Base Power STAB move with 150 power,(comma) very few Pokemon can safely switch into Aggron. Unfortunately, Head Smash is really the only thing Aggron has going for it, and it has a lot of things going against it. Abysmal Speed, a horrendous defensive typing with two 4x weaknesses, and a lack of special bulk all make it difficult for Aggron to survive for long in battle. However, if Aggron can find an opportunity to use Head Smash, it will usually pay off.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 4: Aqua Tail / Superpower
item: Choice Band
ability: Rock Head
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[Set Comments]

<p>Aggron becomes absurdly lethal when equipped with a Choice Band. Head Smash deals devastating amounts of damage, and Aggron's Rock Head ability blocks recoil, allowing Aggron to use the attack with no risks. (I wouldn't say "no risks" since there's still the 80% accuracy to worry about.) This set focuses on abusing Head Smash, while the rest of the moves are used to cover the Pokemon that resist it. Heavy Slam is a secondary STAB move, and it provides coverage on Fighting-types that resist Head Smash, such as Hitmontop. Earthquake deals with most Steel-types, including Registeel and Empoleon. Aqua Tail can be used to nails Ground-types, such as Steelix, Donphan, and Claydol, while Superpower is Aggron's strongest move against Steelix, Empoleon, and Registeel.</p>

[Additional Comments]

<p>Although Aggron is incredibly slow, a Jolly nature is recommended for getting the jump on walls that don't invest in Speed, such as minimum Speed Suicune. Adamant is still a perfectly acceptable choice,(comma) though, since the increase in power is noticeable. Because the opponent will often switch in order to minimize the damage Aggron causes, Focus Punch can be used to nail predicted Head Smash-resisting switch-ins for tons of damage.</p>

<p>Because Aggron is so slow, it greatly appreciates paralysis support. Alternatively, giving Aggron a Brave nature, a 0 Speed IV, and moving the Speed EVs to HP makes Aggron a deadly Trick Room sweeper. Victini also hits hard physically,(remove) and can set up Trick Room for Aggron to run amuck in. Teammates that cover Aggron's weaknesses are also important, especially its Fighting and Ground-type weaknesses. Zapdos resists both types,(remove) and can scare off the Water-types that threaten Aggron, although it struggles against Gastrodon and Quagsire if it lacks Hidden Power Grass. Roserade terrorizes the aforementioned Pokemon, resists Fighting- and Water-type attacks, and can lay Spikes, making switching into Aggron more difficult.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Aqua Tail
move 4: Low Kick / Magnet Rise
item: Life Orb / Chople Berry
ability: Rock Head
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[Set Comments]

<p>Autotomize patches up Aggron's Speed, allowing it to pose more of a threat to offensive teams. Head Smash is obviously Aggron's STAB move of choice, and a powerful one at that. Aqua Tail covers Ground-types that resist Head Smash. Low Kick helps deal with most Steel-types, while Magnet Rise allows Aggron to beat walls that can only threaten it with Ground-type moves.</p>

[Additional Comments]

<p>Because this set does not have the brute power that Choice Band provides, an Adamant nature is preferred to make Aggron as strong as possible. A Jolly nature is still an option for outpacing base 130 Speed Pokemon, but Aggron will still fail to outrun the majority of Choice Scarf users. A Life Orb boosts power significantly, but using a Chople Berry makes it easier for Aggron to set up. Substitute is an option for blocking status, especially burns and paralysis, while also providing a safety net against attacks.</p>

<p>This set appreciates entry hazard support, moreso than the Choice Band set. (Don't directly compare with other sets. Also, if you say "entry hazards help" you need to include at least one good example of a KO they help you get.) Roserade makes a great partner once again, resisting some of Aggron's most common weaknesses while also providing Spikes. Hippopotas boosts Aggron's Special Defense with Sand Stream, and it can also provide Stealth Rock or put an enemy to sleep with Yawn, giving Aggron a chance to set up. Mew can also provide Stealth Rock,(remove) and can also burn opponents with Will-O-Wisp, making it easier for Aggron to set up. On that note, dual screen support is recommended. Uxie can set up both Reflect and Light Screen,(remove) and has other support options that benefit Aggron, including Stealth Rock, Memento, and Yawn. This set greatly fears Choice Scarf users, so a Wynaut holding Eviolite is appreciated for trapping and killing them. Priority users are also a problem, especially Hitmontop and Azumarill. Slowbro handles both handily, resisting their STAB moves and outstalling them with a combination of its impressive bulk and Toxic.</p>


[Other Options]

<p>Aggron can take advantage of its low Speed and other ability, Sturdy, to OHKO nearly any attacker with Metal Burst. This, Unfortunately, this keeps it from using Head Smash effectively. Aggron also has a decent selection of support moves, including Stealth Rock, Toxic, and Thunder Wave. Aggron can use a Hone Claws set to increase Head Smash's accuracy, but it is generally too slow to pull it off effectively. A set utilizing Substitute and Focus Punch to soften up Pokemon that resist Head Smash, such as Steelix and Registeel, is also an option. With entry hazard support, Aggron can also take advantage of Dragon Tail or Roar to soften up Pokemon that attempt to switch into it.</p>

[Checks and Counters]

<p>Hitmontop can switch into Head Smash,(remove) and can also revenge kill the Autotomize set with Mach Punch. Bulky physical walls that resist Head Smash also check Aggron effectively, especially Steelix and Donphan, both of which threaten Aggron with their STAB Earthquake. Because of its special frailty, nearly any Pokemon with a super effective special move threatens Aggron. Many Pokemon that threaten Aggron also outspeed it, such as Suicune with at least 52 EVs invested in Speed, so it is not very difficult to revenge kill.</p>

[Dream World]

<p>Although the ability Heavy Metal will do nothing to benefit Aggron outside of powering up Heavy Slam, Aggron will benefit from the ability to use a Custap Berry. This will allow it to run an effective Sturdy set that uses Metal Burst to OHKO nearly any attacker. When Aggron is at 1 HP,(comma) Custap Berry will activate, allowing Aggron to use Stealth Rock before the opponent can KO it.</p>

Good stuff.


GP 2/2
 

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