Aggron

Sturdy
OHKO moves will fail.
Rock Head
Recoil moves have no recoil.
Type Tier
Steel / Rock UU
Statistics
Min- Min Max Max+
HP
70
- 281 344 -
Atk
110
230 256 319 350
Def
180
356 396 459 504
SpA
60
140 156 219 240
SpD
60
140 156 219 240
Spe
50
122 136 199 218
Name Item Ability Nature

UU Standard

Leftovers Sturdy Brave
Moveset EVs
~ Rock Slide
~ Ice Beam
~ Substitute
~ Focus Punch
228 HP / 252 Atk / 28 SpA

Bring it in on a Choice Banded Normal or Flying hit, get up your Substitute, and start wrecking things. Focus Punch can wear down Waters quickly, STAB Rock Slide hurts in general, and Ice Beam is a nasty surprise for any Ground that tries to wall you, especially Gligar.

Name Item Ability Nature

SubPuncher

Leftovers Sturdy Adamant
Moveset EVs
~ Substitute
~ Focus Punch
~ Rock Slide
~ Thunder Wave
228 HP / 252 Atk / 28 Spe

This set can wreck about anything that isn't a Ground-type. This set works together so nicely. Thunder Wave is for Waters and random fast sweepers, so you can Substitute until they get an idle turn due to paralysis. Then you Rock Slide, probably nearly flinching them to death. Focus Punch hurts a lot from Aggron's awesome Attack, denting even standards like Snorlax and Skarmory, so of course UU champions like Solrock and Sandslash also have a lot of trouble taking this on.

Name Item Ability Nature

Choice Bander

Choice Band Rock Head Adamant
Moveset EVs
~ Earthquake
~ Rock Slide
~ Double-Edge
~ Focus Punch / Iron Tail
140 HP / 252 Atk / 116 Spe

This is a Choice Banding Aggron. You should be able to get in Aggron relatively easily, and hurt a lot with some prediction there, that's always good. Again, your opponent will probably send in some Water or Ground, predict this accordingly.

Other Options

Aggron is usually too slow for Endeavor, but its immunity to Sand Stream makes it interesting for standard play. Aggron can Roar, but it won't beat anything it didn't already. A favorite of mine is Counter—it can survive non-STAB Earthquakes / Brick Breaks and Counter them back for a OHKO. Ice Beam is often used to beat Gligar.

EVs

You should have 160 Speed in standard play for beating Weezing (mainly important for the first set), but otherwise you won't need Speed at all. Max out Attack, and put what you have left in HP.

Opinion

Aggron is pretty much limited to UU play. It love switching in on Tauros / Slaking / Skarmory / Blissey / Snorlax though. Pretty much anything that wears Choice Band is his best friend, such as Crobat. "Toxicstallers" like Umbreon are afraid of Aggron. If you are going to use it on your standard team, use Gengar too; it is immune to both of Aggron's 4x weaknesses.

Aggron in UU is a monster. It scares Fearow and other Choice Banded fiends, hurts anything with the awesome Attack stat, and Thunder Waves speedy Earthquakers.

Counters

In standard, you have the obvious multi-purpose rock counter in Swampert, who basically walls anything you can throw at it. Metagross would probably be a good counter to any non-Earthquake Aggron, and in which case, without any boosts / Choice Band, would take 3 hits to kill Metagross anyways. The good thing about Aggron in standard is that it potentially can beat Skarmory or Weezing 1 on 1, with Substitute blocking Weezing's Will-O-Wisp while paralysis and a 30% flinch possibly doing major damage to both, though this is unlikely. Claydol also absolutely walls this. Suicune and other waters won't be taking much damage at all.

In UU, Gligar counters Aggron especially well, as does Quagsire. Vileplume could also cause it some troubles, resisting Focus Punches, Aromatherapy off any Thunder Waves, and healing off Rock Slide damage with Moonlight. Solrock could wall it for quite a while since you can't really do anything to one, especially if it's Reflecting. A solid tank such as Blastoise pretty much could Rest off anything Aggron has to throw at it.