Aggron [GP 2/2]

Pilo

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this check took a while since the article itself was pretty meaty but I've finally ironed out all of the kinks (I think)

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[OVERVIEW]

Aggron wields power that is often overwhelming due to Head Smash and its high Attack stat. This offensive presence is what allows it to threaten two of the bulkiest Pokemon in the tier, Musharna and Mega Audino,(+comma) without losing any offensive merit versus other slow threats. The ability Rock Head allows Aggron to repeatedly use Head Smash against slower targets without suffering recoil damage which allows it to flourish against slow teams, often picking up multiple KOs. However, Aggron has a weak match up matchup versus offense due to its low speed and typing, leaving it weak to common Fighting and Ground type moves which are commonly carried as extra coverage by Normal-(+hyphen)type Pokemon which is one of its resists. A low Special Defense stat keeps Aggron from using its typing resists effectively, (This is a bit of a run on sentence, while I didn't change it I would consider adding a period here.) this is especially noticeable against Ice-types and Normal types as they can muscle past Aggron or have appropriate coverage to hit it hard. Aggron. Aggron occupies the Rock and Steel slot on a team while not effectively checking Normal or Flying types.

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Superpower
move 4: Ice Punch
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
==============

Head Smash is what will be used in most circumstances, even 2HKO'ing several Rock-(+hyphen)type resists such as Hariyama and Golurk. Only a couple of Pokemon can reliably switch into Head Smash, but even they take substantial amounts of damage. Heavy Slam is Aggron's other STAB move which allows it to easily beat Mega Audino and Rhydon, hitting both for super effective damage. Its use extends beyond that, there may be situations where its power is enough, but you can't risk missing Head Smash. Superpower in combination with an Adamant nature and Choice Band allows you Aggron to 2HKO Steelix and Ferroseed. Superpower is the Fighting-(+hyphen)type move of choice because Low Kick offers either equal or less damage depending on the target, but it does offer a more reliable 2HKO on Steelix and does not leave you at -2 Attack and Defense. Ice Punch is primarily used for Torterra which is able to switch into Head Smash with ease and threaten the KO with Earthquake. Ice Punch requires Stealth Rock to OHKO defensive Torterra sets.

Set Details
==============

Rock Head allows you to use Head Smash recoil free, so it's the recommended ability. Using max Attack, Speed, a Choice Band and an Adamant nature allow you to be as threatening as possible. Jolly can be considered to ensure you out speed outspeed Aurorus, Hariyama and Piloswine which sit in the same or similar speed tiers, but the power from Adamant is often more sought after. Stone Plate is an option over Choice Band to bait Head Smash switch-(+hyphen)ins but the damage drop is noticeable.

Usage Tips
==============

Aggron can have trouble switching into offensive threats and dealing with fast teams in general due to its weaknesses being common coverage moves. In terms of offensive Pokemon you can switch into, Scyther and Swellow present opportunities as Scyther's STABs do pitiful damage and Swellow can only hurt you with Heat Wave. Look towards using Head Smash the most against offensive teams as their Pokemon are frail for the most part and won't be able to take the hit. Despite your bad match up matchup versus fast teams, Aggron has little trouble with slower ones, being able to come in on passive Pokemon such as Miltank and Musharna. Being wary of Rock resists is important as using Head Smash and being forced out will sap momentum, so be ready to opt for your coverage moves.

Team Options
==============

Late game cleaners and physical Water-types such as Kabutops, Samurott and Barbacle especially appreciate having bulky walls and common checks being broken weakened by Aggron, while faster Pokemon can pick up the slack where Aggron lacks. A Reliable pivots such as Baton Pass Musharna, defensive Xatu and Rotom greatly aids Aggron into in getting into the battle safely and all are good switch-(+hyphen)ins to Pokemon that use the Fighting and Ground type moves which easily beat Aggron. Since Aggron is so slow, Sticky Webs from Smeargle or Thunder Wave from Mesprit or Lanturn can easily turn faster offensive threats into sitting targets for Head Smash. Entry hazard support is key as it can dissuade Aggron's usual switch-(+hyphen)ins from repeatedly taking hits. Stealth Rock secures the 2HKO on Defensive Poliwrath, while Spikes ensures Gastrodon can be 2HKO'd


[STRATEGY COMMENTS]
Other Options
==============

Aggron has plenty of alternate moves which allow you to hit more specific targets, but the given move set provides the most coverage. Earthquake allows for free damage on Garbodor, while Double Edge does okay damage Gastrodon, Poliwrath and Torterra but is too weak to use regularly. Toxic can can be used to cripple the previously mentioned checks, but using it on a choice set is not recommended as your opponent can play around it once you're locked in. A Substitute Magnet Rise set can be effective in circumventing certain checks to the wall breaking set and allowing you to avoid being burned. Aggron gets Stealth Rocks so a lead set is possible as you're able to force switches due to Aggron's offensive prowess while also not having to worry about Xatu switching in due to it being KO'd by the potential Head Smash. Rock Polish allows you to sweep late game as you out speed outspeed everything except Ninjask when you use a Jolly nature and have a Speed boost. You don't hit nearly as hard without your Choice Band and you're also vulnerable to Fighting-(+hyphen)type priority moves such as Hitmonchan's Mach Punch and Poliwrath's Vacuum Wave, however Sucker Punch and Aqua Jet are much less threatening while you're healthy. Sleep Talk is a viable move to run as two very common threats in the form of Vivillion and Jynx run it, although you have to be wary of Jynx possibly carrying Focus Blast.

Checks and Counters
==============

**Water-Types** Poliwrath and Gastrodon are as close to counters as it gets, taking reasonable damage from every move Aggron has and being able to OHKO Aggron in return with their STAB moves, priority Vacuum Wave and Earth Power respectively. There are also offensive Water-types such as special Samurott and Floatzel which can out speed outspeed and OHKO Aggron before it can attack

**Ground-Types** Torterra and Steelix are both able to effectively switch into Head Smash but have trouble with Ice Punch and Superpower respectively. Their presence prevents Aggron from mindlessly spamming Head Smash, and upon switching in threaten to OHKO Aggron with their STAB Earthquake, or set up Stealth Rock as it switches out

**Fighting-Types** Combusken, Hitmonchan and Primeape are all able to out speed outspeed and OHKO Aggron with their x4 effective STAB moves, while Hariyama is able to take a hit and threaten back with Close Combat

**Faster Attackers** Aggron's typing weaknesses are easily exploited by both Physical and Special based attackers. Pokemon that have access to moves that can take advantage of Aggron's x4 weakness to Ground and Fighting like Tauros, Jynx and Archeops easily out speed outspeed and OHKO Aggron. Pyroar and Magmortar are also deadly because of their high Special Attack stats, despite taking Fire-(+hyphen)type attacks neutrally Aggron's Special Defense is pitiful
 
I've completely done the first GP check, gonna do the second one. Will post again when done, should be a few hours or so from this post.
 

Winry

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add things/fix spelling remove comments
rc = remove comma; ac = add comma



[OVERVIEW]

Aggron's wields power that is often overwhelming due to Head Smash and its high Attack stat. This offensive presence is what allows it to threaten two of the bulkiest Pokemon in the tier, Musharna and Mega Audino, without losing any offensive merit versus other slow threats. The ability Rock Head allows Aggron to repeatedly use Head Smash against slower targets without suffering recoil damage, [ac] which allows it to flourish against slow teams, often picking up multiple KOs. However, Aggron has a weak matchup versus offense due to its low Speed and typing, [rc] leaving it weak to common Fighting- and Ground-type moves, [ac] which are commonly carried as extra coverage by Normal-type Pokemon which is one of its resists. A low Special Defense stat keeps Aggron from using its typing resists effectively. This is especially noticeable against Ice-types and Normal-types, [ac] as they can muscle past Aggron or have appropriate coverage to hit it hard. Aggron also occupies the Rock- and Steel-type slot on a team while not effectively checking Normal- or Flying-types.

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Superpower
move 4: Ice Punch
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
==============

Head Smash 2HKOes Rock-resistant Pokemon such as Hariyama and Golurk. Only a couple of Pokemon can reliably switch into Head Smash, but even they take a substantial amount of damage from it. Heavy Slam allows it to easily beat Mega Audino and Rhydon, hitting both for super effective damage. Its use extends beyond that, though, as there might be situations where its power is enough, but you can't risk missing Head Smash. Superpower in combination with an Adamant nature and Choice Band allows Aggron to 2HKO Steelix and Ferroseed. Superpower is the Fighting-type move of choice because Low Kick offers either equal or less damage depending on the target, but it does offer a more reliable 2HKO on Steelix and does not leave Aggron at -2 Attack and Defense. Ice Punch is primarily used for Torterra, which is able to switch into Head Smash with ease and threaten the to KO with Earthquake, though Ice Punch requires Stealth Rock to be set up to OHKO defensive Torterra sets.

Set Details
==============

Rock Head allows you to use Head Smash without the worry of recoil. Maximum Attack and Speed EVs, a Choice Band, and an Adamant nature allow Aggron to be as threatening as possible. A Jolly nature can be considered to ensure that Aggron outspeeds Aurorus, Hariyama, and Piloswine, [ac] all of which sit in the same or similar Speed tiers, but the power from an Adamant nature is often more sought after. Stone Plate is an option over Choice Band to bait Head Smash switch-ins but the damage drop is noticeable.

Usage Tips
==============

Aggron can have has trouble switching into offensive threats and dealing with fast teams in general due to its weaknesses being to common coverage moves. In terms of offensive Pokemon Aggron can switch into, Scyther and Swellow present opportunities, as Scyther's STAB moves do pitiful damage, and Swellow can only hurt Aggron with Heat Wave. Look towards using Head Smash the most against offensive teams, as their Pokemon are frail for the most part and won't be able to take the hit. Despite Aggron's bad matchup versus fast teams, Aggron has little trouble with slower ones, being able to come in on passive Pokemon such as Miltank and Musharna. Being wary of Rock-resistant Pokemon is important, as using Head Smash and being forced out will sap momentum, so be ready to opt for your coverage moves.

Team Options
==============

Late-game cleaners and physical Water-types such as Kabutops, Samurott, and Barbaracle especially appreciate having bulky walls and their common checks being broken by Aggron, while faster Pokemon can pick up the slack where Aggron lacks. Reliable pivots such as Baton Pass Musharna, defensive Xatu, or Rotom greatly aid Aggron in getting into the battle safely, and all of the aforementioned Pokemon are good switch-ins to Pokemon that use the Fighting- and Ground-type moves that easily beat Aggron. Since Aggron is so slow, Sticky Web from Smeargle or Thunder Wave from Mesprit or Lanturn can easily turn faster offensive threats into sitting targets for Head Smash. Entry hazard support is key, as entry hazards can dissuade Aggron's usual switch-ins from repeatedly taking hits. Stealth Rock secures the 2HKO on defensive Poliwrath, while Spikes ensures Gastrodon can be 2HKOed.


[STRATEGY COMMENTS]
Other Options
==============

Aggron has plenty of alternative moves that allow you to hit more specific targets, but the given moveset provides the most coverage. Earthquake allows for free damage on Garbodor, while Double-Edge does decent damage to Gastrodon, Poliwrath, and Torterra but is too weak to use regularly. Toxic can be used to cripple the previously mentioned checks, but using it on a Choice set is not recommended, as your opponent can play around it once Aggron is locked into it. A Substitute and Magnet Rise set can be effective in circumventing certain checks to the wallbreaking set and allowing Aggron to avoid being burned. Aggron gets Stealth Rock, so a lead set is possible, as you're able to force switches due to Aggron's offensive prowess while also not having to worry about Xatu switching in due to it being KOed by the potential Head Smash. Rock Polish allows Aggron to sweep late-game, [ac] as Aggron outspeeds everything except Ninjask when you give it a Jolly nature after and have a Speed boost. Aggron doesn't hit nearly as hard without Choice Band and you're it's also vulnerable to Fighting-type priority moves such as Hitmonchan's Mach Punch and Poliwrath's Vacuum Wave; however, Sucker Punch and Aqua Jet are much less threatening while you're Aggron is healthy. Sleep Talk is a viable move to run, as two very common threats in Vivillon and Jynx run sleep-inducing moves, although you have to be wary of Jynx possibly carrying Focus Blast.

Checks and Counters
==============

**Water-types**: Poliwrath and Gastrodon are as close to counters as it gets, taking reasonable damage from every move Aggron has and being able to OHKO Aggron in return with their STAB priority Vacuum Wave and Earth Power, respectively. There are also Offensive Water-types such as special Samurott and Floatzel, [rc] which can outspeed and OHKO Aggron before it can attack.

**Ground-types**: Torterra and Steelix are both able to effectively switch into Head Smash but have trouble with Ice Punch and Superpower, respectively. Their presence prevents Aggron from mindlessly spamming Head Smash, and upon switching, they threaten to OHKO Aggron with their STAB Earthquake or set up Stealth Rock as it switches out.

**Fighting-types**: Combusken, Hitmonchan, and Primeape are all able to outspeed and OHKO Aggron with their 4x super effective STAB moves, while Hariyama is able to take a hit and threaten back with Close Combat.

**Faster Attackers**: Aggron's typing weaknesses are easily exploited by both physical and special attackers. Pokemon that have access to moves that can take advantage of Aggron's 4x weakness to Ground and Fighting like Tauros, Jynx, and Archeops can easily outspeed and OHKO Aggron. Pyroar and Magmortar are also deadly because of their high Special Attack stats, and despite taking Fire-type attacks neutrally, Aggron's Special Defense is pitiful.
1/2
 

P Squared

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GP 2/2

[OVERVIEW]

Aggron's power is often overwhelming due to Head Smash and its high Attack stat. This offensive presence is what allows it to threaten two of the bulkiest Pokemon in the tier, Musharna and Mega Audino, without losing any offensive merit versus other slow threats. The ability Rock Head allows Aggron to repeatedly use Head Smash against slower targets without suffering recoil damage, which allows it to flourish against slow teams, often picking up multiple KOs. However, Aggron has a weak matchup versus offense due to its low Speed and typing, leaving it weak to common Fighting- and Ground-type moves, (AC) which are commonly carried as extra coverage by Normal-type Pokemon. A low Special Defense stat also keeps Aggron from using its resistances typing resists effectively. This is especially noticeable against Ice- and Normal-types, as they can muscle past Aggron or have appropriate coverage to hit it hard. Aggron also occupies the Rock- and Steel-type slot on a team while not effectively checking Normal- or Flying-types.

[SET]
name: Choice Band
move 1: Head Smash
move 2: Heavy Slam
move 3: Superpower
move 4: Ice Punch
item: Choice Band
ability: Rock Head
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
==============

Head Smash 2HKOes Rock-resistant Pokemon such as Hariyama and Golurk. Only a couple of Pokemon can reliably switch into Head Smash, but even they take a substantial amount of damage from it. Heavy Slam allows it to easily beat Mega Audino and Rhydon, hitting both for super effective damage. Its use extends beyond that, though, as there might be situations where its power is enough, but and you can't risk missing Head Smash. Superpower in combination with an Adamant nature and Choice Band allows Aggron to 2HKO Steelix and Ferroseed. Superpower is the Fighting-type move of choice because Low Kick offers either equal or less damage depending on the target, but it does offer a more reliable 2HKO on Steelix and does not leave Aggron at -2 Attack and Defense. Ice Punch is primarily used for Torterra, which is able to switch into Head Smash with ease and threaten to KO with Earthquake, though Ice Punch requires Stealth Rock to be set up to OHKO defensive Torterra sets.

Set Details
==============

Rock Head allows you to use Head Smash without the worry of recoil. Maximum Attack and Speed EVs, a Choice Band, and an Adamant nature allow Aggron to be as threatening as possible. A Jolly nature can be considered to ensure that Aggron outspeeds Aurorus, Hariyama, and Piloswine, all of which sit in the same or similar Speed tiers, but the power from an Adamant nature is often more sought after. Stone Plate is an option over Choice Band to bait Head Smash switch-ins, (AC) but the damage drop is noticeable.

Usage Tips
==============

Aggron has trouble switching into offensive threats and dealing with fast teams in general due to its weaknesses to common coverage moves. In terms of offensive Pokemon Aggron can switch into, Scyther and Swellow present opportunities, as Scyther's STAB moves do pitiful damage, and Swellow can only hurt Aggron with Heat Wave. Look towards using Head Smash the most against offensive teams, as their Pokemon are frail for the most part and won't be able to take the hit. Despite Aggron's bad matchup versus fast teams, Aggron has little trouble with slower ones, being able to come in on passive Pokemon such as Miltank and Musharna. Being wary of Rock-resistant Pokemon is important, as using Head Smash and being forced out will sap momentum, so be ready to opt for your coverage moves.

Team Options
==============

Late-game cleaners and physical Water-types such as Kabutops, Samurott, and Barbaracle especially appreciate having bulky walls and their common checks being broken by Aggron, while faster Pokemon can pick up the slack where Aggron lacks. Reliable pivots such as Baton Pass Musharna, defensive Xatu, or and Rotom greatly aid Aggron in getting into the battle safely, and all of the aforementioned Pokemon are good switch-ins to Pokemon that use the Fighting- and Ground-type moves that easily beat Aggron. Since Aggron is so slow, Sticky Web from Smeargle or Thunder Wave from Mesprit or Lanturn can easily turn faster offensive threats into sitting targets for Head Smash. Entry hazard support is key, as entry hazards can dissuade Aggron's usual switch-ins from repeatedly taking hits. Stealth Rock secures the 2HKO on defensive Poliwrath, while Spikes ensures Gastrodon can be 2HKOed.

[STRATEGY COMMENTS]
Other Options
==============

Aggron has plenty of alternative moves that allow you to hit more specific targets, but the given moveset provides the most coverage. Earthquake allows for free damage on Garbodor, while Double-Edge does decent damage to Gastrodon, Poliwrath, and Torterra but is too weak to use regularly. Toxic can be used to cripple the previously mentioned checks, but using it on a Choice set is not recommended, as your opponent can play around it once Aggron is locked into it. A Substitute and Magnet Rise set can be effective in circumventing certain checks to the wallbreaking set and allowing Aggron to avoid being burned. Aggron gets Stealth Rock, so a lead set is possible, as you're able to force switches due to Aggron's offensive prowess while also not having to worry about Xatu switching in due to it being KOed by the potential Head Smash. Rock Polish allows Aggron to sweep late-game, as Aggron outspeeds everything except Ninjask when you give it a Jolly nature after a Speed boost. Aggron doesn't hit nearly as hard without Choice Band and it's also vulnerable to Fighting-type priority moves such as Hitmonchan's Mach Punch and Poliwrath's Vacuum Wave; however, Sucker Punch and Aqua Jet are much less threatening while Aggron is healthy. Sleep Talk is a viable move to run, as two very common threats in Vivillon and Jynx run sleep-inducing moves, although you have to be wary of Jynx possibly carrying Focus Blast.

Checks and Counters
==============

**Water-types**: Poliwrath and Gastrodon are as close to counters as it gets, taking reasonable damage from every move Aggron has and being able to OHKO Aggron in return with their STAB priority Vacuum Wave and Earth Power, respectively. Offensive Water-types such as special Samurott and Floatzel can outspeed and OHKO Aggron before it can attack.

**Ground-types**: Torterra and Steelix are both able to effectively switch into Head Smash but have trouble with Ice Punch and Superpower, respectively. Their presence prevents Aggron from mindlessly spamming Head Smash, and upon switching, they threaten to OHKO Aggron with their STAB Earthquake or set up Stealth Rock as it switches out.

**Fighting-types**: Combusken, Hitmonchan, and Primeape are all able to outspeed and OHKO Aggron with their 4x super effective STAB moves, while Hariyama is able to take a hit and threaten back with Close Combat.

**Faster Attackers**: Aggron's weaknesses are easily exploited by both physical and special attackers. Pokemon that have access to moves that can take advantage of Aggron's 4x weakness to Ground and Fighting like Tauros, Jynx, and Archeops can easily outspeed and OHKO Aggron. Pyroar and Magmortar are also deadly because of their high Special Attack stats, and despite taking Fire-type attacks neutrally, Aggron's Special Defense is pitiful.
 
Last edited:
Alright, I've done the last few corrections. Thanks for checking! I've changed the thread prefix to "done" (assuming I can do that now?)
 

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Yep, this has been uploaded. Small QC note; I changed the mentions of Jolly Aggron outspeeding Hariyama and Piloswine to offensive Mega Audino and opposing Adamant Aggron, as the former two almost never run max Speed, making the latter targets more relevant when deciding Aggron's nature.
 

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