Aggron (GP 2/2)

Endorfins

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[Overview]

<p>Aggron is the very definition of scary; wearing a skull helmet topped with razor-sharp horns, carrying bullet-proof steel armor, and wielding lethal claws, there are few opponents that can even think about standing up to the metal beast. However, Aggron isn't all bark and no bite, as its Rock Head ability allows it to pummel opponents with its signature move, Head Smash, without any recoil. Defensively, Aggron is also a monster to deal with, as its whopping base 180 Defense and plethora of resistances courtesy its Steel typing enables it to comfortably take on most physical threats. Unfortunately, its typing also comes with the drawback of 4x weaknesses to the common Fighting- and Ground-type attacks thrown around in the tier. Aggron's lackluster Special Defense also lets it down when it comes to taking special hits; as it easily falls to moves such as Scald. Although Aggron is a rather unbalanced Pokemon in terms of stats and typing, use it correctly and you will find that it is a diamond in the rough.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 3: Fire Punch / Aqua Tail
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>With a Choice Band wrapped around its head, Aggron becomes a truly terrifying foe to face, as only the bulkiest of threats will be able to take its blows and retaliate. Its Choice Band-boosted Head Smash is something that every RU team must prepare for, lest they be shredded by its power. Adding insult to injury, Aggron takes no damage from this risky attack thanks to Rock Head. Unfortunately for Aggron, there are a few Pokemon that can switch into Head Smash and retaliate; for these, Aggron can use its alternative STAB move, Heavy Slam. As Aggron is very heavy, Heavy Slam will more often than not be hitting at full power. Earthquake gives Aggron outstanding coverage alongside Head Smash. With it, Aggron can smite Qwilfish and opposing Aggron, both of which would otherwise be able to bring it down. Fire Punch is the recommended choice in the last slot to hit unsuspecting Ferroseed, but Aqua Tail can be used instead to hit Pokemon such as Rhydon harder than the other moves. Choice Band Aggron is primarily a wallbreaker and should be used as such; it can easily switch in on Pokemon such as Munchlax and Mandibuzz and either devastate them with Head Smash or hit the predicted switch-in with one of its other high-powered moves.</p>

[ADDITIONAL COMMENTS]

<p>The listed EV spread lets Aggron outspeed uninvested Lanturn and OHKO it with Head Smash or Earthquake before it can hit back. Maximum Attack with an Adamant nature fully unleashes Aggron's power; the leftover EVs are placed in HP to act as a buffer to weak and resisted hits. Iron Head is an alternative Steel-type STAB move that Aggron can use over Heavy Slam for its greater reliability and chance to flinch slower foes. However, it generally has lower power than Heavy Slam due to Aggron's weight. Low Kick can be used over Earthquake or Fire Punch to give Aggron a chance of 2HKOing Steelix, which can otherwise take any move on the set and annihilate Aggron with Earthquake.</p>

<p>Aggron can function very well on a Trick Room team, as it can take advantage of its low Speed and destroy the opponent with Head Smash. If you want to use Aggron in a Trick Room team, then you should change its nature to Brave, lower its Speed IV to 0, and place all its Speed EVs in HP to make as Aggron as "fast" as possible under Trick Room. Good partners for Aggron include those that can switch into its glaring weaknesses and fast sweepers that can take advantage of the walls that Aggron breaks. Uxie and Moltres can comfortably take Fighting- and Ground-type attacks, while Klinklang can plow through most teams after physical walls have been weakened or removed.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Head Smash
move 3: Focus Punch
move 4: Magnet Rise / Toxic
item: Leftovers
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>Aggron's signature move, Head Smash, is known and feared. It can use that fear to set up a Substitute as the opponent switches out to a Pokemon resistant to Rock-type moves. Steelix and Ferroseed are common switch-ins that get blown away by the impending Focus Punch. Substitute also protects Aggron from status such as burn and sets up a shield against weak, resisted moves such as U-turn. Head Smash achieves incredible power despite the lack of a boosting item and is Aggron's strongest move. Focus Punch decimates common Aggron switch-ins such as Steelix and Ferroseed and has great neutral coverage alongside Head Smash. Magnet Rise is the main move in the last slot to thwart Sandslash's and Steelix's attempts to break Aggron's Substitute with Earthquake. With a temporary immunity to Ground-type moves, Aggron can render many Pokemon incapable of harming it as it sets up a Substitute in their faces. Toxic is an alternative to surprise walls such as Quagsire and Tangrowth and limit their walling capabilities.</p>

[ADDITIONAL COMMENTS]

<p>There are a few other options Aggron can use in the last moveslot depending on your team. Stealth Rock is an essential move for any team and can be used on Aggron if none of its teammates can learn it. Aggron will have no trouble setting up Stealth Rock as it can force numerous switches. 140 Speed EVs allow Aggron to outspeed uninvested Lanturn and Sandslash; it can hit the former with Head Smash or Toxic and set up Magnet Rise on the latter. Maximum Attack grants Aggron as much power as possible, while the remaining EVs go into HP. As Aggron will be losing a large amount of health to make Substitutes, Leftovers is the preferred item so that Aggron can restore its health.</p>

<p>SubPunch Aggron forces a lot of switches, so entry hazards are great to punish opponents as they switch. Spikes and Stealth Rock are also great for wearing down Aggron's counters into KO range. For example, Steelix is guaranteed to be 2HKOed by Focus Punch after it suffers two layers of Spikes damage. Qwilfish and Scolipede are great partners for Aggron, as both can set up Spikes while also taking Fighting-type attacks for it. Qwilfish can also soften up opponents with Intimidate. Uxie is also a great teammate as it can set Stealth Rock and take Fighting- and Ground-type attacks for Aggron, while Aggron takes the Dark- and Ghost-type attacks directed at Uxie.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Earthquake
move 4: Aqua Tail
item: Life Orb
ability: Rock Head
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Aggron's Speed is the only thing holding it back from a sweep, so Autotomize is an amazing move for it. With Autotomize, Aggron can outspeed most of the metagame and potentially sweep weakened or unprepared teams. This is aided by the fact that Aggron can easily force switches, giving it time to set up Autotomize and go on a Speed-boosted rampage. Head Smash is Aggron's most powerful move and is what makes it so threatening; frailer Pokemon such as Rotom are easily OHKOed, while even bulky walls such as Tangrowth can be 2HKOed by it. Earthquake gives Aggron nearly unresisted coverage alongside Head Smash and has a respectable amount of power in its own right; in addition, it gives Aggron a move to hit Qwilfish and Steelix, both of which would otherwise wall it. Aqua Tail is the best move in the last slot as it lets Aggron take down Rhydon and Sandslash, two Pokemon that can easily sponge Earthquake and retaliate with an Earthquake of their own. Although Aggron still boasts incredible power when holding a Life Orb, it is best if physical walls are weakened or removed before Aggron attempts to sweep. Choice Scarf holders such as Galvantula can outspeed Aggron even after an Autotomize, so they too should be taken care of before Aggron sweeps.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs let Aggron outspeed the majority of the metagame after an Autotomize boost, while an Adamant nature and 252 Attack EVs let it hit as hard as possible. A Jolly nature is also viable as it lets Aggron outspeed Accelgor, but the loss of power is significant. For example, Aggron has little chance to OHKO Lanturn and offensive Slowking with Head Smash if it chooses to run a Jolly nature.</p>

<p>Even though Aggron can outspeed most of its opponents after an Autotomize, there are still some threats that can stop its sweep. For example, Choice Scarf Galvantula can outspeed even +2 Aggron and KO it with a powerful Thunder after some Life Orb recoil. Pokemon with Mach Punch, particularly Hitmonchan and Hitmonlee, are also dangerous, as they can attack before Aggron and hit it for 4x super effective damage. Therefore, Uxie and Misdreavus are great partners for Aggron, as they can take both Fighting- and Ground-type attacks targeted at Aggron.</p>

[Other Options]

<p>Although Aggron is normally seen as an offensive Pokemon, it can also run a decent support set thanks to its rather overlooked base 180 Defense. Like most Rock-types, Aggron has the almost mandatory Stealth Rock as well as niche moves such as Metal Burst and Taunt. Metal Burst is particularly effective when used in conjunction with Taunt, as the opponent will be forced to attack Aggron. Taunt can prevent Poliwrath from healing itself with Rest and Tangrowth from using status moves or Leech Seed. Hone Claws and Curse are two boosting moves that Aggron can use with decent results; Hone Claws boosts the accuracy of Head Smash, Iron Tail, and Aqua Tail while also boosting Aggron's great Attack stat. Unfortunately, it doesn't boost Aggron's Speed or Special Defense, which means Aggron can be easily revenge killed. Curse suffers from the same problem, and although it also increases Aggron's already excellent Defense, most Ground- and Fighting-type attacks will still OHKO. Dragon Tail is an interesting move for Aggron as the latter forces numerous switches and can rack up entry hazard damage; after its counters have been sufficiently weakened by entry hazards, Aggron can potentially sweep. Lastly, Aggron can try to rectify its poor Speed with a Choice Scarf. While this lets Aggron outspeed many Pokemon that it wouldn't normally, Aggron's Speed is just too low to make it as effective as other Choice Scarf users.</p>

[Checks and Counters]

<p>Quagsire, Poliwrath, and Torterra are some of Aggron's best counters as they can switch into almost all of Aggron's commonly used moves, fearing only Toxic, and Fire Punch in Torterra's case. They can all decimate Aggron with super effective STAB Earthquake or Circle Throw. Tangrowth is also a great check to Aggron as it only fears Choice Band-boosted Head Smash, which can 2HKO; otherwise, it can tank Aggron's hits and either put it to sleep or hit its weaker Special Defense with Giga Drain or Leaf Storm. Steelix and Ferroseed are commonly-seen switch-ins to Aggron, as they are among the few Pokemon in the tier that can shrug off Head Smash; however, they are both 2HKOed by Focus Punch after a layer of Spikes. Sandslash can also sponge Aggron's Head Smash and retaliate with Earthquake; it only has to fear Aqua Tail, and even then it can survive one. If you don't have one of the few Pokemon that can switch into Aggron, then you will have to resort to revenge killing it. Sets that run Choice Band are quite easy to revenge kill as they cannot boost their Speed. Autotomize sets are harder to deal with but can still be outsped by fast Choice Scarf users. For instance, Choice Scarf Galvantula and Archeops can both outspeed +2 Aggron and revenge kill it. Priority moves from the likes of Hitmonchan are also a great way to check Aggron; however, not even a Choice Band, Iron Fist-boosted Mach Punch can OHKO Aggron at full health, so it should only be used when Aggron has been weakened.</p>

[Unreleased]

<p>Heavy Metal boosts Heavy Slam's power, but it causes Aggron to suffer from Head Smash recoil. Recoilless Head Smash is Aggron's greatest asset, and without it, Aggron wouldn't be nearly as threatening. Overall, Heavy Metal should never be used over Rock Head or even Sturdy.</p>
 

Honko

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Unless those HP EVs are preventing some specific important KOs, you should be running enough Speed to beat minimum base 70s Lanturn.

I agree with bringing back Autotomize now that Claydol and Gligar are gone. I don't like this though:
- Max Speed to outspeed as many threats as possible after a bost
- Adamant for max power, Jolly if you want more Speed
Your writeup needs to be a lot more specific than this. Give the reader the practical pros and cons (KOs you need Adamant for, Speed tiers you need Jolly for). Is one choice significantly better than the other? If you're writing this set I'm assuming you have some experience with it, so you should share that knowledge in the analysis.

I've never liked the Support set, and the fact that I've never seen anyone use it very effectively backs me up. Steelix and even Probopass are much better in that support role, and if you prefer Aggron's power, you might as well just use an offensive set. Aggron's typing and stats let it wall certain things very well even without a lot of defensive investment, and make it impossible to wall most other things no matter how much you invest, so giving up its power is a waste of time. It would make more sense if we had Sandstorm in RU, because then it could actually be a decent special wall, but as things are it's just a waste of potential by trying to do too much at once. A bunch of solid logs might change my mind, but IMO it's a "decent but not good" option that should have a solid mention in OO but not a full set.
 

Molk

Godlike Usmash
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Unless those HP EVs are preventing some specific important KOs, you should be running enough Speed to beat minimum base 70s. There's no reason to lose to Lanturn and Poliwrath if you don't have to
unless theres anything other than lanturn thats aggron actually beats in that speed range, i see no reason to pump it up to base 70's, just pump it up to beat lanturn, aggron loses to poliwrath anyway.

(is there anything else in that range that aggron beats by speed creeping them :/)
 

Endorfins

Your Worst Nightmare
is a Contributor Alumnus
Speed EVs now outspeed uninvested Lanturn
Adamant > Jolly, will be emphasised in the write up, some examples of pros and cons given
Support set moved to OO where it belongs
 

complete legitimacy

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Is Magnet Rise even worth it anymore? You fail to 2HKO both Sandslash and Steelix, while the latter can phaze you with Roar. They both lack recovery, so repeatedly switching in can wear them down enough to where Magnet Rise isn't needed. I think Toxic, Taunt, or even Stealth Rock can all go in that last slot, since Aggron doesn't really need another coverage move.
 

Endorfins

Your Worst Nightmare
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Some Steelix run Dragon Tail and it does benefit against SandSlash, I've slashed Stealth Rock with it cause Stealth Rock is useful. Steelix and Qwilfish don't get affected by Toxic so it isn't really effective.
 

Oglemi

Borf
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Toxic is actually really effective against Tangrowth and Alomomola, as well as Quagsire, all good counters to Aggron as well, and none of them care about Magnet Rise either. It also gives you something to use against Golurk, since while you can use Magnet Rise to avoid Earthquake and kinda put each other in a stalemate, Toxic just completely ruins it.

Magnet Rise is still effective though since it works against Sandslash, DTail Steelix, Archeops, Aerodactyl, Drapion, and Rhydon.

I'd rather see Stealth Rock in AC and Toxic slashed behind Magnet Rise.
 
I'd definetly mention Choice Scarf, since it reaches 322 Speed. This seems pretty bad, especially for a Scarfer, but it does outspeed most threats in the metagame. It's Head Smash is still incredibly powerful, and deals around 40% to Tangrowth, which can KO with entry hazard damage. It's a great way to bring down Sigilyph that have used Cosmic Power, who could otherwise burn Aggron. I don't think it warrants a set, just perhaps an AC mention in the CB set or in OO.

EDIT: actually just realised it doesn't outspeed positive 100s. >_>. I thought it had base 55 Speed... it's your call
 

Endorfins

Your Worst Nightmare
is a Contributor Alumnus
Yeah Aggron is really slow so it isn't going to be revenging many threats even with a Scarf, I'll mention it anyway
Good point Oglemi, I'll slash that in
 

Honko

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On CB, mention that Aqua Tail also hits Golurk. And mention that Heavy Slam hits Sandslash equally as hard as Aqua Tail does; it's a useful piece of info I wouldn't have guessed if I didn't look it up. Also mention Low Kick in AC instead of Superpower, as it's the only shot Aggron has at 2HKOing standard Steelix.
 

SilentVerse

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Mention a spread of 92 HP / 252 Atk / 164 Spe Adamant in AC of the Choice Band set to outspeed min Speed Poliwrath, as that set can actually 3HKO RestTalk Poliwrath with Head Smash, and it allows Aggron to sometimes beat it if it's taken some prior damage, but it's not a very reliable way of taking out Poliwrath, especially since it can just Circle Throw Aggron out and then Rest later, and SubPunch outspeeds anyway. Other than that though:



QC APPROVED 2/3
 
I kind of like Special Defense Aggron. With Gligar and Claydol gone, as you said, Aggron could destroy RU with the right sets (and hence be bumped up to UU). Here is a variation of the Choice Band set

Aggron @ Choice Band
Trait: Careful (+ SpD, -SpA)
EVs: 128 HP/128 Atk/ 252 SpD
-Head Smash
-Earthquake
-Iron Tail/Heavy Slam
-Aerial Ace/Brick Break/Shadow Claw/Payback

Most people will try to attack Aggron from the special side. They will assume Rock Head is the ability, so a Surf, Focus Blast, or Earth Power will be a OHKO. If Aggron survives, it can plow through with Head Smash. As also said in the original analysis, Earthquake nets EdgeQuake, which is quite useful, unless you get trapped by Air Baloon Magnezone, who can use you as setup fodder and kill you with Thunder/Thunderbolt/HP Fire, Fighting, or Ground. If Payback is used, use 0 Speed IVs and a Sassy nature to maximize power.

If Aggron can have Hone Claws boosts passed to it, use Iron Tail over Heavy Slam if you like the defense drop; otherwise it is too risky.

The first counter that comes to mind for this set is Emboar, as it can destroy Aggron with Superpower, Hammer Arm, or even Earthquake, provided it can get the first attack.
 

complete legitimacy

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Amateur check.

[Overview]

<p>Aggron is the very definition of scary; wearing a skull helmet topped with razor sharp horns, carrying bullet-proof steel armor, and wielding lethal claws, there are few opponents that can even think about standing up to the metal beast. However, Aggron isn't all bark and no bite, its signature move Head Smash lets it pummel its opponents without any recoil thanks to its Rock Head ability. Defensively, Aggron is also a monster to deal with, its whopping base 180 base Defense combined with its Steel-typing means that Aggron can comfortably take on most physical threats with its plethora of resistances. Unfortunately, its typing also comes with the drawback of 4x weaknesses to the common Fighting- and Ground-type attacks thrown around in the tier. Aggron's lackluster Special Defense also lets it down when it comes to taking hits; Aggron easily falls to moves such as Scald and Volt Switch (Timid Manectric Volt Switch vs. 112/0 Aggron 48.73%-57.32%. A better example should go instead of Volt Switch). Although Aggron is a rather unbalanced Pokemon in terms of stats and typing, use it correctly and you will find that it is a diamond in the rough.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 3: Fire Punch / Aqua Tail
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>With a Choice Band wrapped around its head, Aggron becomes a truly terrifying foe to face. As it lowers its head, preparing for a charge, Aggron instills fear into its opponents as only the bulkiest Pokemon will be able to take its blows. Aggron's Choice Band Head Smash is something that every RU team must prepare for, (add comma) lest they be shredded by its power. To Adding insult to injury, Aggron takes no damage from this risky attack thanks to its Rock hard Head. Unfortunately for Aggron, there are a few Pokemon that can switch into Head Smash and retaliate. For those, Aggron can use its alternative STAB move Heavy Slam, which squashes Pokemon hoping to come in on Head Smash. As Aggron is very heavy, Heavy Slam will more often than not be hitting at full power. Earthquake completes a pseudo-EdgeQuake combination alongside Head Smash. With it, Aggron can smite Qwilfish and opposing Aggron who would otherwise be able to bring it down Aggron. Fire Punch is the recommended choice in the last slot to remove hit unsuspecting Ferroseed, (add comma) but Aqua Tail can be used instead to hit Pokemon such as Rhydon harder than its other moves. Choice Band Aggron is primarily a wall-breaker so it should be used as such; Aggron can easily switch in on Pokemon such as Munchlax and Mandibuzz and either devastate them with Head Smash or hit the switch-in (remove space, add hyphen) with one of Aggron's other high-powered (remove space, add hyphen) moves.</p>

[ADDITIONAL COMMENTS]

<p>The listed EV spread lets Aggron outspeed uninvested Lanturn and hit it with Head Smash or Earthquake before it can hit Aggronback. Attack is maximized and with an Adamant nature is used to fully unleash Aggron's power; the leftover EVs are placed in HP to act as a buffer to light and resisted hits. Whilethere are few other moves that Aggron can use in place of its regular moves, Iron Head is an alternative Steel-type STAB move that can be used over Heavy Slam for its greater reliability, and chance to flinch slower foes. However, it generally has lower power than Heavy Slam due to Aggron's heaviness weight, which means most foes are hit harder by Heavy Slam (redundant). Also, Low Kick can be used over Earthquake or Fire Punch to give Aggron a chance of 2HKOing Steelix, (add comma) who can otherwise take any move on the set and retaliate with Earthquake to annihilate Aggron.</p>​

<p>Aggron can function very well on a Trick Room team, (add comma) as it can take advantage of its low Speed to go first in Trick Room and destroy the opponent with Head Smash. If you want to use Aggron in a Trick Room based team then you should change its nature to Brave, lower its Speed IV to 0, and place all its Speed EVs in HP to make as Aggron as 'fast' (not quite sure whether you should be using two quotation marks here instead of one) as possible under Trick Room. Good partners for Aggron include those that can switch into its glaring weaknesses and fast sweepers who can take advantage of the walls that Aggron breaks. Uxie and Moltres can comfortably take Fighting- and Ground-type attacks, while Klinklang can plow through most teams after physical walls have been weakened or removed.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Head Smash
move 3: Focus Punch
move 4: Magnet Rise / Toxic
item: Leftovers
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>Aggron's signature move Head Smash is known and feared. Aggron can use that fear to set (add space) up a Substitute as the opponents switches out to their Rock-type resist. Steelix and Ferroseed are common switch-ins that get blown away by the impending Focus Punch. Substitute also protects Aggron from status such as burn, as well as setting up a free shield against weak and resisted moves such as U-turn. Head Smash is an amazing move for Aggron, it still achieves incredible power despite the lack of a boosting item, and is Aggron's strongest move. Focus Punch decimates common Aggron switch-ins such as Steelix and Ferroseed and has great neutral coverage alongside Head Smash. Magnet Rise is the main move in the last slot to thwart the attempts of Sandslash and Drapion Steelix (Drapion will often not carry Earthquake at all, or carry something like Aqua Tail as well; a better example is Steelix, which only break your Sub once before it has to resort to Roar, and you can hit it with Focus Punch to KO it before Roar hits)to break Aggron's Substitute. With a temporary immunity to Ground-type moves, Aggron can render many Pokemon incapable of harming it as it sets up a Substitute in their faces. Toxic is an alternative to surprise walls such as Quagsire and Tangrowth, limiting their walling capabilities as Aggron can stall them out with Substitute (this isn't really true, since Aggron can only Sub stall for a maximum of six turns, and six turns of Toxic damage is only 93.75%, and the latter has Recover).</p>

[ADDITIONAL COMMENTS]

<p>Since the last slot is quite flexible, there are a few other options that can be used depending on your team. Stealth Rock is an essential move for any team and can be used on Aggron if none of its teammates can learn it. Aggron will have no trouble setting up Stealth Rock as it can force numerous switches. The EVs and nature are the same as that of the Choice Band set; 140 Speed EVs allows Aggron to outspeed uninvested Lanturn and Sandslash, hitting the former with Head Smash or Toxic, while Aggron can set up Magnet Rise on the latter. Maximum Attack grants Aggron as much power as possible while the remainder goes in HP. Since Aggron will be losing a large amount of health to make Substitutes, Leftovers is the main item to ensure that Aggron can restore its health.</p>

<p>Since Aggron forces a lot of switches, more so with Substitute and Focus Punch, entry hazards are great to punish the opponent as they switch. Spikes and Stealth Rock are also great at wearing down Aggron's counters into KO range. For example, Steelix is guaranteed to be 2HKOed by Focus Punch after it suffers two layers of Spikes damage. Qwilfish and Scolipede are great partners for Aggron, both can set up Spikes while also taking Fighting-type attacks for Aggron. Qwilfish can also soften up opponents with Intimidate. Uxie is also a great teammate as it can set Stealth Rock and take Fighting- and Ground-type attacks for Aggron, while Aggron takes the Dark- and Ghost-type attacks directed at Uxie.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Earthquake
move 4: Aqua Tail
item: Life Orb
ability: Rock Head
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Aggron's Speed is the only thing holding it back from a sweep, so Autotomize is amazing move for Aggron it. With it Autotomize, Aggron can outspeed most of the metagame and potentially sweep weakened or unprepared teams. This is aided by the fact that Aggron can easily force switches, (add comma) where it can giving it time to set up Autotomize and go on a Speed-boosted rampage. Head Smash is Aggron's most powerful move and is what makes Aggron so threatening; (remove comma, add semicolon) frailer Pokemon such as Rotom are easily OHKOed while even bulky walls such as Tangrowth can be 2HKOed by it. Earthquake gives Aggron nearly unresisted coverage alongside Head Smash and has a respectable amount of power in its own right. It , while also givesing Aggron a move to hit Qwilfish and Steelix who would otherwise wall Aggron it. Aqua Tail is the best move in the last slot as it lets Aggron take down Rhydon and Sandslash, two Pokemon who can easily sponge Earthquake and retaliate with an Earthquake of their own. Although Aggron still boasts incredible power when holding a Life Orb, it is best if bulky walls are weakened or removed before Aggron attempts to sweep. Choice Scarf holders such as Galvantula can outspeed Aggron even after an Autotomize, (add comma) so they too should be taken care of before Aggron sweeps.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs lets Aggron outspeed the majority of the metagame after an Autotomize boost, while an Adamant nature and 252 Attack EVs lets it hit as hard as possible. A Jolly nature is also viable as it lets Aggron outspeed Accelgor, (add comma) but the loss of power is significant. For example, Aggron has little chance of being able to OHKO Lanturn and offensive Slowking with Head Smash if it choose to run a Jolly nature. Even though Aggron can outspeed most of its opponents after an Autotomize, there are still some threats that can stop its sweep. Fast Choice Scarf users such as Galvantula can move before Aggron even after it has boosted and unleash a powerful Thunder that can easily KO Aggron after some Life Orb damage. Mach Punch users are also dangerous as their move always goes before Aggron and hits it for 4x super effective damage. Therefore, Uxie and Misdreavus are great partners for Aggron as they can both take Fighting- and Ground-type attacks targeted at Aggron.</p>

[Other Options]

<p>Although Aggron is normally seen as an offensive Pokemon, it can also run a decent support set thanks to its rather overlooked base 180 Defense. Like most Rock-types, Aggron has the almost mandatory Stealth Rock as well as niche moves such as Metal Burst and Taunt, (remove period, add comma) with the former can being particularly effective when used in conjunction with Taunt (not sure if you're referring to Stealth Rock or Taunt here). (add period) It also retains its immensly powerful Head Smash which is more than enough to prevent Aggron from being setup fodder. Hone Claws and Curse are two boosting moves that Aggron can use with decent results; (remove comma, add semicolon) Hone Claws boosts the accuracy of Head Smash, Iron Tail, and Aqua Tail while also boosting Aggron's great Attack stat. (remove comma, add period) Unfortunately, it doesn't boost either Aggron's Speed or Special Defense which means Aggron can be easily revenge killed. Curse suffers from the same problem, (add comma) and although it also increases Aggron's already excellent Defense, it will still fall to most Ground- and Fighting-type attacks. Dragon Tail is an interesting move for Aggron as it forces numerous switches and lets it abuse entry hazards. (reove comma, add period) After its counters are weakened, Aggron can potentially sweep. Walls such as Tangrowth and Poliwrath can take Aggron's moves and have a tendency to either put something on your team to sleep or cure itself with Rest. To keep them from setting up, Aggron can choose to run Taunt; with it, Aggron can prevent Poliwrath from healing itself while preventing Tangrowth from using status moves or Leech Seed. Lastly, Aggron can try to rectify its poor Speed with a Choice Scarf. While that may seem appealing as it lets Aggron outspeed many Pokemon that it wouldn't normally, Aggron's Speed is just too low to make it as effective as other Choice Scarf users.</p>

[Checks and Counters]

<p>Quagsire, Poliwrath and Torterra are some of Aggron's best counters and can switch into almost all of Aggron's commonly used moves, fearing only Toxic and Fire Punch in Torterra's case. They can both reply with super effective STAB Earthquakes or Circle Throw which will decimate Aggron. Tangrowth is also a great check to Aggron, only fearing Choice Band boosted Head Smash which can 2HKO it. Otherwise, Tangrowth can tank Aggron's hits and wither put it to sleep or hit it on its weaker Special Defense with Giga Drain or Leaf Storm. Steelix and Ferroseed are commonly seen switch-ins to Aggron as they are among the few Pokemon in the tier that can shrug off Head Smash, however, they both have to be wary of Focus Punch which can 2HKO them both after a layer of Spikes. Sandslash can also sponge Aggron's Head Smash and retaliate with Earthquake, it only has to fear Aqua Tail, and even then it can survive one. If you don't have one of the few Pokemon that can switch into Aggron, then you will have to resort to revenge killing it. Sets that run Choice Band are quite easy to revenge kill as they cannot boost their Speed, however, Autotomize sets are harder to deal with but can still be outsped by fast Choice Scarf users, Galvantula and Archeops can both outspeed +2 Aggron and revenge kill it(definitely mention Hitmonchan's Mach Punch as far as revenge killing goes).</p>

[Unreleased]

<p>Heavy Metal only boosts Heavy Slam's power at the cost of Aggron suffering from Head Smash recoil. (need to emphasize more that recoil-less Head Smash is the best thing Aggron has going for it, and that it would be mediocre without it) Overall, it should never be used over Rock Head and even Sturdy.</p>
[Overview]

<p>Aggron is the very definition of scary; wearing a skull helmet topped with razor sharp horns, carrying bullet-proof steel armor, and wielding lethal claws, there are few opponents that can even think about standing up to the metal beast. However, Aggron isn't all bark and no bite, its signature move Head Smash lets it pummel its opponents without any recoil thanks to its Rock Head ability. Defensively, Aggron is also a monster to deal with, its whopping base 180 Defense combined with its Steel-typing means that Aggron can comfortably take on most physical threats with its plethora of resistances. Unfortunately, its typing also comes with the drawback of 4x weaknesses to the common Fighting- and Ground-type attacks thrown around in the tier. Aggron's lackluster Special Defense also lets it down when it comes to taking hits; Aggron easily falls to moves such as Scald and (Timid Manectric Volt Switch vs. 112/0 Aggron 48.73%-57.32%. A better example should go instead of Volt Switch). Although Aggron is a rather unbalanced Pokemon in terms of stats and typing, use it correctly and you will find that it is a diamond in the rough.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 3: Fire Punch / Aqua Tail
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>With a Choice Band wrapped around its head, Aggron becomes a truly terrifying foe to face. As it lowers its head, preparing for a charge, Aggron instills fear into its opponents as only the bulkiest Pokemon will be able to take its blows. Aggron's Choice Band Head Smash is something that every RU team must prepare for, lest they be shredded by its power. Adding insult to injury, Aggron takes no damage from this risky attack thanks to Rock Head. Unfortunately for Aggron, there are a few Pokemon that can switch into Head Smash and retaliate. For those, Aggron can use its alternative STAB move Heavy Slam, which squashes Pokemon hoping to come in on Head Smash. As Aggron is very heavy, Heavy Slam will more often than not be hitting at full power. Earthquake completes a pseudo-EdgeQuake combination alongside Head Smash. With it, Aggron can smite Qwilfish and opposing Aggron who would otherwise be able to bring it down. Fire Punch is the recommended choice in the last slot to remove hit Ferroseed, but Aqua Tail can be used instead to hit Pokemon such as Rhydon harder than its other moves. Choice Band Aggron is primarily a wallbreaker so it should be used as such; Aggron can easily switch in on Pokemon such as Munchlax and Mandibuzz and either devastate them with Head Smash or hit the switch-in with one of Aggron's other high-powered moves.</p>

[ADDITIONAL COMMENTS]

<p>The listed EV spread lets Aggron outspeed uninvested Lanturn and hit it with Head Smash or Earthquake before it can hit back. Attack is maximized with an Adamant nature to fully unleash Aggron's power; the leftover EVs are placed in HP to act as a buffer to light and resisted hits. While there are few other moves that Aggron can use in place of its regular moves, Iron Head is an alternative Steel-type STAB move that can be used over Heavy Slam for its greater reliability, and chance to flinch slower foes. However, it generally has lower power than Heavy Slam due to Aggron's weight. Also, Low Kick can be used over Earthquake or Fire Punch to give Aggron a chance of 2HKOing Steelix, who can otherwise take any move on the set and retaliate with Earthquake to annihilate Aggron.</p>

<p>Aggron can function very well on a Trick Room team, as it can take advantage of its low Speed to go first in Trick Room and destroy the opponent with Head Smash. If you want to use Aggron in a Trick Room based team then you should change its nature to Brave, lower its Speed IV to 0, and place all its Speed EVs in HP to make as Aggron as 'fast' (not quite sure whether you should be using two quotation marks here instead of one) as possible under Trick Room. Good partners for Aggron include those that can switch into its glaring weaknesses and fast sweepers who can take advantage of the walls that Aggron breaks. Uxie and Moltres can comfortably take Fighting- and Ground-type attacks, while Klinklang can plow through most teams after physical walls have been weakened or removed.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Head Smash
move 3: Focus Punch
move 4: Magnet Rise / Toxic
item: Leftovers
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>Aggron's signature move Head Smash is known and feared. Aggron can use that fear to set up a Substitute as the opponents switches out to their Rock-type resist. Steelix and Ferroseed are common switch-ins that get blown away by the impending Focus Punch. Substitute also protects Aggron from status such as burn, as well as setting up a free shield against weak and resisted moves such as U-turn. Head Smash is an amazing move for Aggron, it still achieves incredible power despite the lack of a boosting item, and is Aggron's strongest move. Focus Punch decimates common Aggron switch-ins such as Steelix and Ferroseed and has great neutral coverage alongside Head Smash. Magnet Rise is the main move in the last slot to thwart the attempts of Sandslash and Steelix to break Aggron's Substitute. With a temporary immunity to Ground-type moves, Aggron can render many Pokemon incapable of harming it as it sets up a Substitute in their faces. Toxic is an alternative to surprise walls such as Quagsire and Tangrowth, limiting their walling capabilities as Aggron can stall them out with Substitute (this isn't really true, since Aggron can only Sub stall for a maximum of six turns, and six turns of Toxic damage is only 93.75%, and the latter has Recover).</p>

[ADDITIONAL COMMENTS]

<p>Since the last slot is quite flexible, there are a few other options that can be used depending on your team. Stealth Rock is an essential move for any team and can be used on Aggron if none of its teammates can learn it. Aggron will have no trouble setting up Stealth Rock as it can force numerous switches. The EVs and nature are the same as that of the Choice Band set; 140 Speed EVs allows Aggron to outspeed uninvested Lanturn and Sandslash, hitting the former with Head Smash or Toxic, while Aggron can set up Magnet Rise on the latter. Maximum Attack grants Aggron as much power as possible while the remainder goes in HP. Since Aggron will be losing a large amount of health to make Substitutes, Leftovers is the main item to ensure that Aggron can restore its health.</p>

<p>Since Aggron forces a lot of switches, more so with Substitute and Focus Punch, entry hazards are great to punish the opponent as they switch. Spikes and Stealth Rock are also great at wearing down Aggron's counters into KO range. For example, Steelix is guaranteed to be 2HKOed by Focus Punch after it suffers two layers of Spikes damage. Qwilfish and Scolipede are great partners for Aggron, both can set up Spikes while also taking Fighting-type attacks for Aggron. Qwilfish can also soften up opponents with Intimidate. Uxie is also a great teammate as it can set Stealth Rock and take Fighting- and Ground-type attacks for Aggron, while Aggron takes the Dark- and Ghost-type attacks directed at Uxie.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Earthquake
move 4: Aqua Tail
item: Life Orb
ability: Rock Head
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Aggron's Speed is the only thing holding it back from a sweep, so Autotomize is amazing move for it. With Autotomize, Aggron can outspeed most of the metagame and potentially sweep weakened or unprepared teams. This is aided by the fact that Aggron can easily force switches, giving it time to set up Autotomize and go on a Speed-boosted rampage. Head Smash is Aggron's most powerful move and is what makes Aggron so threatening; frailer Pokemon such as Rotom are easily OHKOed while even bulky walls such as Tangrowth can be 2HKOed by it. Earthquake gives Aggron nearly unresisted coverage alongside Head Smash and has a respectable amount of power in its own right, while also giving Aggron a move to hit Qwilfish and Steelix who would otherwise wall it. Aqua Tail is the best move in the last slot as it lets Aggron take down Rhydon and Sandslash, two Pokemon who can easily sponge Earthquake and retaliate with an Earthquake of their own. Although Aggron still boasts incredible power when holding a Life Orb, it is best if bulky walls are weakened or removed before Aggron attempts to sweep. Choice Scarf holders such as Galvantula can outspeed Aggron even after an Autotomize, so they too should be taken care of before Aggron sweeps.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs lets Aggron outspeed the majority of the metagame after an Autotomize boost, while an Adamant nature and 252 Attack EVs lets it hit as hard as possible. A Jolly nature is also viable as it lets Aggron outspeed Accelgor, but the loss of power is significant. For example, Aggron has little chance of being able to OHKO Lanturn and offensive Slowking with Head Smash if it choose to run a Jolly nature. Even though Aggron can outspeed most of its opponents after an Autotomize, there are still some threats that can stop its sweep. Fast Choice Scarf users such as Galvantula can move before Aggron even after it has boosted and unleash a powerful Thunder that can easily KO Aggron after some Life Orb damage. Mach Punch users are also dangerous as their move always goes before Aggron and hits it for 4x super effective damage. Therefore, Uxie and Misdreavus are great partners for Aggron as they can both take Fighting- and Ground-type attacks targeted at Aggron.</p>

[Other Options]

<p>Although Aggron is normally seen as an offensive Pokemon, it can also run a decent support set thanks to its rather overlooked base 180 Defense. Like most Rock-types, Aggron has the almost mandatory Stealth Rock as well as niche moves such as Metal Burst and Taunt, with the former being particularly effective when used in conjunction with Taunt (not sure if you're referring to Stealth Rock or Taunt here). It also retains its immensly powerful Head Smash which is more than enough to prevent Aggron from being setup fodder. Hone Claws and Curse are two boosting moves that Aggron can use with decent results; Hone Claws boosts the accuracy of Head Smash, Iron Tail, and Aqua Tail while also boosting Aggron's great Attack stat. Unfortunately, it doesn't boost Aggron's Speed or Special Defense which means Aggron can be easily revenge killed. Curse suffers from the same problem, and although it also increases Aggron's already excellent Defense, it will still fall to most Ground- and Fighting-type attacks. Dragon Tail is an interesting move for Aggron as it forces numerous switches and lets it abuse entry hazards. After its counters are weakened, Aggron can potentially sweep. Walls such as Tangrowth and Poliwrath can take Aggron's moves and have a tendency to either put something on your team to sleep or cure itself with Rest. To keep them from setting up, Aggron can choose to run Taunt; with it, Aggron can prevent Poliwrath from healing itself while preventing Tangrowth from using status moves or Leech Seed. Lastly, Aggron can try to rectify its poor Speed with a Choice Scarf. While that may seem appealing as it lets Aggron outspeed many Pokemon that it wouldn't normally, Aggron's Speed is just too low to make it as effective as other Choice Scarf users.</p>

[Checks and Counters]

<p>Quagsire, Poliwrath and Torterra are some of Aggron's best counters and can switch into almost all of Aggron's commonly used moves, fearing only Toxic and Fire Punch in Torterra's case. They can both reply with super effective STAB Earthquakes or Circle Throw which will decimate Aggron. Tangrowth is also a great check to Aggron, only fearing Choice Band boosted Head Smash which can 2HKO it. Otherwise, Tangrowth can tank Aggron's hits and wither put it to sleep or hit it on its weaker Special Defense with Giga Drain or Leaf Storm. Steelix and Ferroseed are commonly seen switch-ins to Aggron as they are among the few Pokemon in the tier that can shrug off Head Smash, however, they both have to be wary of Focus Punch which can 2HKO them both after a layer of Spikes. Sandslash can also sponge Aggron's Head Smash and retaliate with Earthquake, it only has to fear Aqua Tail, and even then it can survive one. If you don't have one of the few Pokemon that can switch into Aggron, then you will have to resort to revenge killing it. Sets that run Choice Band are quite easy to revenge kill as they cannot boost their Speed, however, Autotomize sets are harder to deal with but can still be outsped by fast Choice Scarf users, Galvantula and Archeops can both outspeed +2 Aggron and revenge kill it (definitely mention Hitmonchan's Mach Punch as far as revenge killing goes).</p>

[Unreleased]

<p>Heavy Metal only boosts Heavy Slam's power at the cost of Aggron suffering from Head Smash recoil. (need to emphasize more that recoil-less Head Smash is the best thing Aggron has going for it, and that it would be mediocre without it) Overall, it should never be used over Rock Head and even Sturdy.</p>
 
placeholder

ok so Endorfins already implemented complete legitimacy's check so i just checked it lol

[Overview]

<p>Aggron is the very definition of scary; wearing a skull helmet topped with razor-sharp horns, carrying bullet-proof steel armor, and wielding lethal claws, there are few opponents that can even think about standing up to the metal beast. However, Aggron isn't all bark and no bite, as its signature move, Head Smash, lets it pummel its opponents without any recoil thanks to its Rock Head ability. Defensively, Aggron is also a monster to deal with,; its whopping base 180 Defense combined with its Steel-typing means that Aggron can comfortably take on most physical threats with its plethora of resistances. Unfortunately, its typing also comes with the drawback of 4x weaknesses to the common Fighting- and Ground-type attacks thrown around in the tier. Aggron's lackluster Special Defense also lets it down when it comes to taking hits; Aggron easily falls to moves such as Scald. Although Aggron is a rather unbalanced Pokemon in terms of stats and typing, use it correctly and you will find that it is a diamond in the rough.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 3: Fire Punch / Aqua Tail
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>With a Choice Band wrapped around its head, Aggron becomes a truly terrifying foe to face. As it lowers its head, preparing for a charge, Aggron instills fear into its opponents as only the bulkiest Pokemon will be able to take its blows. Aggron's Choice Band Head Smash is something that every RU team must prepare for, lest they be shredded by its power. Adding insult to injury, Aggron takes no damage from this risky attack thanks to Rock Head. Unfortunately for Aggron, there are a few Pokemon that can switch into Head Smash and retaliate. F; for thoese, Aggron can use its alternative STAB move, Heavy Slam, which squashes Pokemon hoping to come in on Head Smash. As Aggron is very heavy, Heavy Slam will more often than not be hitting at full power. Earthquake completes a pseudo-EdgeQuake combinationgives Aggron outstanding coverage alongside Head Smash. With it, Aggron can smite Qwilfish and opposing Aggron who, both of which would otherwise be able to bring it down. Fire Punch is the recommended choice in the last slot to hit unsuspecting Ferroseed, but Aqua Tail can be used instead to hit Pokemon such as Rhydon harder than its other moves. Choice Band Aggron is primarily a wall-breaker so itand should be used as such; Aggron can easily switch in on Pokemon such as Munchlax and Mandibuzz and either devastate them with Head Smash or hit the switch-in with one of Aggron's other high-powered moves.</p>

[ADDITIONAL COMMENTS]

<p>The listed EV spread lets Aggron outspeed uninvested Lanturn and hit it with Head Smash or Earthquake before it can hit back. Attack is maximizedMaximum Attack with an Adamant nature to fully unleashes Aggron's power; the leftover EVs are placed in HP to act as a buffer to lightweak and resisted hits. While there are few other moves that Aggron can use in place of its regular moves, Iron Head is an alternative Steel-type STAB move that Aggron can be used over Heavy Slam for its greater reliability, and chance to flinch slower foes. However, it generally has lower power than Heavy Slam due to Aggron's weight. Also, Low Kick can be used over Earthquake or Fire Punch to give Aggron a chance of 2HKOing Steelix, whoich can otherwise take any move on the set and retaliate with Earthquake to annihilate Aggronannihilate Aggron with Earthquake.</p>

<p>Aggron can function very well on a Trick Room team, as it can take advantage of its low Speed to go first in Trick Room and destroy the opponent with Head Smash. If you want to use Aggron in a Trick Room based team, then you should change its nature to Brave, lower its Speed IV to 0, and place all its Speed EVs in HP to make as Aggron as '"fast'" as possible under Trick Room. Good partners for Aggron include those that can switch into its glaring weaknesses and fast sweepers whothat can take advantage of the walls that Aggron breaks. Uxie and Moltres can comfortably take Fighting- and Ground-type attacks, while Klinklang can plow through most teams after physical walls have been weakened or removed.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Head Smash
move 3: Focus Punch
move 4: Magnet Rise / Toxic
item: Leftovers
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>Aggron's signature move, Head Smash, is known and feared. Aggron can use that fear to set up a Substitute as the opponents switches out to their Rock-type resista Pokemon resistant to Rock-type moves. Steelix and Ferroseed are common switch-ins that get blown away by the impending Focus Punch. Substitute also protects Aggron from status such as burn, as well as settingnd sets up a free shield against weak and resisted moves such as U-turn. Head Smash is an amazing move for Aggron, it still achieves incredible power despite the lack of a boosting item, and is Aggron's strongest move. Focus Punch decimates common Aggron switch-ins such as Steelix and Ferroseed and has great neutral coverage alongside Head Smash. Magnet Rise is the main move in the last slot to thwart the attempts of SandslashSandslash's and Steelix's attempts to break Aggron's Substitute. With a temporary immunity to Ground-type moves, Aggron can render many Pokemon incapable of harming it as it sets up a Substitute in their faces. Toxic is an alternative to surprise walls such as Quagsire and Tangrowth, and limiting their walling capabilities.</p>

[ADDITIONAL COMMENTS]

<p>Since the last slot is quite flexible, there are a few other options that can be usedThere are a few other options Aggron can use in the last moveslot depending on your team. Stealth Rock is an essential move for any team and can be used on Aggron if none of its teammates can learn it. Aggron will have no trouble setting up Stealth Rock as it can force numerous switches. The EVs and Nnature are the same as that of the Choice Band set; 140 Speed EVs allows Aggron to outspeed uninvested Lanturn and Sandslash, hitting; it can hit the former with Head Smash or Toxic, while Aggron cand set up Magnet Rise on the latter. Maximum Attack grants Aggron as much power as possible, while the remaindering EVs goes into HP. SinceAs Aggron will be losing a large amount of health to make Substitutes, Leftovers is the main item to ensureso that Aggron can restore its health.</p>

<p>SinceubPunch Aggron forces a lot of switches, more so with Substitute and Focus Punch,so entry hazards are great to punish the opponents as they switch. Spikes and Stealth Rock are also great atfor wearing down Aggron's counters into KO range. For example, Steelix is guaranteed to be 2HKOed by Focus Punch after it suffers two layers of Spikes damage. Qwilfish and Scolipede are great partners for Aggron, as both can set up Spikes while also taking Fighting-type attacks for Aggron. Qwilfish can also soften up opponents with Intimidate. Uxie is also a great teammate as it can set Stealth Rock and take Fighting- and Ground-type attacks for Aggron, while Aggron takes the Dark- and Ghost-type attacks directed at Uxie.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Earthquake
move 4: Aqua Tail
item: Life Orb
ability: Rock Head
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Aggron's Speed is the only thing holding it back from a sweep, so Autotomize is an amazing move for it. With Autotomize, Aggron can outspeed most of the metagame and potentially sweep weakened or unprepared teams. This is aided by the fact that Aggron can easily force switches, giving it time to set up Autotomize and go on a Speed-boosted rampage. Head Smash is Aggron's most powerful move and is what makes Aggron so threatening; frailer Pokemon such as Rotom are easily OHKOed, while it 2HKOes even bulky walls such as Tangrowth can be 2HKOed by it. Earthquake gives Aggron nearly unresisted coverage alongside Head Smash and has a respectable amount of power in its own right, while also giving; in addition, it gives Aggron a move to hit Qwilfish and Steelix who, both of which would otherwise wall it. Aqua Tail is the best move in the last slot as it lets Aggron take down Rhydon and Sandslash, two Pokemon whothat can easily sponge Earthquake and retaliate with an Earthquake of their own. Although Aggron still boasts incredible power when holding a Life Orb, it is best if bulkyphysical walls are weakened or removed before Aggron attempts to sweep. Choice Scarf holders such as Galvantula can outspeed Aggron even after an Autotomize, so they too should be taken care of before Aggron sweeps.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs lets Aggron outspeed the majority of the metagame after an Autotomize boost, while an Adamant nature and 252 Attack EVs lets it hit as hard as possible. A Jolly nature is also viable as it lets Aggron outspeed Accelgor, but the loss of power is significant. For example, Aggron has little chance of being able to OHKO Lanturn and offensive Slowking with Head Smash if it chooses to run a Jolly nature.</p>

<p>
Even though Aggron can outspeed most of its opponents after an Autotomize, there are still some threats that can stop its sweep. Fast Choice Scarf users such asor example, Choice Scarf Galvantula can move before Aggron even after it has boosted and unleasKO it with a powerful Thunder that can easily KO Aggron after some Life Orb damage.after some Life Orb recoil. Pokemon with Mach Punch users are also dangerous, as their move always goesy can attack before Aggron and hits it for 4x super effective damage. Therefore, Uxie and Misdreavus are great partners for Aggron, as they can both taketake both Fighting- and Ground-type attacks targeted at Aggron.</p>

[Other Options]

<p>Although Aggron is normally seen as an offensive Pokemon, it can also run a decent support set thanks to its rather overlooked base 180 Defense. Like most Rock-types, Aggron has the almost mandatory Stealth Rock as well as niche moves such as Metal Burst and Taunt,. Metal Burst is particularly effective when used in conjunction with Taunt, as the opponent will be forced to attack Aggron. Taunt can prevent Poliwrath from healing itself with Rest and Tangrowth from using status moves or Leech Seed. It also retains its immensly powerful Head Smash which is more than enough to prevent Aggron from being setup fodder. (what relevance does this have to anything lol) Hone Claws and Curse are two boosting moves that Aggron can use with decent results; Hone Claws boosts the accuracy of Head Smash, Iron Tail, and Aqua Tail while also boosting Aggron's great Attack stat. Unfortunately, it doesn't boost Aggron's Speed or Special Defense, which means Aggron can be easily be revenge killed. Curse suffers from the same problem, and although it also increases Aggron's already excellent Defense, it will still fall to most Ground- and Fighting-type attacks. Dragon Tail is an interesting move for Aggron as it forces numerous switches and lets it abuserack up entry hazards damage. After its counters are weakened, Aggron can potentially sweep. Walls such as Tangrowth and Poliwrath can take Aggron's moves and have a tendency to either put something on your team to sleep or cure itself with Rest. To keep them from setting up, Aggron can choose to run Taunt; with it, Aggron can prevent Poliwrath from healing itself while preventing Tangrowth from using status moves or Leech Seed (moved up to where you first mention Taunt) Lastly, Aggron can try to rectify its poor Speed with a Choice Scarf. While that may seem appealing as itis lets Aggron outspeed many Pokemon that it wouldn't normally, Aggron's Speed is just too low to make it as effective as other Choice Scarf users.</p>

[Checks and Counters]

<p>Quagsire, Poliwrath, and Torterra are some of Aggron's best counters ands they can switch into almost all of Aggron's commonly used moves, fearing only Toxic and Fire Punch in Torterra's case. They can both replyall decimate Aggron with super effective STAB Earthquakes or Circle Throw which will decimate Aggron. Tangrowth is also a great check to Aggron, only fearing as it only fears Choice Band-boosted Head Smash, which can 2HKO it. Otherwise, Tangrowth can tank Aggron's hits and weither put it to sleep or hit it on its weaker Special Defense with Giga Drain or Leaf Storm. Steelix and Ferroseed are commonly seen switch-ins to Aggron, as they are among the few Pokemon in the tier that can shrug off Head Smash,; however, they are both have to be wary of Focus Punch which can 2HKO them bot2HKOed by Focus Punch after a layer of Spikes. Sandslash can also sponge Aggron's Head Smash and retaliate with Earthquake,; it only has to fear Aqua Tail, and even then it can survive one. If you don't have one of the few Pokemon that can switch into Aggron, then you will have to resort to revenge killing it. Sets that run Choice Band are quite easy to revenge kill as they cannot boost their Speed, however,. Autotomize sets are harder to deal with but can still be outsped by fast Choice Scarf users. For instance, Galvantula and Archeops can both outspeed +2 Aggron and revenge kill it. Priority moves from the likes of Hitmonchan isare also a great ways to check Aggron,; however, not even a Choice Band Iron Fist Mach Punch can OHKO Aggron at full health, so it should only be used when Aggron has been weakened.</p>

[Unreleased]

<p>Heavy Metal only boosts Heavy Slam's power at the cost of, but it causes Aggron to suffering from Head Smash recoil. Recoilless Head Smash is Aggron's greatest asset, and without it, Aggron wouldn't be nearly be as threatening. Overall, Heavy Metal should never be used over Rock Head andor even Sturdy.</p>


[Overview]

<p>Aggron is the very definition of scary; wearing a skull helmet topped with razor-sharp horns, carrying bullet-proof steel armor, and wielding lethal claws, there are few opponents that can even think about standing up to the metal beast. However, Aggron isn't all bark and no bite, as its signature move, Head Smash, lets it pummel its opponents without any recoil thanks to its Rock Head ability. Defensively, Aggron is also a monster to deal with; its whopping base 180 Defense combined with its Steel typing means that Aggron can comfortably take on most physical threats with its plethora of resistances. Unfortunately, its typing also comes with the drawback of 4x weaknesses to the common Fighting- and Ground-type attacks thrown around in the tier. Aggron's lackluster Special Defense also lets it down when it comes to taking hits; Aggron easily falls to moves such as Scald. Although Aggron is a rather unbalanced Pokemon in terms of stats and typing, use it correctly and you will find that it is a diamond in the rough.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 3: Fire Punch / Aqua Tail
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>With a Choice Band wrapped around its head, Aggron becomes a truly terrifying foe to face. As it lowers its head, preparing for a charge, Aggron instills fear into its opponents as only the bulkiest Pokemon will be able to take its blows. Aggron's Choice Band Head Smash is something that every RU team must prepare for, lest they be shredded by its power. Adding insult to injury, Aggron takes no damage from this risky attack thanks to Rock Head. Unfortunately for Aggron, there are a few Pokemon that can switch into Head Smash and retaliate; for these, Aggron can use its alternative STAB move, Heavy Slam. As Aggron is very heavy, Heavy Slam will more often than not be hitting at full power. Earthquake gives Aggron outstanding coverage alongside Head Smash. With it, Aggron can smite Qwilfish and opposing Aggron, both of which would otherwise be able to bring it down. Fire Punch is the recommended choice in the last slot to hit unsuspecting Ferroseed, but Aqua Tail can be used instead to hit Pokemon such as Rhydon harder than its other moves. Choice Band Aggron is primarily a wallbreaker and should be used as such; Aggron can easily switch in on Pokemon such as Munchlax and Mandibuzz and either devastate them with Head Smash or hit the switch-in with one of Aggron's other high-powered moves.</p>

[ADDITIONAL COMMENTS]

<p>The listed EV spread lets Aggron outspeed uninvested Lanturn and hit it with Head Smash or Earthquake before it can hit back. Maximum Attack with an Adamant nature fully unleashes Aggron's power; the leftover EVs are placed in HP to act as a buffer to weak and resisted hits. Iron Head is an alternative Steel-type STAB move that Aggron can use over Heavy Slam for its greater reliability and chance to flinch slower foes. However, it generally has lower power than Heavy Slam due to Aggron's weight. Low Kick can be used over Earthquake or Fire Punch to give Aggron a chance of 2HKOing Steelix, which can otherwise take any move on the set and annihilate Aggron with Earthquake.</p>

<p>Aggron can function very well on a Trick Room team, as it can take advantage of its low Speed and destroy the opponent with Head Smash. If you want to use Aggron in a Trick Room team, then you should change its nature to Brave, lower its Speed IV to 0, and place all its Speed EVs in HP to make as Aggron as "fast" as possible under Trick Room. Good partners for Aggron include those that can switch into its glaring weaknesses and fast sweepers that can take advantage of the walls that Aggron breaks. Uxie and Moltres can comfortably take Fighting- and Ground-type attacks, while Klinklang can plow through most teams after physical walls have been weakened or removed.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Head Smash
move 3: Focus Punch
move 4: Magnet Rise / Toxic
item: Leftovers
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>Aggron's signature move, Head Smash, is known and feared. Aggron can use that fear to set up a Substitute as the opponent switches out to a Pokemon resistant to Rock-type moves. Steelix and Ferroseed are common switch-ins that get blown away by the impending Focus Punch. Substitute also protects Aggron from status such as burn and sets up a shield against weak and resisted moves such as U-turn. Head Smash achieves incredible power despite the lack of a boosting item and is Aggron's strongest move. Focus Punch decimates common Aggron switch-ins such as Steelix and Ferroseed and has great neutral coverage alongside Head Smash. Magnet Rise is the main move in the last slot to thwart Sandslash's and Steelix's attempts to break Aggron's Substitute. With a temporary immunity to Ground-type moves, Aggron can render many Pokemon incapable of harming it as it sets up a Substitute in their faces. Toxic is an alternative to surprise walls such as Quagsire and Tangrowth and limit their walling capabilities.</p>

[ADDITIONAL COMMENTS]

<p>There are a few other options Aggron can use in the last moveslot depending on your team. Stealth Rock is an essential move for any team and can be used on Aggron if none of its teammates can learn it. Aggron will have no trouble setting up Stealth Rock as it can force numerous switches. The EVs and nature are the same as that of the Choice Band set; 140 Speed EVs allow Aggron to outspeed uninvested Lanturn and Sandslash; it can hit the former with Head Smash or Toxic and set up Magnet Rise on the latter. Maximum Attack grants Aggron as much power as possible, while the remaining EVs go into HP. As Aggron will be losing a large amount of health to make Substitutes, Leftovers is the main item so that Aggron can restore its health.</p>

<p>SubPunch Aggron forces a lot of switches, so entry hazards are great to punish opponents as they switch. Spikes and Stealth Rock are also great for wearing down Aggron's counters into KO range. For example, Steelix is guaranteed to be 2HKOed by Focus Punch after it suffers two layers of Spikes damage. Qwilfish and Scolipede are great partners for Aggron, as both can set up Spikes while also taking Fighting-type attacks for Aggron. Qwilfish can also soften up opponents with Intimidate. Uxie is also a great teammate as it can set Stealth Rock and take Fighting- and Ground-type attacks for Aggron, while Aggron takes the Dark- and Ghost-type attacks directed at Uxie.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Earthquake
move 4: Aqua Tail
item: Life Orb
ability: Rock Head
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Aggron's Speed is the only thing holding it back from a sweep, so Autotomize is an amazing move for it. With Autotomize, Aggron can outspeed most of the metagame and potentially sweep weakened or unprepared teams. This is aided by the fact that Aggron can easily force switches, giving it time to set up Autotomize and go on a Speed-boosted rampage. Head Smash is Aggron's most powerful move and is what makes Aggron so threatening; frailer Pokemon such as Rotom are easily OHKOed, while even bulky walls such as Tangrowth can be 2HKOed by it. Earthquake gives Aggron nearly unresisted coverage alongside Head Smash and has a respectable amount of power in its own right; in addition, it gives Aggron a move to hit Qwilfish and Steelix, both of which would otherwise wall it. Aqua Tail is the best move in the last slot as it lets Aggron take down Rhydon and Sandslash, two Pokemon that can easily sponge Earthquake and retaliate with an Earthquake of their own. Although Aggron still boasts incredible power when holding a Life Orb, it is best if physical walls are weakened or removed before Aggron attempts to sweep. Choice Scarf holders such as Galvantula can outspeed Aggron even after an Autotomize, so they too should be taken care of before Aggron sweeps.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs let Aggron outspeed the majority of the metagame after an Autotomize boost, while an Adamant nature and 252 Attack EVs let it hit as hard as possible. A Jolly nature is also viable as it lets Aggron outspeed Accelgor, but the loss of power is significant. For example, Aggron has little chance to OHKO Lanturn and offensive Slowking with Head Smash if it chooses to run a Jolly nature.</p>

<p>Even though Aggron can outspeed most of its opponents after an Autotomize, there are still some threats that can stop its sweep. For example, Choice Scarf Galvantula can move before Aggron even after it has boosted and KO it with a powerful Thunder after some Life Orb recoil. Pokemon with Mach Punch are also dangerous, as they can attack before Aggron and hit it for 4x super effective damage. Therefore, Uxie and Misdreavus are great partners for Aggron, as they can take both Fighting- and Ground-type attacks targeted at Aggron.</p>

[Other Options]

<p>Although Aggron is normally seen as an offensive Pokemon, it can also run a decent support set thanks to its rather overlooked base 180 Defense. Like most Rock-types, Aggron has the almost mandatory Stealth Rock as well as niche moves such as Metal Burst and Taunt. Metal Burst is particularly effective when used in conjunction with Taunt, as the opponent will be forced to attack Aggron. Taunt can prevent Poliwrath from healing itself with Rest and Tangrowth from using status moves or Leech Seed. Hone Claws and Curse are two boosting moves that Aggron can use with decent results; Hone Claws boosts the accuracy of Head Smash, Iron Tail, and Aqua Tail while also boosting Aggron's great Attack stat. Unfortunately, it doesn't boost Aggron's Speed or Special Defense, which means Aggron can easily be revenge killed. Curse suffers from the same problem, and although it also increases Aggron's already excellent Defense, it will still fall to most Ground- and Fighting-type attacks. Dragon Tail is an interesting move for Aggron as it forces numerous switches and lets it rack up entry hazard damage. After its counters are weakened, Aggron can potentially sweep. Lastly, Aggron can try to rectify its poor Speed with a Choice Scarf. While this lets Aggron outspeed many Pokemon that it wouldn't normally, Aggron's Speed is just too low to make it as effective as other Choice Scarf users.</p>

[Checks and Counters]

<p>Quagsire, Poliwrath, and Torterra are some of Aggron's best counters as they can switch into almost all of Aggron's commonly used moves, fearing only Toxic and Fire Punch in Torterra's case. They can all decimate Aggron with super effective STAB Earthquake or Circle Throw. Tangrowth is also a great check to Aggron as it only fears Choice Band-boosted Head Smash, which can 2HKO it. Otherwise, Tangrowth can tank Aggron's hits and either put it to sleep or hit its weaker Special Defense with Giga Drain or Leaf Storm. Steelix and Ferroseed are commonly seen switch-ins to Aggron, as they are among the few Pokemon in the tier that can shrug off Head Smash; however, they are both 2HKOed by Focus Punch after a layer of Spikes. Sandslash can also sponge Aggron's Head Smash and retaliate with Earthquake; it only has to fear Aqua Tail, and even then it can survive one. If you don't have one of the few Pokemon that can switch into Aggron, then you will have to resort to revenge killing it. Sets that run Choice Band are quite easy to revenge kill as they cannot boost their Speed. Autotomize sets are harder to deal with but can still be outsped by fast Choice Scarf users. For instance, Galvantula and Archeops can both outspeed +2 Aggron and revenge kill it. Priority moves from the likes of Hitmonchan are also great ways to check Aggron; however, not even a Choice Band Iron Fist Mach Punch can OHKO Aggron at full health, so it should only be used when Aggron has been weakened.</p>

[Unreleased]

<p>Heavy Metal boosts Heavy Slam's power, but it causes Aggron to suffer from Head Smash recoil. Recoilless Head Smash is Aggron's greatest asset, and without it, Aggron wouldn't be nearly as threatening. Overall, Heavy Metal should never be used over Rock Head or even Sturdy.</p>



GP APPROVED 1/2
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>Aggron is the very definition of scary, wearing a skull helmet topped with razor-sharp horns, carrying bullet-proof steel armor, and wielding lethal claws; indeed, there are few opponents that can even think about standing up to the metal beast. However, Aggron isn't all bark and no bite, as its Rock Head ability allows it to pummel opponents with its signature move, Head Smash, lets it pummel its opponents without any recoil thanks to its Rock Head ability. Defensively, Aggron is also a monster to deal with, as its whopping base 180 Defense combined with its and plethora of resistances courtesy its Steel typing means that Aggron can enable it to comfortably take on most physical threats with its plethora of resistances. Unfortunately, its typing also comes with the drawback of 4x weaknesses to the common Fighting- and Ground-type attacks thrown around in the tier. Aggron's lackluster Special Defense also lets it down when it comes to taking special hits, as it Aggron easily falls to moves such as Scald. Although Aggron is a rather unbalanced Pokemon in terms of stats and typing, use it correctly and you will find that it is a diamond in the rough.</p>

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Earthquake
move 3: Fire Punch / Aqua Tail
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>With a Choice Band wrapped around its head, Aggron becomes a truly terrifying foe to face, as only the bulkiest of threats will be able to take its blows and retaliate. As it lowers its head, preparing for a charge, Aggron instills fear into its opponents as only the bulkiest Pokemon will be able to take its blows. (While flavor in analyses is undoubtedly nice, it is off-putting in excess - there is enough flavor text in the Overview) Its Choice Band Head Smash is something that every RU team must prepare for, lest they be shredded by its power. Adding insult to injury, Aggron takes no damage from this risky attack thanks to Rock Head. Unfortunately for Aggron, there are a few Pokemon that can switch into Head Smash and retaliate; for these, Aggron can use its alternative STAB move, Heavy Slam. As Aggron is very heavy, Heavy Slam will more often than not be hitting at full power. Earthquake gives Aggron outstanding coverage alongside Head Smash. With it, Aggron can smite Qwilfish and opposing Aggron, both of which would otherwise be able to bring it down. Fire Punch is the recommended choice in the last slot to hit unsuspecting Ferroseed, but Aqua Tail can be used instead to hit Pokemon such as Rhydon harder than its the other moves. Choice Band Aggron is primarily a wallbreaker and should be used as such; Aggron it can easily switch in on Pokemon such as Munchlax and Mandibuzz and either devastate them with Head Smash or hit the switch-in with one of Aggron's its other high-powered moves.</p>

[ADDITIONAL COMMENTS]

<p>The listed EV spread lets Aggron outspeed uninvested Lanturn and hit OHKO it with Head Smash or Earthquake before it can hit back. Maximum Attack with an Adamant nature fully unleashes Aggron's power; the leftover EVs are placed in HP to act as a buffer to weak and resisted hits. Iron Head is an alternative Steel-type STAB move that Aggron can use over Heavy Slam for its greater reliability and chance to flinch slower foes. However, it generally has lower power than Heavy Slam due to Aggron's weight. Low Kick can be used over Earthquake or Fire Punch to give Aggron a chance of 2HKOing Steelix, which can otherwise take any move on the set and annihilate Aggron with Earthquake.</p>

<p>Aggron can function very well on a Trick Room team, as it can take advantage of its low Speed and destroy the opponent with Head Smash. If you want to use Aggron in a Trick Room team, then you should change its nature to Brave, lower its Speed IV to 0, and place all its Speed EVs in HP to make as Aggron as "fast" as possible under Trick Room. Good partners for Aggron include those that can switch into its glaring weaknesses and fast sweepers that can take advantage of the walls that Aggron breaks. Uxie and Moltres can comfortably take Fighting- and Ground-type attacks, while Klinklang can plow through most teams after physical walls have been weakened or removed.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Head Smash
move 3: Focus Punch
move 4: Magnet Rise / Toxic
item: Leftovers
ability: Rock Head
nature: Adamant
evs: 116 HP / 252 Atk / 140 Spe

[SET COMMENTS]

<p>Aggron's signature move, Head Smash, is known and feared. Aggron It can use that fear to set up a Substitute as the opponent switches out to a Pokemon resistant to Rock-type moves. Steelix and Ferroseed are common switch-ins that get blown away by the impending Focus Punch. Substitute also protects Aggron from status such as burn and sets up a shield against weak, and resisted moves such as U-turn. Head Smash achieves incredible power despite the lack of a boosting item and is Aggron's strongest move. Focus Punch decimates common Aggron switch-ins such as Steelix and Ferroseed and has great neutral coverage alongside Head Smash. Magnet Rise is the main move in the last slot to thwart Sandslash's and Steelix's attempts to break Aggron's Substitute with Earthquake. With a temporary immunity to Ground-type moves, Aggron can render many Pokemon incapable of harming it as it sets up a Substitute in their faces. Toxic is an alternative to surprise walls such as Quagsire and Tangrowth and limit their walling capabilities.</p>

[ADDITIONAL COMMENTS]

<p>There are a few other options Aggron can use in the last moveslot depending on your team. Stealth Rock is an essential move for any team and can be used on Aggron if none of its teammates can learn it. Aggron will have no trouble setting up Stealth Rock as it can force numerous switches. The EVs and nature are the same as that of the Choice Band set. (full stop) 140 Speed EVs allow Aggron to outspeed uninvested Lanturn and Sandslash; it can hit the former with Head Smash or Toxic and set up Magnet Rise on the latter. Maximum Attack grants Aggron as much power as possible, while the remaining EVs go into HP. As Aggron will be losing a large amount of health to make Substitutes, Leftovers is the main preferred item so that Aggron can restore its health.</p>

<p>SubPunch Aggron forces a lot of switches, so entry hazards are great to punish opponents as they switch. Spikes and Stealth Rock are also great for wearing down Aggron's counters into KO range. For example, Steelix is guaranteed to be 2HKOed by Focus Punch after it suffers two layers of Spikes damage. Qwilfish and Scolipede are great partners for Aggron, as both can set up Spikes while also taking Fighting-type attacks for Aggron it; Qwilfish can also soften up opponents with Intimidate. Uxie is also a great teammate as it can set Stealth Rock and take Fighting- and Ground-type attacks for Aggron, while Aggron takes the Dark- and Ghost-type attacks directed at Uxie.</p>

[SET]
name: Autotomize
move 1: Autotomize
move 2: Head Smash
move 3: Earthquake
move 4: Aqua Tail
item: Life Orb
ability: Rock Head
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Aggron's Speed is the only thing holding it back from a sweep, so Autotomize is an amazing move for it. With Autotomize, Aggron can outspeed most of the metagame and potentially sweep weakened or unprepared teams. This is aided by the fact that Aggron can easily force switches, giving it time to set up Autotomize and go on a Speed-boosted rampage. Head Smash is Aggron's most powerful move and is what makes Aggron it so threatening; frailer Pokemon such as Rotom are easily OHKOed, while even bulky walls such as Tangrowth can be 2HKOed by it. Earthquake gives Aggron nearly unresisted coverage alongside Head Smash and has a respectable amount of power in its own right; in addition, it gives Aggron a move to hit Qwilfish and Steelix, both of which would otherwise wall it. Aqua Tail is the best move in the last slot as it lets Aggron take down Rhydon and Sandslash, two Pokemon that can easily sponge Earthquake and retaliate with an Earthquake of their own. Although Aggron still boasts incredible power when holding a Life Orb, it is best if physical walls are weakened or removed before Aggron attempts to sweep. Choice Scarf holders such as Galvantula can outspeed Aggron even after an Autotomize, so they too should be taken care of before Aggron sweeps.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs let Aggron outspeed the majority of the metagame after an Autotomize boost, while an Adamant nature and 252 Attack EVs let it hit as hard as possible. A Jolly nature is also viable as it lets Aggron outspeed Accelgor, but the loss of power is significant. For example, Aggron has little chance to OHKO Lanturn and offensive Slowking with Head Smash if it chooses to run a Jolly nature.</p>

<p>Even though Aggron can outspeed most of its opponents after an Autotomize, there are still some threats that can stop its sweep. For example, Choice Scarf Galvantula can move before Aggron even after it has boosted outspeed even +2 Aggron and KO it with a powerful Thunder after some Life Orb recoil. Pokemon with Mach Punch are also dangerous, as they can attack before Aggron and hit it for 4x super effective damage. Therefore, Uxie and Misdreavus are great partners for Aggron, as they can take both Fighting- and Ground-type attacks targeted at Aggron.</p>

[Other Options]

<p>Although Aggron is normally seen as an offensive Pokemon, it can also run a decent support set thanks to its rather overlooked base 180 Defense. Like most Rock-types, Aggron has the almost mandatory Stealth Rock as well as niche moves such as Metal Burst and Taunt. Metal Burst is particularly effective when used in conjunction with Taunt, as the opponent will be forced to attack Aggron. Taunt can prevent Poliwrath from healing itself with Rest and Tangrowth from using status moves or Leech Seed. Hone Claws and Curse are two boosting moves that Aggron can use with decent results; Hone Claws boosts the accuracy of Head Smash, Iron Tail, and Aqua Tail while also boosting Aggron's great Attack stat. Unfortunately, it doesn't boost Aggron's Speed or Special Defense, which means Aggron can easily be revenge killed. Curse suffers from the same problem, and although it also increases Aggron's already excellent Defense, it will still fall to (''it'' refers to Curse here) most Ground- and Fighting-type attacks will still OHKO. Dragon Tail is an interesting move for Aggron as it the latter forces numerous switches and lets it can rack up entry hazard damage; after its counters are have been sufficiently weakened by entry hazards, Aggron can potentially sweep. Lastly, Aggron can try to rectify its poor Speed with a Choice Scarf. While this lets Aggron outspeed many Pokemon that it wouldn't normally, Aggron's Speed is just too low to make it as effective as other Choice Scarf users.</p>

[Checks and Counters]

<p>Quagsire, Poliwrath, and Torterra are some of Aggron's best counters as they can switch into almost all of Aggron's commonly used moves, fearing only Toxic and Fire Punch in Torterra's case. They can all decimate Aggron with super effective STAB Earthquake or Circle Throw. Tangrowth is also a great check to Aggron as it only fears Choice Band-boosted Head Smash, which can 2HKO it; otherwise, Tangrowth it can tank Aggron's hits and either put it to sleep or hit its weaker Special Defense with Giga Drain or Leaf Storm. Steelix and Ferroseed are commonly-seen switch-ins to Aggron, as they are among the few Pokemon in the tier that can shrug off Head Smash; however, they are both 2HKOed by Focus Punch after a layer of Spikes. Sandslash can also sponge Aggron's Head Smash and retaliate with Earthquake; it only has to fear Aqua Tail, and even then it can survive one. If you don't have one of the few Pokemon that can switch into Aggron, then you will have to resort to revenge killing it. Sets that run Choice Band are quite easy to revenge kill as they cannot boost their Speed. Autotomize sets are harder to deal with but can still be outsped by fast Choice Scarf users. For instance, Choice Scarf Galvantula and Archeops can both outspeed +2 Aggron and revenge kill it. Priority moves from the likes of Hitmonchan are also a great way (yeah this can be confusing, but we are referring to ''priority moves'' as a singular noun here) to check Aggron; however, not even a Choice Band Iron Fist Mach Punch can OHKO Aggron at full health, so it should only be used when Aggron has been weakened.</p>

[Unreleased]

<p>Heavy Metal boosts Heavy Slam's power, but it causes Aggron to suffer from Head Smash recoil. Recoilless Head Smash is Aggron's greatest asset, and without it, Aggron wouldn't be nearly as threatening. Overall, Heavy Metal should never be used over Rock Head or even Sturdy.</p>




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