Introduction
With HG/SS now upon us, many pokemon received upgrades in the form of new moves. Among them sat an NU pokemon we know as Aggron, who now had the move Head Smash in its arsenal. For those unfamilar with the move, here is a little description regarding it:
Head Smash: 150 BP, 225 BP with STAB, 80% accurate move that gives 50% recoil normally, but thanks to Aggron's ability - Rock Head - recoil damage is nulled.
The first thing you notice is the power, and with a CB, that means a CB Aggron will leave a dent in anything. We're talking a 225 Base Power attack coming off of 525 attack from Aggron. This new toy provided great discussion within the community, so a CCAT for it was only natural. Many people voted about what set would be used, and eventually CB was settled upon as the most effective in the current metagame. Further discussion came up on how certain pokemon would benefit Aggron, and what support would be needed. After a solid 2 weeks of talking about the team, the contributors in CCAT agreed upon a solid team for Aggron. Now lets take a quick glance at the team.
Quickly looking over the team it looks to be very solid. Everyone of the 17 types is resisted at least twice. The Celetran combo provides amazing synergy between just two pokemon, while Hippo and Gyara form a very nice core as well. The one thing that proves troublesome to the team is a simple type, and that is WATER. 1/2 of the team is hit supereffective by water, which only means that their are 2 resistances. Luckily they both possess very sturdy defenses, and it can be played around. Anyways, onto the team!
Up Close
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/252 Def/4 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Earthquake
- Roar
Description: Leading with a bulky ground on a bulky offense team has always been an effective strategy. Although it never had the spot as the most used Ground typed lead (Swampert has the honor of that), Hippo does have great defense and a solid typing to abuse. Although lead Azelf and Aerodactyl's can be tricky, SS can easily wear down the former. Stealth Rock has the ability to help the team wear down many threats to Aggron. Slack Off keeps Hippo in top shape in order to take most physical attacks easily. Earthquake provides amazing STAB and with the coverage that it has, is one of the best moves in the game. Roar over Ice Fang was a tough call, but its used for a few reasons. Helping to wear down opposing teams puts the pressure on them greatly. A scouting move also never hurts early game to see what the team has up its sleeve.
EVs: Going with Max Hp and Defense EVs seemed the most logical way to go with a physical wall as great as Hippo. Not only can he take most physical hits well, he also can take some special hits. The 4 remaining EVs give his Special Defense a small boost.
Team Work: Hippowdon does many things to help get the team going. Being one of the few pokemon to get up Sandstorm, Aggron is automatically benefitted with the Special Defense boost. Using SR+Roar, Hippo can easily scout during the early game, making Aggron's job that much easier.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 164 HP/252 Spd/92 SpAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
Description: Rotom serves a multitude of functions for the team. First and foremost, it serves as the primary revenge killer of the team. Starmie, One of the biggest threats to the team (if not the biggest), gets completely destroyed by either Thunderbolt or Shadow Ball. Another nice thing about Rotom is the fact it blocks spinners. The team loves to abuse SR as much as possible, and nothing hurts more then to have the enemy successfully spin it away. Rotom-H received the nod over all of the other forms for a main reason. Scizor and Metagross never want to stay in on Rotom-H, so it does a good job of forcing the opponent to switch. Thunderbolt and Shadow Ball provide Rotom with nice STAB moves to use. Overheat puts the hurt on all of the steel types, particularly Lucario and Scizor.
EVs: Usually Scarf Rotom uses the standard Max/Max spread in Sp Att and Speed, but this Rotom required a little more bulk. Therefore, Hp and Speed received the bulk of the EVs, in order to takes hits much more nicely. The remaining 92 EVs go to Special Attack in order to have a nice boost in power. Against standard 136 HP Starmie, Tbolt manages:
269 Atk vs 206 Def & 305 HP (95 Base Power): 270 - 318 (88.52% - 104.26%) Always a KO with SR.
Team Work: Rotom has probably some of the best team work out of all of the team. Using its two immunities to Fighting and Ground, Aggron has an amazing partner to benefit from. Trick can also destroy a Bliss, allowing Celebi or Heatran to go on a late game sweep.
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 80 Def / 176 SDef
Careful nature (+SpDef, -SAtk)
- Dragon Dance
- Waterfall
- Rest
- Sleep Talk
Description: A status absorber for a team like this really helps in the long run. Gyarados always has been known as a physical powerhouse, yet people always seem to forget how great of a boosting tank it can be. Infernape, Heatran, and Lucario are suddenly all taken care of by this beast. Dragon Dance and Waterfall together can sweep teams on their own late game. As long as the opposing bulky water/Celebi/Rotom is gone, Gyarados has a party late game. If its health somehow gets low, not a problem. With Restalk, Gyarados can even sweep while taking a snooze.
EVs: Max HP give Gyarados a 394 HP stat to take many hits from both sides well. The split between Special Defense and Defense EVs allows him to take Special Attacks much easier. The team already has notable defensive pokemon, so a pokemon to take Special hits nicely is very appreciated.
Team Work: When Gyarados comes to the field, hes already helping out the team by unleashing an Intimidate. It takes Fighting and ground attacks like they are nothing. Water attacks that plague the team can be soaked up nicely by him as well.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 SpA/252 Spe
Timid nature (+Spe, -Atk)
- Substitute
- Fire Blast
- Earth Power
- Hidden Power [Grass]
Description: Substitute Life Orb Heatran really can be a major threat to teams. How do most teams deal with Heatran? By switching out to a counter that can take a hit an ko it back. With Sub+Life Orb, Heatran will be firing off 2 attacks that will piss the opponent off. Sub is the crux of the set, allowing Heatran to block status and get an extra attack in. Fire Blast does huge damage against any pokemon that doesn't resist it. Earth Power takes out the Heatran trying to absorb the Blast. HP Grass allows Tran to take care of bulky waters, Swampert being the main one of them.
EVs: A standard set of max Special Attack and Speed is fine for a set like this. Having a chance to tie other Heatran really proves to be beneficial.
Team Work: Heatran has a variety of ways to serve the team. First off, Celebi and Heatran work together to resist every type in the game bar one. Rock attacks can be ridirected at Hippo and Aggron, both easily take them with sky high defense. Gyarados also really appreciates Heatrans efforts. If Heatran can lure out the bulky water and take it down, Gyarados suddenly has an easy sweep. Although synergy wise Heatran and Aggron don't go together so well, both are able to take care of their opposing counters nicely.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/232 Def/24 Spe
Bold nature (+Def, -Atk)
- Thunder Wave
- Leech Seed
- Recover
- Grass Knot
Description: The Celetran combo now complete, Celebi really proves to be a fantastic addition to the team. With a Grass typing, Celebi serves as another switchin to the annoying water attacks that plague the team. Thunder Wave proves to be one of the most useful moves in the whole team. Heatran, Scizor, or even Gengar that switch into Celebi without knowing the set are in for a nasty surprise. With the opponent suffering from paralysis, even Aggron can attempt a late game sweep! Grass Knot serves as reliable STAB that makes Gyarados and other bulky waters a nonissue for Celebi. Recover allows Celebi to constantly switch in and out with little worries. Leech Seed allows the opponent to be stalled out easily, and lets more switching occur.
EVs: Changed the spread to the suggested spread below, as it provides some nice advantages without losing too much bulk. The Speed EVs allow it to outspeed a few things that it couldn't of before.
Team Work: First of all, paralysis support for a team like this proves to be most helpful. Secondly, Celebi and Aggron have amazing synergy among themselves. Heatran pairs with it pretty well also. The grass typing means the waters plaguing the team are destroyed by Grass Knot and Celebi's considerable bulk.
Aggron (M) @ Choice Band
Ability: Rock Head
EVs: 76 HP/252 Atk/180 Spd
Adamant nature (+Atk, -SAtk)
- Head Smash
- Earthquake
- Aqua Tail
- Toxic
Description: Now we come to the whole focus of team. Aggron was the whole reason the team was made. When you have a pokemon like Aggron gaining so much hype over one move, their has to be a great reason for it. Head Smash would be that move, and with the power that it has, you can see why Aggron has been seeing increased usage. If you don't believe its power, just take a look at these calcs:
http://www.smogon.com/forums/showpost.php?p=2241913&postcount=94
Earthquake provides amazing coverage alongside Head Smash, and provides the great Rock+Ground coverage. Few pokemon in the game even resist these two moves, let alone take very little damage from them. The few pokemon that take those first 2 moves well; get destroyed by Aqua Tail. Toxic as a last move may seem odd, but it absolutely destroys Swampert and Hippowdon. These are two of the most common pokemon to switch into Aggron, so it has some very great usage.
EVs: With 76 HP evs, Aggron has some nice bulk to use. 252 EVs go into Attack to have some amazing power, 525 Attack to be exact! With 180 Speed EVs, Skarmory is suddenly outsped by one point.
Team Work: The whole team is based around supporting Aggron well. That doesn't the team is based around Aggron. In fact, Aggron really never ever gets to sweep late game. Traditionally he will come in early game on a resisted attack, and deliver a KO with Head Smash. With a steel typing and 180 Defense, most physical attacks aren't a problem for this dude.
Threat List
Defensive Threats:
Blissey - Aggron can ohko with head smash after stealth rocks are up. Once aggron is gone then Gyarados is the last option to destroy Blissey.
Bronzong - Dual screen zongs are definitely annoying. Hippowdon handles it pretty well and can slack off the damage dealt with. Rotom-h can negate the explosion and demolish with overheat.
Celebi - Heatran and Rotom-h are the only real option for celebi. Rotom gets screwed over if it gets t-waved on switch though. Aggron can take most hits and ko with Head Smash.
Cresselia - One of the biggest defensive threats to this team. Rotom-h can trick it but that’s the most it can do if it’s calm mind cress then that is tough. Aggron delivers nice damage with Head Smash, and Heatran can explode if worse comes to worse.
Donphan -Celebi’s grass knot handles donphan. It’s not much of a problem and rotom stops it from using rapid spin. Gyarados sets up on this nicely as well.
Dusknoir - Rotom-h can shadow ball if it doesn’t have t-punch then gyarados can handle it pretty well, aka set up on it with Restalk.
Forretress - Heatran hits it with fire blast and Rotom-h with overheat. Rotom also blocks spin, which is nice. Gyarados sets up on this too easily, only fearing a -1 Explosion.
Gliscor - Gyarados just sets up on this very nicely, only fearing the rare SE. Taunt can be a problem, but then Rotom can trick it away on a roost or something.
Gyarados - Not much of a problem at all. Defensive ones get stroked by Rotom, and Celebi hurts it with Grass Knot.
Hippowdon - Gyarados simply sets up on it, as all it has to fear is Thunder Fang, which is very rare. Celebi stops it nicely with Grass Knot, and Rotom can always trick it.
Jirachi - Heatran has a nice time taking defensive sets on. A defensive Calm Mind can be trouble, but usally Hippo can come out on top. Worse comes to worse, Rotom just tricks it and stops it there.
Rotom-A - Defensive Rotoms are dealt with by bringing out Aggron, then having Heatran take the WoW. After that Fire Blast should deal fatal damage.
Skarmory - Heatran and Rotom can switch in easily and threaten a KO.
Snorlax - Aggron destroys this with Head Smash. Curse sets get tricked by Rotom, and then they are as good as dead.
Suicune - Celebi takes care of most of them. Rotom is there to trick or tbolt it for big damage.
Swampert - Celebi just laughs at every single Pert, as none can ko it. Even HP bug wont ko it lol.
Tentacruel - Aggron's eq ohko’s tentacruel and Hippodown can handle it well to a degree. Rotom with tbolt does nice damage to it as well.
Tyranitar - Hippowdon takes care of any defensive set out there. Gyarados can set up on those without Stone Edge and own it.
Vaporeon - Rotom-h hits hard with t-bolt. Celebi can do decent damage to it with Grass Knot, especially coming from Life Orb.
Zapdos - Hippowdon can wall most of the sets, while using Roar to rack up SR damage. Using wise prediction Heatran coming in on heatwave then can ohko back with its fire blast.
Offensive Threats:
Azelf - Lead versions switch immediately to Rotom while they SR/Taunt, then Shadow Ball. Heatran walls Life Orb ones as well, only fearing the rare HP Ground.
Breloom - Have Gyara to take the sleep, then go to Celebi. No problem at all.
Dragonite - For DD ones, go to Aggron/Heatran on the DD, Gyarados on the EQ, and Aggron on the Outrage. That exact example has happened before, and it works.
Dugtrio - Destroys Aggron and Heatran if it predicts right, otherwise it isn't an issue. Celebi walks all over it, and Gyrados sets up on easily.
Electivire - Hippowdon walls any Vire set to hell, absorbing its STAB like it's nothing. Celebi can outstall it with SS and LO building up. Worst comes to worse, Rotom can trick it a scarf.
Gallade - Rotom takes care of it with Shadow Ball, not fearing CC. Gyarados intimidates and can setup on most of them. Celebi paras it and allows Heatran to own it.
Gengar - Always a huge threat to play around. Rotom can revenge kill it as long as its not scarf, otherwise it just requires playing around. Hippowdon can phaze it with Roar, wearing it down even more.
Gyarados - Rotom always outspeeds them after a DD, and destroys with Tbolt. Celebi walls it hard and can para it, or do big damage with Grass Knot.
Heatran - Gyarados walls HP Electric less ones. Ones with HP electric can be tricky, but clever switching can be the demise of it.
Heracross - Gyarados walks all over it. Rotom is faster and does a number with its stab attacks. Non issue for the team.
Infernape - Gyarados walls the hell out of this thing, only fearing SE or T-Punch. Rotom can revenge if necessary.
Jolteon - Hippowdon destroys every Jolteon set, not fearing its stab move. Rotom can wall it somewhat, Celebi as well, although Rotom is the better choice, since it deals more damage.
Latias - Can be troublesome to the team, but if Draco Meteor is lured out, Rotom has an easy time taking it out.
Kingdra - Gyarados to Aggron destroys DD sets. Rain sets are worn down by Celebi.
Lucario - Gyarados simply sets up on the majority of them. Rotom can revenge kill if necessary, sometimes if it doesn't even have the scarf too.
Machamp -Gyarados with Intimidate fares the best against him. Celebi walls it as well and can para it. Heatran can deal a huge chunk to it as well.
Magnezone - HP Fire Celebi does a number on it. Hippowdon takes care of regular ones, and MR ones just get roared out.
Mamoswine - Gyarados walls it pretty handily, and kos with Watefall. Celebi can take care of it with Grass Knot. Rotom always revenges it.
Metagross - Rotom walls most Metagross, and loves taking the explosions. :D
Porygon-Z - Heatran can take pretty much anything it throws at it, and then destroy it with Fire Blast. Rotom can revenge it nicely as well.
Salamence - Pretty much a scarier version of Dragonite to this team. Same strategy pretty much except the higher base speed makes it harder to handle.
Scizor - Rotom walls it and destroys it. Gyarados has a lovely time DD'ing in its face as well. Heatran can take it nicely as well. Half the team has no problem with it, works for me!
Starmie - A huge threat since LO Starmie outspeeds and 2HKOs everything on the team. It'll have a hard time of switching in though and something like Celebi or Rotom can hopefully take a hit and KO back. Unfortunately it cleans up this team pretty well late game.
Togekiss - Rotom resists air slash/aura sphere and hits back with Tbolt. Heatran usually outspeeds and can boom if necessary.
Tyranitar - This beast runs over Rotom sadly, but then Aggron loves getting that free turn in. Gyarados can take anything bar Stone Edge and do big damage with Waterfall.
Weavile - Gyarados pretty much sets up on this. Rotom can revenge it late game if necessary, assuming it still has the scarf.
Yanmega - Rotom resists both STABs and KOs with Air Slash. Most Yanmega tend to use HP Ground over Ice. If it does use HP Ice then Heatran can wall it and destroy it. Tinted Lens, Specs sets are harder to handle, but they are outsped and KOd by Rotom as well.
Zapdos - Rotom resists everything on the standard offensive set and can hit back with Thunderbolt. Celebi can paralyze it and give it a hard time.
With HG/SS now upon us, many pokemon received upgrades in the form of new moves. Among them sat an NU pokemon we know as Aggron, who now had the move Head Smash in its arsenal. For those unfamilar with the move, here is a little description regarding it:
Head Smash: 150 BP, 225 BP with STAB, 80% accurate move that gives 50% recoil normally, but thanks to Aggron's ability - Rock Head - recoil damage is nulled.
The first thing you notice is the power, and with a CB, that means a CB Aggron will leave a dent in anything. We're talking a 225 Base Power attack coming off of 525 attack from Aggron. This new toy provided great discussion within the community, so a CCAT for it was only natural. Many people voted about what set would be used, and eventually CB was settled upon as the most effective in the current metagame. Further discussion came up on how certain pokemon would benefit Aggron, and what support would be needed. After a solid 2 weeks of talking about the team, the contributors in CCAT agreed upon a solid team for Aggron. Now lets take a quick glance at the team.
At A Glance
Quickly looking over the team it looks to be very solid. Everyone of the 17 types is resisted at least twice. The Celetran combo provides amazing synergy between just two pokemon, while Hippo and Gyara form a very nice core as well. The one thing that proves troublesome to the team is a simple type, and that is WATER. 1/2 of the team is hit supereffective by water, which only means that their are 2 resistances. Luckily they both possess very sturdy defenses, and it can be played around. Anyways, onto the team!
Up Close
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/252 Def/4 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Earthquake
- Roar
Description: Leading with a bulky ground on a bulky offense team has always been an effective strategy. Although it never had the spot as the most used Ground typed lead (Swampert has the honor of that), Hippo does have great defense and a solid typing to abuse. Although lead Azelf and Aerodactyl's can be tricky, SS can easily wear down the former. Stealth Rock has the ability to help the team wear down many threats to Aggron. Slack Off keeps Hippo in top shape in order to take most physical attacks easily. Earthquake provides amazing STAB and with the coverage that it has, is one of the best moves in the game. Roar over Ice Fang was a tough call, but its used for a few reasons. Helping to wear down opposing teams puts the pressure on them greatly. A scouting move also never hurts early game to see what the team has up its sleeve.
EVs: Going with Max Hp and Defense EVs seemed the most logical way to go with a physical wall as great as Hippo. Not only can he take most physical hits well, he also can take some special hits. The 4 remaining EVs give his Special Defense a small boost.
Team Work: Hippowdon does many things to help get the team going. Being one of the few pokemon to get up Sandstorm, Aggron is automatically benefitted with the Special Defense boost. Using SR+Roar, Hippo can easily scout during the early game, making Aggron's job that much easier.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 164 HP/252 Spd/92 SpAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
Description: Rotom serves a multitude of functions for the team. First and foremost, it serves as the primary revenge killer of the team. Starmie, One of the biggest threats to the team (if not the biggest), gets completely destroyed by either Thunderbolt or Shadow Ball. Another nice thing about Rotom is the fact it blocks spinners. The team loves to abuse SR as much as possible, and nothing hurts more then to have the enemy successfully spin it away. Rotom-H received the nod over all of the other forms for a main reason. Scizor and Metagross never want to stay in on Rotom-H, so it does a good job of forcing the opponent to switch. Thunderbolt and Shadow Ball provide Rotom with nice STAB moves to use. Overheat puts the hurt on all of the steel types, particularly Lucario and Scizor.
EVs: Usually Scarf Rotom uses the standard Max/Max spread in Sp Att and Speed, but this Rotom required a little more bulk. Therefore, Hp and Speed received the bulk of the EVs, in order to takes hits much more nicely. The remaining 92 EVs go to Special Attack in order to have a nice boost in power. Against standard 136 HP Starmie, Tbolt manages:
269 Atk vs 206 Def & 305 HP (95 Base Power): 270 - 318 (88.52% - 104.26%) Always a KO with SR.
Team Work: Rotom has probably some of the best team work out of all of the team. Using its two immunities to Fighting and Ground, Aggron has an amazing partner to benefit from. Trick can also destroy a Bliss, allowing Celebi or Heatran to go on a late game sweep.
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 80 Def / 176 SDef
Careful nature (+SpDef, -SAtk)
- Dragon Dance
- Waterfall
- Rest
- Sleep Talk
Description: A status absorber for a team like this really helps in the long run. Gyarados always has been known as a physical powerhouse, yet people always seem to forget how great of a boosting tank it can be. Infernape, Heatran, and Lucario are suddenly all taken care of by this beast. Dragon Dance and Waterfall together can sweep teams on their own late game. As long as the opposing bulky water/Celebi/Rotom is gone, Gyarados has a party late game. If its health somehow gets low, not a problem. With Restalk, Gyarados can even sweep while taking a snooze.
EVs: Max HP give Gyarados a 394 HP stat to take many hits from both sides well. The split between Special Defense and Defense EVs allows him to take Special Attacks much easier. The team already has notable defensive pokemon, so a pokemon to take Special hits nicely is very appreciated.
Team Work: When Gyarados comes to the field, hes already helping out the team by unleashing an Intimidate. It takes Fighting and ground attacks like they are nothing. Water attacks that plague the team can be soaked up nicely by him as well.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 SpA/252 Spe
Timid nature (+Spe, -Atk)
- Substitute
- Fire Blast
- Earth Power
- Hidden Power [Grass]
Description: Substitute Life Orb Heatran really can be a major threat to teams. How do most teams deal with Heatran? By switching out to a counter that can take a hit an ko it back. With Sub+Life Orb, Heatran will be firing off 2 attacks that will piss the opponent off. Sub is the crux of the set, allowing Heatran to block status and get an extra attack in. Fire Blast does huge damage against any pokemon that doesn't resist it. Earth Power takes out the Heatran trying to absorb the Blast. HP Grass allows Tran to take care of bulky waters, Swampert being the main one of them.
EVs: A standard set of max Special Attack and Speed is fine for a set like this. Having a chance to tie other Heatran really proves to be beneficial.
Team Work: Heatran has a variety of ways to serve the team. First off, Celebi and Heatran work together to resist every type in the game bar one. Rock attacks can be ridirected at Hippo and Aggron, both easily take them with sky high defense. Gyarados also really appreciates Heatrans efforts. If Heatran can lure out the bulky water and take it down, Gyarados suddenly has an easy sweep. Although synergy wise Heatran and Aggron don't go together so well, both are able to take care of their opposing counters nicely.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/232 Def/24 Spe
Bold nature (+Def, -Atk)
- Thunder Wave
- Leech Seed
- Recover
- Grass Knot
Description: The Celetran combo now complete, Celebi really proves to be a fantastic addition to the team. With a Grass typing, Celebi serves as another switchin to the annoying water attacks that plague the team. Thunder Wave proves to be one of the most useful moves in the whole team. Heatran, Scizor, or even Gengar that switch into Celebi without knowing the set are in for a nasty surprise. With the opponent suffering from paralysis, even Aggron can attempt a late game sweep! Grass Knot serves as reliable STAB that makes Gyarados and other bulky waters a nonissue for Celebi. Recover allows Celebi to constantly switch in and out with little worries. Leech Seed allows the opponent to be stalled out easily, and lets more switching occur.
EVs: Changed the spread to the suggested spread below, as it provides some nice advantages without losing too much bulk. The Speed EVs allow it to outspeed a few things that it couldn't of before.
Team Work: First of all, paralysis support for a team like this proves to be most helpful. Secondly, Celebi and Aggron have amazing synergy among themselves. Heatran pairs with it pretty well also. The grass typing means the waters plaguing the team are destroyed by Grass Knot and Celebi's considerable bulk.
Aggron (M) @ Choice Band
Ability: Rock Head
EVs: 76 HP/252 Atk/180 Spd
Adamant nature (+Atk, -SAtk)
- Head Smash
- Earthquake
- Aqua Tail
- Toxic
Description: Now we come to the whole focus of team. Aggron was the whole reason the team was made. When you have a pokemon like Aggron gaining so much hype over one move, their has to be a great reason for it. Head Smash would be that move, and with the power that it has, you can see why Aggron has been seeing increased usage. If you don't believe its power, just take a look at these calcs:
http://www.smogon.com/forums/showpost.php?p=2241913&postcount=94
Earthquake provides amazing coverage alongside Head Smash, and provides the great Rock+Ground coverage. Few pokemon in the game even resist these two moves, let alone take very little damage from them. The few pokemon that take those first 2 moves well; get destroyed by Aqua Tail. Toxic as a last move may seem odd, but it absolutely destroys Swampert and Hippowdon. These are two of the most common pokemon to switch into Aggron, so it has some very great usage.
EVs: With 76 HP evs, Aggron has some nice bulk to use. 252 EVs go into Attack to have some amazing power, 525 Attack to be exact! With 180 Speed EVs, Skarmory is suddenly outsped by one point.
Team Work: The whole team is based around supporting Aggron well. That doesn't the team is based around Aggron. In fact, Aggron really never ever gets to sweep late game. Traditionally he will come in early game on a resisted attack, and deliver a KO with Head Smash. With a steel typing and 180 Defense, most physical attacks aren't a problem for this dude.
Threat List
Defensive Threats:
Offensive Threats: