Aggron in OU

Hello everyone, and thank you for looking at my RMT :) I got the inspiration for this team when I was using Aggron in my playthrough of Heart Gold, and very much liked the move Head Smash on him. While playing through the game I kept formulating a team for competitive battling around him, and decided to finally give it a spin. So here's how the team started:

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I started with Aggron, because like I said, he really grew on me in my playthrough. But even in game, I noticed that he got completely wrecked by anything with a half-decent attack that had a ground or a fighting move. So I figured something with a resistance/immunity to one or both of those moves would prove to be useful. I figured a levitating ghost would be good, and so therefore I got:

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Rotom-H! I figured he would be a good candidate to spread around Will-O-Wisp, and could also check a few big threats. Honestly, I don't have much more justification for him than that, because I don't use any entry hazards for whatever reason (something I probably need to do, which is why I'm posting this). Now I figured that would take care of those two weaknesses, but then I thought that Aggron would probably attract water and fire attacks also, and I figured a bulky water would be good to come in and absorb these. I also figured Wish support would be nice to help out Rotom-H with no source of healing, and maybe even let Aggron get a second wind.

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I'm really liking Vaporeon on my team. It can come in on a lot of attacks aimed at Aggron, and a lot of times hit the ground types that are trying to use their STAB on him for supper effective damage. The wish support is great too, considering that in the end none of my team has any source of healing outside of it.

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Next I tried to think of something that could benefit from Aggron opening up holes in the opponents team. And when I couldn't think of anything, I did what any n00b does and looked up Aggron's analysis and saw that it suggested Salamence. Doh >.> But turns out, whoever writes the analysis knows what they're doing, because they were right. Salamence also can benefit from Wish support from Vaporeon due to me not always getting stealth rocks off the field, and Rotom because it can help take out steels that Salamence and Aggron have trouble with.

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Next I figured I needed a lead, and I honestly didn't put much thought into it. I figured everything on my team has neutrality to Stealth Rocks, except Salamence, who is actually weak to it. So I put Starmie as the lead to try and keep rocks off the field, which has been going pretty well. I also figured it wasn't absolutely necessary to have entry hazards, because of the sheer power of Salamence and Aggron. I really haven't missed out on any OHKO's because of no entry hazards.

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Finally, I figured I needed a good revenge killer. I also thought it might be beneficial to have something with Sandstream to help Aggron take special hits slightly better, and to help against focus sash users. Turns out Tyranitar works perfectly. He absolutely slays any starmie trying to take out my vaporeon/aggron/salamence.

So here's the final product I came up with:
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And now here's the team in depth:

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Starmie @ Life Orb
Natural Cure
4HP/252Spd/252SpA
Timid
Moves:
-Thunderbolt
-Ice Beam
-Surf
-Rapid Spin

Starmie's been working out fairly well for me. He's the one thing on the team I want to (and probably need to) replace the most. First is because it isn't absolutely necessary for me to have no SR on the field, and second because he shares an electric weakness with Vaporeon. I'm also thinking about dropping Thunderbolt for Recover and making the Life Orb into Leftovers. I don't really know what I should use as a lead instead though, so any help would be nice.

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Rotom-H @ Leftovers
Levitate
4HP/252Spd/252SpD
Modest
Moves:
-Thunderbolt
-Overheat
-Shadow Ball
-Will-O-Wisp

Like I said in the team building part, this guy can come in on a lot of attacks aimed at Aggron and Will-o-Wisp stuff to help the rest of the team take physical blows. The other attacks get good coverage, and Overheat helps take out Steels that Aggron and Salamence have trouble with. I guess not much more to say about him.


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Salamence @ Life Orb
Intimidate
232 Atk/252 Spd/24 SpA
Naive
Moves:
-Dragon Dance
-Outrage
-Earthquake
-Fire Blast

I've never used a Salamence before because I felt like he was a little too "OU", but after using him, I see why he is. Late game, this guy tears stuff up. I generally don't get any Dragon Dances in, so I might just make him an all out attacker since most of the opponent's team is weakened by the time he comes out. Still not sure yet though.

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Aggron @ Life Orb
Rock Head
252 Atk/4 Def/252 Spd
Adament
Moves:
-Rock Polish
-Head Smash
-Aqua Tail
-Ice Punch

Head Smash is insane on Aggron. Even stuff that resists it takes a lot of damage, and anything that doesn't generally gets destroyed. If I can get Rock Polish up, he can rip holes into teams. I'll generally use Aqua Tail on Steels, but honestly I'm tempted to drop it for Low Kick to help with Steels. Bronzong gives him some troubles, but that's generally taken care of by Rotom-H. I generally try to bring him in on physical ice attacks aimed at Salamence, or Bullet Punches from Scizor, or any physical attack that isn't fighting or ground. I'm thoroughly impressed with him, and he's been doing really well. My only complaint is that Rock Polish doesn't always get used, but I don't really want to have him locked into a move with Choice Band.

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Vaporeon @ Leftovers
Water Absorb
188 HP/252 Def/68 Spd
Bold
Moves:
-Wish
-Protect
-Surf
-Hidden Power Electric

Vaporeon's a very good wall, and seems to have good synergy with my team. Ice attacks aimed at Salamence are easily taken, and it can take physical attacks aimed at Aggron fairly well too. Aggron attracts surfs too, so that just means free healing for Vaporeon. Passing Wishes helps everything stay alive too, and any electric or grass attacks aimed at Vaporeon can be taken by Rotom-H. I was thinking about switching it out for Jolteon to take electric attacks and still pass wishes, but I think Vaporeon should stay on to take hits more easily.

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Tyranitar @ Choice Scarf
Sandstream
4 HP/252 Atk/ 252 Spd
Jolly
Moves:
-Stone Edge
-Pursuit
-Crunch
-Earthquake
I heavily rely on Tyranitar to come in when something gets killed and take out whatever it is that was causing the problems. Pursuit is useful for chasing down fleeing psychics, especially Starmie. My only beef with him is that he shares the 4x weakness to fighting with Aggron. But that just gives Rotom another chance to switch in.

So there's the team. I've actually yet to lose, but I feel like that might just be that I haven't played many good teams >.> A few things I might like to see on the team would be something to take Electric attacks, something to replace Starmie, and maybe a good special wall. But I haven't had much problems with special attacks, so I'm not sure.

Please rate and help in whatever way you can, and I hope I presented this well!
 
The team, over all, looks pretty good. I've always loved Aggron, personally, but those x4 weaknesses are such a bother. Anyways, let's see what we have here

-Well, if you're looking to replace Starmie, then a good pokemon would be Gliscor. He has good physical defences, able to put up Stealth Rock, reasonable Speed and Attack, and has that nifty Electric immunity you're looking for. If you're willing to try Stealth Rock, this is a great lead to use, and I do recommend it.

Another pokemon you could try, in light of having a rapid spinner on the team, is Donphan. I've never actually used it myself, but I've heard some positive feedback from the people who have. It has great physical defences, but its Special Defence is not too good. It can use both Rapid Spin and Stealth Rock, which is very useful. Not only that, but STAB Earthquake and learning Ice Shard can't be too bad, can it?

-Rotom looks pretty good the way it is, I've no qualms about it.

-For Salamence, I would suggest running Draco Meteor over Dragon Dance. This lets you hit hard on any physically defencive pokemon, without the Special Attack reducing effect crippling you that much with the other physical moves on the set.

-Keep doing your Aggron thing. Low Kick gives much better coverage when combined with Ice Punch and Head Smash, so definitely use it.

-The Speed EVs aren't doing anything to help Vaporeon, so I would go ahead and put them into either into HP or Special Defence. And keep with Vaporeon, as Jolteon just doesn't have the bulk to give Wish support that easily.

-Tyranitar is pretty textbook, but maybe that's why this set is so good. Coming in on Trick and using Pursuit on any Ghost/Psychic type is great for this team especially.

Good luck on your team, and I hope I've helped!


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Just one thing to add to the rate above - some speed is good on Vaporeon. 12 Speed is sensible to outrun Scizor.
 
You don't wont to have this set out against anything except a Choice Band Scizor locked into Bullet Punch, because both U-Turn and Superpower will do too much damage to try and wish off and return some damage of its own. Switching to Rotom would be best at this point.

Choice Band Adamant Scizor
U-turn: 40.1%-47.2%
Superpower: 45.7%-53.9%
Bullet Punch: 17.2%-20.3%

Life Orb Adamant Scizor
U-Turn: 34.5%-40.9%
Superpower: 39.7%-46.8%
Bullet Punch: 14.9%-17.5%

So this means that it'll be pretty safe to switch in on Bullet Punch, but after that, all bets are off. The main problem would be if the opponent Scizor started using Swords Dance, which is pretty much free setup against Vaporeon, while OHKOing with Superpower after two Swords Dances. After that, you've got a +4 Bullet Punch Scizor on your hands. Not very good odds. Bullet Punch deals 91.6%-108% to Starmie, 81.8% - 96.7% to Rotom, 127.2% - 149.8% after Intimidate on Salamence, 89% - 104.6% to Aggron, and 226.3% - 266.7% to Tyranitar. If the opponent has the opportunity to get 3 Swords Dances off on Scizor, that's game.

Of coarse, that's a worst case scenario, but it could happen. :P Point is, don't use Vaporeon on Scizor unless it's locked into Bullet Punch.
 
Speed doesn't help when using wish; it helps when using surf:

Bold Leftovers Vaporeon Surf vs. 248/0 Adamant Choice Band Scizor : 39.4% - 46.4%

That is quite an acceptable amount of damage to be doing. You will do even more to SD Scizor. You can 2HKO with a little prior damage if it uses Superpower, or SDs, or finish off a weakened Scizor before it hits you.
 
...dude... WTF. I'd swear you totally copied me if it didn't look like you already had a pretty good team going here, olol. Dx

Incidentally, I think you probably did Aggron better than I did; Wish Support for Aggron and Salamence seems really helpful, but I think I have a better thing going with Trick Latias setting up Aggron. You might consider finding a way to incorporate that, as it's really a brilliant way of giving Aggron free setup opportunities. Latias also has fantastic synergy with Aggron, since they both resist all of each other's weaknesses.

As far as Aggron goes, Sub-Head Smash-Focus Punch-Ice Punch is my preferred set, since Rock Polish sometimes fails to outspeed quicker Scarfers and stuff. :0 But if it works, it works... maybe I ought to switch back to RP.

I also think the fact that Tyranitar shares all of Aggron's weaknesses is problematic, especially if Rotom gets taken out early somehow. :/ If I were you, I'd swap out Starmie and Tyran for Latias and another Steel-type like Jirachi or Bronzong who you can use as a lead. Your team is pretty Electric-weak right now, so outside of a Ground-type or Jolteon, Latias is also good for adding another Electric resistance. If you want to keep Tyranitar, then I think BBB is right, Gliscor is your best bet for a lead, since he helps by resisting Fighting.


Seriously though, why does this get so much attention while mine is next to ignored? =___=
 
I think you guys should check out this set:

Aggron @ Life Orb
Adamant - Rock Head
52 HP / 252 Atk / 204 Spe
- Head Smash
- Rock Polish
- Magnet Rise
- Aqua Tail

(courtesy of Legacy Raider)
It's a UU set but bear with me.
Often times I find Aggron to be difficult to use due to the plethora of pokemon that run EQ in OU. With Magnet Rise, Aggron can evade certain death, and it's list of OU counters drop significantly.

Headsmash is really all you need because it does even MORE damage to resisted pokemon than neutral nature Aqua tail.

The EV's allow you to outspeed base 125's by 2 points, but you really need to crank it up to max to outspeed base 130's and up. For this reason, having an answer to Jolteon is recommended.
 
By 'you guys' I assume you mean famous4yumz and I both?

It's... interesting... for sure. I don't know if I'd use it, because I love my SubGron too much to likely change, but maybe I'll give it a test run just for the heckofit. In my experience, though, Aggron is too slow to really be all that effective, even with RP. :0 famousyumz might be able to get some use out of it, though.
 
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