The real problem with Zard is its much worse bulk, so it cannot really afford to switch into Hitmontop/Lee so much without the risk of eventually getting outdamaged. Moltres can also withstand a CB Aqua Jet from Azumarill, something Charizard wishes so badly it could do. It's also worth noting that if it goes for a Modest nature it's ironically outsped by Hitmonlee by a single point, nothing too troublesome but that might bite back.
However, Charizard's vast movepool is something to have in mind; and access to Focus Punch/Blast, DD among other can mess stall up badly.
Hey :) yeah I'm trying to get back in the game now that my future is sorted haha. Yeah I've used a very similar Aggron set quite successfully before. I don't think Magnet Rise on Aggron is nearly as gimmicky an option as it is so often made out to be. It's something that really differentiates it and makes it something other than a Rhy-inferior (not wanting to bring up the arguments from a couple of pages back). Anyway, this is the set I ran:
Aggron @ Life Orb
Adamant - Rock Head
52 HP / 252 Atk / 204 Spe
- Head Smash
- Rock Polish
- Magnet Rise
- Aqua Tail
You don't really need max speed on RP Aggron. Max Speed gives you a stat of 398 after a polish, but since there are no base 130 speed pokemon in UU, and the base 125 Swellow can't scratch you in the slightest, you really only need to aim to beat the base 120s such as Alakazam, Dugtrio and Sceptile. 204 Spe EVs beat them by 2 points after a polish. The extra HP EVs give it a nice boost in survivability because of its low base. Life Orb helps in getting your damage output up to scratch, but if you were to run a Type Resist Berry, I'd personally use a Passho Berry (water resist) over a Chople Berry. I've found things like Milotic, Quagsire and Slowbro being used far more commonly as Aggron checks than things like Hitmontop. Aggron also has a much better shot at beating these Water-types than it does in beating Hitmontop, Hariyama, Poliwrath, etc, since they resist its STAB Head Smash as well. In those cases I think its better to simply cut your losses and give your Venusaur a free switch in :).
I'm glade that people are using Magnet Rise on RP Aggron!
Really, i tried the RP+3 attacks, and it wasn't that nice. I kept losing to things the Magnet Rise one doesn't.
Anyway: I run max speed just in case of Scarfers (the base 80 ones with neutral nature outspeeds Aggron with 204 speed).
I have have recently found that RP perior is a beast. He honestly wrecks offense and doesn't even mind not having the RP under his belt
Hey :)
I think that Rotom would be a perfect partner to that aggron since it would take care of things that beat that set IE. Bulky Waters and Fighting types.
Yeah so Torterra is starting to lose its effectiveness a little with a lot more Leafeon running around, along with Weezing (who just stops him dead cold), and even mroe Donphan with Ice Shard. People are just becoming a lot more aware on how to handle it.
Weezing + Chansey is a great combo btw.
shrang said:Anyway, I saw the Charizard discussion above, and everyone's saying "Well if Moltres gets banned, Charizard usage should rise, since it's just an inferior Moltres." Well, firstly, Charizard is much more versatile, just like LR as said. Being able DD/SD/BD for physical sets as well as running special and mixed sets is what should define Charizard over Moltres. Even if Moltres is better at Special sweeping, there's no reason to not run the exact same set on Charizard alongside Moltres, another one of those "double-<Insert type here>" combo, where Moltres would lure out its counters, weaken them enough so Charizard can come in like a 2nd Moltres and finish the job (Can work vice versa). It's kind of like the SalaQuaza combo people use in Ubers. The only difference is that having two 4x SR weak Pokemon on your team is dangerous, and the Charizard/Moltres pair would be walled by Chansey anyway if you're running special.
While SD Zard is awesome, I don't think a recoil set like that would work. It fits under my main argument why LO Kou isn't broken (dies too easily) and takes it to the next level. Running only one recoil move is one thing, but when your coverage move is also recoil, not even Roost will be able to save you if you're holding LO. Especially due to being outsped and KO'd on the Roost. If it were holding Leftovers it would be another story. Anyway, I think DD would be better for that set so you don't get outsped while Roosting and it should hold Lefties despite the power decrease, unless there are significant KO's provided by LO.