OU Aggron

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Encore!



Overview
########
Say hello to possibly the single greatest physical tank in the game. After Mega Evolving, Aggron gains a colossal boost to its physical defense, mono-Steel typing, and access to the ability Filter, a combination that lets it tank virtually any unboosted physical attack in the game. It has the tools to check a wide range of Pokemon and can support the team with Stealth Rock and Thunder Wave. Indeed, you can depend on it to check nearly every physical attacker, and even a few special attackers, as long as it's healthy. Unfortunately, there are a few drawbacks to using Mega Aggron. It has no access to recovery moves (with the exception of Rest) or Leftovers, so it can quickly get worn down. Worse still, Aggron has to take a turn to Mega Evolve before it can become useful. All in all, when used correctly, Mega Aggron is a top-notch physically defensive tank with the means to take on some of the most powerful Pokemon in the tier.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Iron Head / Heavy Slam
move 3: Ice Punch / Thunder Wave
move 4: Earthquake / Rock Slide
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Relaxed


Moves
========

Mega Aggron's bulk, ability, and typing give it plenty of opportunities to set up Stealth Rock. The choice of STAB comes down to power versus consistency; Iron Head deals consistent damage, whereas Heavy Slam dishes out greater damage to lighter targets. Garchomp, for instance, will be hit by a 100 Base Power Heavy Slam. Unfortunately, Heavy Slam misses out on crucial 2HKOs against Terrakion, Mamoswine, Kyurem-B, and Tyranitar. Ice Punch deals significant damage to the 4x Ice-weak Pokemon such as Gliscor, Landorus, Garchomp, Dragonite) and prevents them from taking advantage of Mega Aggron. It also makes Mega Aggron one of the best checks to Dragon-types in the tier. Thunder Wave, on the other hand, is one of Mega Aggron's most useful supporting tools. As Mega Aggron's immense bulk and Filter ability make it difficult to OHKO, it can easily paralyze offensive Pokemon that are matched up against it.

The last slot is dedicated to secondary coverage; Earthquake takes care of prominent Pokemon who are weak to Ground, such as Aegislash, Excadrill, and Heatran (as well as Tyranitar and Terrakion if Heavy Slam is used). Rock Slide lets it beat down Talonflame and Volcarona, but it has limited coverage outside of these Pokemon. Superpower targets Air Balloon Excadrill and most Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B, and Terrakion. Fire Punch can be used to crush Ferrothorn and Forretress, preventing them from setting up on Mega Aggron too. Aqua Tail is worth considering when paired with rain support, as it allows Mega Aggron to cover a wide variety of Pokemon.

Set Details
========
A Relaxed nature is chosen for two reasons. First, it ensures that Aggron is slower than Aegislash, and can thus attack it while it is in Blade forme. Secondly, it takes advantage of Mega Aggron's incredible Defense, while the EV spread patches up its unimpressive Special Defense stat while hitting a jump point in Defense. Alternatively, maximizing its investment in Defense can make it even stronger on the physical side, but it's not very noticeable due to an already high base Defense stat. You can invest in Attack to make Mega Aggron noticeably more threatening. (notably, it can OHKO Garchomp with Ice Punch)

Usage Tips
========

You should look for the earliest opportunity to Mega Evolve Aggron, as it has trouble switching into battle. Bringing it in via U-turn, Volt Switch, or after a KO is your best bet at giving it a chance to Mega Evolve. After you have successfully gotten it to Mega Evolve, you can use it to check virtually any physical attacker and spread paralysis when the opportunity presents itself. Note that Mega Aggron lacks any form of healing outside of Wish support, so careless switching should be avoided. If hazards are up, it's probably not a good idea to switch Mega Aggron into a potential U-turn, unless you have no choice. That being said, don't make the mistake of using Mega Aggron conservatively. This variant of Mega Aggron isn't built to last past the midgame, so you should switch into the Pokemon that it can handle and spread paralysis whenever possible.

The coverage move chosen has a significant effect on how Mega Aggron is played. By choosing Earthquake, you prevent the likes of Aegislash, Excadrill, and Heatran from freely switching into Mega Aggron and setting up all over it, so you don't have to worry about these Pokemon as much (in fact, Mega Aggron can even check Aegislash in a pinch). On the other hand, Rock Slide provides Mega Aggron with a means of actually hurting Talonflame, which is useful as Bulk Up variants can actually set up on Mega Aggron. Running Rock Slide also prevents bulky variants of Volcarona from freely switching in and setting up.

Team Options
========

Sylveon is a great partner, as it has it has solid offensive and defensive synergy with Mega Aggron. Mega Aggron can check some of the Steel-types Pokemon that counter Sylveon, and in return, Sylveon can ward off stronger special attackers and heal Aggron with Wish. Togekiss functions similarly as a partner to Mega Aggron, with the added benefit of being immune to Ground-type attacks and being able to spread paralysis. Dragon-types in general make for decent offensive partners, mainly because they love Mega Aggron's ability to deal with Fairies and opposing Dragons. In return, they can somewhat check Mega Aggron's counters.

Mega Aggron also appreciates Rapid Spin support. As it completely lacks recovery, teams that employ entry hazards can wear it down simply by switching, so a Rapid Spin or Defog user both work for this, but Rapid Spin is preferred due to its ability to keep Mega Aggron's team's own entry hazards on the field. Excadrill and Starmie are both reliable Rapid Spinners, but Starmie is an overall better choice due to its ability to better check Mega Aggron's counters.

Mega Aggron is capable of luring out and either defeating or crippling the likes of Gliscor and Landorus-T, so Pokemon who are checked by the aforementioned Pokemon appreciate its presence. Some of these Pokemon include Terrakion, Lucario, Dragonite, and Garchomp. Mega Aggron is at an inherent disadvantage against teams that employ a fast user of Stealth Rock or Taunt, such as Deoxys-S or Terrakion, so a teammate that can check these threats is recommended. Sableye is good for this as its priority Taunt can stop these Pokemon in their tracks, and Mega Aggron can fall back on Sableye's Fighting immunity.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Iron Head / Heavy Slam
move 4: Earthquake / Ice Punch
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Relaxed

Moves
========

Rest heals off any damage that Mega Aggron incurs throughout the match, while Sleep Talk still lets it keep up the offensive pressure with its attacking moves. Iron Head is a standard STAB move, it deals decent damage when backed by Mega Aggron's stellar Attack stat. As always, Heavy Slam is an option over Iron Head for more power against heavier Pokemon at the cost of consistency. The last slot is dedicated to coverage; Earthquake takes care of Aegislash and Heatran, whereas Ice Punch lets it deal significant damage to both Landorus formes, Gliscor, Garchomp, and Dragonite.

Coverage moves that aren't listed in the main set, such as Fire Punch, Rock Slide, or Superpower, can be used depending on what Pokemon your team has more trouble with. Alternatively, Curse can be used as a means of boosting Mega Aggron's already high Defense to even more incomprehensibly high levels. That said, Curse turns into Mega Aggron into a mono-attacker, so support from teammates to deal with Pokemon that resist Steel-type attacks is more than welcome. Dragon Tail or Roar can be used to shuffle opposing Pokemon; both moves have their advantages (dealing damage versus forcing out Substitute users) but they both come at the cost of an important moveslot.

Set Details
========

The nature and EV spread address Mega Aggron's low Special Defense, while still giving Mega Aggron a sizable boost to its physical Defense. A Relaxed nature ensures that Mega Aggron is always slower than Aegislash.

Usage Tips
========

This set focuses on long-term walling with the Rest and Sleep Talk combination. By fixing Mega Aggron's greatest downside, a lack of recovery, it makes Mega Aggron extremely difficult to take down. Unfortunately, Mega Aggron has fewer moves to work with, so it won't be able to take on as many Pokemon on its own. Use it to counter or check physical attackers, and rely on teammates to deal with the Pokemon it can't beat. This variant of Mega Aggron is better suited on defensive teams, so forming defensive cores with it is recommended. While RestTalk provides Mega Aggron with a means of sticking around, it must forgo its best supporting moves.

Team Options
========

Rotom-W can deal with virtually all of Mega Aggron's counters, and can provide it with a means of switching into battle via Volt Switch. Sylveon also works well here because it has solid synergy with Mega Aggron; Mega Aggron can check some of the Pokemon that counter Sylveon, and in return, Sylveon can ward off strong special attackers, heal Aggron with Wish, and cure Mega Aggron of sleep with Heal Bell. Blissey also works as an alternative user of Wish or Heal Bell, and its enormous Special Defense lets it counter nearly any special attacker. Mono-attacking Mega Aggron is completely defenseless against Fire-types and other Pokemon that resist Steel-type moves in general, so it appreciates support from the aforementioned Rotom-W.

Other Options
########

Aggron doesn't have much in the way of other options. Mega Aggron can opt to use a more offensively inclined Rock Polish sweeping set. Unfortunately, its utter lack of wallbreaking ability makes it a subpar sweeper. If you prefer Aggron's base form, then the classic Choice Band Head Smash is an option, though Aggron's low Speed and awful typing makes it a liability. Metal Burst can be used to take down opposing Pokemon who don't come close to OHKOing Mega Aggron. Unfortunately, it's unreliable and it comes at the cost of a move slot.

Checks & Counters
########

**Physical Walls**: Defensive Pokemon that don't particularly care about Mega Aggron's attacks are good counters. Hippowdon can effortlessly switch into Mega Aggron, wall it, and beat it with repeated uses of Earthquake. Skarmory, Forretress, and Ferrothorn can shrug off all of Mega Aggron's moves (though the latter two must watch out for Fire Punch) and freely set up entry hazards on it.

**Bulky Water-types**: Bulky Water-types can sponge just about anything Mega Aggron throws at them, and wear it down with their Water-type moves or even potentially burn it with Scald. Pokemon in this category include Rotom-W, Vaporeon, Gastrodon, and Politoed.

**Physical Attackers With Super Effective Moves**: Countering Mega Aggron with offensively inclined Pokemon can prove a bit challenging due to its incredible defenses and access to Earthquake and Ice Punch. Garchomp, Excadrill, Landorus-T, and physical Lucario can take it out, but only if it has been weakened to the point where their STAB moves can OHKO it (40%-60% HP range). Otherwise, it can threaten each of them with either Earthquake or Ice Punch.

**Special Attackers**: Generally speaking, special attackers that hit hard or have a super effective coverage move will come out on top against Mega Aggron. Gengar, Thundurus, and Alakazam can use Focus Blast to deal significant damage to Mega Aggron. Keldeo and Reuniclus can effortlessly set up on Mega Aggron and threaten it and its teammates with their powered-up special attacks.

**Fire- and Ground-type Special Attackers**: These are among the only Pokemon in the game that can take out Mega Aggron in one strike. Landorus can switch into the majority of Mega Aggron's attacks and completely decimate it with Earth Power. Heatran is a premier counter, but it must take care not to switch into Earthquake or Thunder Wave. Volcarona can flat-out OHKO Mega Aggron with Fire Blast, but it should be wary of the rare Rock Slide.
 
Last edited by a moderator:
More of an OCD moment than anything, but unless you absolutely need 252 SpD, I'd toss 12 EVs to Def on both sets to hit that jump point in Def. It's just slightly more efficient than a 252/4+/252 spread.
 
This skeleton looks really good.

For the first set, I think the ability to lure and kill Gliscor with Ice Punch is a good enough reason to give Salamence a shout-out in the team options section, especially since he has the ability to switch-into and also force out some variants of Excadrill, whom Mega Aggron cannot beat without Superpower.

Speaking of which, why isn't Superpower mentioned anywhere? Supepower is Mega Aggron's only means of defeating Air Balloon Excadrill (which is not to suggest that you should be using Mega Aggron to take on Excadrill, but, rather, than Mega Aggron lures Excadrill so well that it can't hurt to mention it), and also allows Mega Aggron to kill off weakened Mega Kangaskhan (but Momma is more than likely going to get the boot, so Superpower is kind of niche). It also pairs really well with Heavy Slam, letting Mega Aggron OHKO most Fairy-type Pokemon right off the bat while still giving him the ability to destroy Tyranitar and Mamoswine. Iron Head OHKO's them both, if I recall correctly, and Superpower is hitting Mamoswine for the same 240, and Tyranitar for even more, factoring Iron Head's 120 base power after STAB.
 

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Ho-kay, I implemented all of your changes.

I plan on going into detail for the final write up, but for now this is just bare bones.
 

ginganinja

It's all coming back to me now
is a Community Leader Alumnusis a Community Contributor Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
im still pissed this thing took bullshit from my Azumarill

QC APPROVED 1/3

PK, you might want to mention partners that can limit Deoxys-S (haha GL) from setting up. Sure, Mega Aggron potentially isn't a "lead" SRer, but it would definitely appreciate partners that slow down the offensive pressure Deoxys-S, Deoxys-D and I guess Terrakion can put against you.
 

Ash Borer

I've heard they're short of room in hell
Heavy slam also has nearly no base power against Kyurem-Black, who Mega Aggron is capable of checking. You can mention that on top of the other mentioned shortcomings of heavy slam.
 
Clefable is another defensive fairy-type, that pairs fantastically with M-Aggron. It can also provide Wish-support, and while it's not as specially bulky, it works very well against certain Aggron-checks like Garchomp (and takes hits better on the physical side).
 
I think Azumarril should be recommended for an offensive team option. Mega Aggron is weak to fire, ground, and fighting and Azumarril can take hits with ease from those types and hit back SE and most likely OHKOing, considering Azumarril's power. Also I think you should mention Volt Switch / U-turning pokemon as team options because Mega Aggron has no reliable recovery, having Volt turn / U-turn pokemon to bring him in without taking a hit would drastically increase his longevity in a fight and could mean the difference between having rocks up or not at any point in the game. Rotom-Wash is probably the best of these types of pokemon specificially for Mega Aggron but I think you all ready have Rotom-Wash as a teammate.
 

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
Maybe mention that the Tank set can opt out of Stealth Rock or Thunder Wave for a third attack. I've done it and it does pretty well.

Mention Fire Punch in OO. Mega Aggron actually does really well with checking Scizors and only really "hates" Leech Seed from Ferrothorn. It's pretty nifty actually.
 

tehy

Banned deucer.
Sylveon can heal bell the restalk set, assuming it rested and ran from a special attacker. Plus, if you're running heavy slam, it can deal with Kyu-b (And...kind of terrakion and tyranitar, but it has more problems with those two)
 
Not GP here but I wanted to give it a shot

Additions
Removals
Comments

Encore!



Overview
########
Say hello to possibly the single greatest physical tank in the game. After a Mega Evolving Evolution, Aggron gains a colossal boost to its physical defense, a mono Steel typing, (comma) and access to Filter, which lets it tank virtually any unboosted physical attack in the game. It has the tools to check a wide range of Pokemon, and can provide team support the team with Stealth Rock and Thunder Wave. In short, you can depend on it to check nearly every physical attacker, and even a few special attackers, as long as it's healthy. Unfortunately, there are few drawbacks to using Mega Aggron: it has no access to recovery moves or Leftovers, so it can quickly get worn down. The lack of Leftovers is significant because it can't heal its way out of a 2HKO from certain Pokemon. Worse still, Aggron has to take the turn to Mega Evolve before it can become useful. All in all, when used correctly, Mega Aggron is a top notch physically defensive wall/Pokemon with the means to take on some of the most powerful Pokemon in the tier.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Iron Head / Heavy Slam
move 3: Ice Punch / Thunder Wave
move 4: Earthquake / Rock Slide
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Mega Aggron's bulk, ability, (comma) and typing affords it plenty of opportunities to set up Stealth Rock. The choice of STAB comes down to power versus consistency; Iron Head does consistent damage, whereas Heavy Slam can potentially dish out heavy damage to lighter targets. Garchomp, (comma) for instance, is now susceptible to a 100 Base Power Heavy Slam. Unfortunately, Heavy Slam misses out on crucial 2HKOes against Terrakion, Mamoswine, Kyurem-B, (comma) and Tyranitar. Ice Punch lets you Mega Aggron prevents the 4X 4x Ice-weak Pokemon from using Mega Aggron as a free opening (free opening doesn't seem like the best way to word it imo). It also turns Mega Aggron into one of the best checks to physical Dragon-types in the tier. Thunder Wave on the other hand is one of Mega Aggron's most useful assets; Mega Aggron's immense bulk and Filter makes difficult to actually OHKO Mega Aggron, meaning it has easy time paralyzing can easily paralyze offensive Pokemon who are matched up against it. The last slot is dedicated to secondary coverage; Earthquake takes care of prominent Pokemon who are weak to Ground, such as Aegislash, Excadril, (comma) and Heatran (and Tyranitar / Terrakion, if Heavy Slam is used). (if you keep these two as separate sentences it might be best to change the semicolon to a period after "secondary coverage") Rock Slide can let you beats down Talonflame and Volcarona, but it has limited coverage outside of these Pokemon. Superpower can be used to target Air Balloon Excadrill and most Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B and Terrakion. Fire Punch can be used to crush Ferrothorn and Forretress, and prevents them from setting up on you.

Set Details
========

The A Relaxed nature is chosen to takes advantage of Mega Aggron's incredible Defense, whereas the EV spread patches up its unimpressive Special Defense stat. Specifically, HP is maximized and Special Defense is almost fully invested; the last 12 EVs are placed in Defense to hit that jump point in Defense. The Relaxed nature ensures that you're slower than Aegislash, which allows you to attack it while it's in Blade Form. A maximized Defense investment can make it even stronger on the physical side, but this leads to diminishing returns as +63 defense to a Defense stat that's already really high isn't that noticeable. Superpower can be used to target Air Balloon Excadrill and most of the Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback (of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B and Terrakion). Fire Punch can be used to crush Ferrothorn and Forretress, and notably prevents them from setting up on you. (I believe any comments on non-slashed moves go in the Moves section)

Usage Tips
========

You should look for the earliest opportunity to Mega evolve Mega Aggron. Aggron has trouble switching into battle, so bringing it into battle via U-turn/Volt Switch, or bringing out on a KO is your best bet at giving it a chance to Mega Evolve. After you have successfully gotten it to Mega Evolved, you can use it to check virtually any Physical Attacker and spread paralysis when the opportunity presents itself. Mega Aggron lacks any form of healing, so careless switching should be avoided. If hazards are up, it's probably not a good idea to switch into a potential U-turn, unless you have no choice. That said, don't make the mistake of using Mega Aggron conservatively. This variant of Mega Aggron isn't built to last past the midgame in a match, so you should use it to switch into the Pokemon that it can handle and spread paralysis whenever possible.

Your coverage move has a significant effect on how Mega Aggron is played. If you choose Earthquake, you prevent the likes of Aegislash, Excadrill, (comma) and Heatran from freely switching into Mega Aggron and setting up all over it. In other words, you don't have to worry about these Pokemon as much (in fact, Mega Aggron can even check Aegislash in a pinch). On the other hand, Rock Slide on the other hand, provides you with a means of actually hurting Talonflame, which is useful if you happen to run across into a bulk up Bulk Up variant (which can actually set up on Mega Aggron). (period) It it also prevents bulky variants of Volcarona from freely switching in and setting up on Mega Aggron. To summarize, Earthquake provides Mega Aggron with solid coverage against Steel-types, but prevents you from damaging aerial Fire-types. Rock Slide is more specialized, but has the drawback of leaving you completely open to Steel-types.

Teammates
========

Sylveon is a great partner as it has it has solid offensive & defensive synergy with Mega Aggron. Mega Aggron can check some of the Pokemon that counter it ("it" sounds ambiguous here) Sylveon and in return, Sylveon can ward off stronger Special Attackers and heal Aggron with Wish. Togekiss similarly functions as a partner to Mega Aggron, and with the added benefit of being immune to Ground-type attacks and the ability to also spread paralysis. Mega Aggron also appreciates Rapid Spin support; due to its complete lack of recovery, it can be worn down by simply switching against teams that employ entry hazards, so the ability to clear them is useful. Rapid Spin or Defog work here, but Rapid Spin is preferred due to its ability to keep Mega Aggron's own entry hazards on the field. Excadrill and Starmie are both reliable Rapid Spinners; (change semicolon to period) They're both generally good choices but Starmie gets the overall nod due to its ability to better check Mega Aggron's counters, but they're both generally good choices. Dragon-types in general make for decent offensive partners, (comma) mainly because they love Mega Aggron's ability to deal with Fairy-types and opposing Dragons (I know Dragons is an acceptable way of referring to Dragon-types but I feel consistency is best) Dragon-types. and In return, (comma) they can somewhat check Mega Aggron's counters. Mega Aggron is capable of luring out and defeating/crippling the likes of Gliscor and Landorus-Therian, so Pokemon who are checked by the aforementioned Pokemon appreciate its presence. Some of these Pokemon include: Terrakion, Lucario, Dragonite, (comma) and Garchomp. Mega Aggron is at an inherent disadvantage against teams that employ a fast Stealth Rock/Taunt user (such as Deoxys-S, Terrakion, etc), so carrying a Pokemon that can check these Pokemon is recommended. Sableye is good, since its it's priority Taunt can stop these Pokemon in their tracks, (remove comma) and Mega Aggron can fall back on its (again, "its" sounds ambiguous here) Sableye's Fighting immunity to Fighting.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Iron Head / Heavy Slam
move 4: Earthquake / Ice Punch
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Rest heals off any damage that Mega Aggron incurs throughout the match, while Sleep Talk still lets you keep up the offensive pressure with its attacking moves. Iron Head is a standard STAB move; it gets decent damage when backed by Mega Aggron's stellar attack stat. As always, Heavy Slam is an option over Iron Head for more power at the cost of consistency against heavier Pokemon. The last slot is dedicated to coverage; Earthquake takes care of Aegislash and Heatran while Ice Punch lets you deal significant damage to both Landorus forms, Gliscor, Garchomp, (comma) and Dragonite. Coverage moves that aren't listed in the main set can be used (Fire Punch, Rock Slide, Superpower). It primarily depends on what Pokemon your team has more problems with. Curse can be used as a means to boost Mega Aggron's high Defense to incomprehensibly high levels. That said, Curse turns into Mega Aggron into a mono attacker, so support from teammates against Pokemon that resist Steel-type attacks is more than welcomed. Dragon Tail or Roar can be used to shuffle opposing Pokemon; both moves have their advantages (dealing damage versus forcing out Substitute users) but they both come at the cost of an important move slot.

Set Details
========

Coverage moves that aren't listed in the main set can be used (Fire Punch, Rock Slide, Superpower). It primarily depends on what Pokemon your team needs to get. (again, I believe these should go in the "Moves" section) The nature and EV spread combo address Mega Aggron's low SpD Special Defense, while still giving Mega Aggron a sizeable boost to its physical defense. The Relaxed nature specifically ensures that Mega Aggron always underspeeds Aegislash. Curse can be used as a means to boost Mega Aggron's high Defense to incomprehensibly high levels. That said, Curse turns into Mega Aggron into a mono attacker, so support from teammates against Pokemon that resist Steel-type is more than welcomed. Dragon Tail and Roar can be used to shuffle threats; both moves have their advantages (dealing damage vs forcing out Substitute users) but they both come at the cost of an important move slot.

Usage Tips
========

This set focuses on long term walling with the Rest and Sleep Talk combination. It does this by fixing Mega Aggron's greatest downside, thereby making it extremely difficult to take down in the process. Mega Aggron's complete and utter lack of healing is somewhat addressed with the Rest and Sleep Talk combination. Unfortunately, Mega Aggron has less moves to work with, so it won't be able to do much take on as many Pokemon on its own. Use it to counter or check physical attackers, and rely on teammates to deal with the Pokemon it can't beat. This variant of Mega Aggron is better suited to defensive teams, so forming defensive cores with it is recommended. While RestTalk provides Mega Aggron with a means of sticking around, it loses out on its best supporting moves. As a result, this set is much more team-oriented than the previous set. It appreciates having Pokemon that can cover its checks and counters (such as Rotom-W).

Team Options
========

Rotom-W can deal with virtually all of Mega Aggron's its counters, and can provide Mega Aggron with a means of switching into battle via Volt Switch. Sylveon also works great here because it has solid synergy with Mega Aggron; Mega Aggron can check some of the Pokemon that counter Sylveon and in return, Sylveon can ward off strong Special Attackers and heal Aggron with Wish. It can also get rid of Mega Aggron's sleep status with Heal Bell. Blissey also works as a substitute (I'd avoid using "substitute" to describe something so as to avoid confusion with the move Substitute) an alternative Wish user, and it's its enormous Special Defense lets it counter nearly any Special wall (I think you meant attacker?) special attacker in addition to also carrying Heal Bell. This set greatly appreciates having entry hazards on the field (I'm not sure if it's necessary to clarify that you mean on the opponent's field but just mentioning it), due to the fact that it's prone to causing switches and that the fact it can potentially use Dragon Tail/Roar to shuffle Pokemon.

Other Options
########

Aggron doesn't have much in the way of Other Options. Mega Aggron can opt to use a more offensively inclined set that utilizes Rock Polish with the intent of sweeping. Unfortunately, its utter lack of wallbreaking ability makes it a subpar sweeper. The classic Choice Band Head Smash is an option, though Aggron's slow Speed and awful typing makes it a liability.

Checks & Counters
########

**Physical walls**: Defensive Pokemon who don't particularly care for Mega Aggron attacks are good counters. Hippowdon can effortlessly switch in, wall it, and beat Mega Aggron with repeated uses of Earthquake. Skarmory, Forretress, and Ferrothorn disregard all of Mega Aggron's moves (though the latter two must watch out for Fire Punch) and freely set up entry hazards on it.

**Bulky Water-types**: Bulky Water-types can sponge just about anything Mega Aggron throws at them, and wear it down with their Water-type moves or even potentially burn it with Scald. Pokemon in this category include: Rotom-W, Vaporeon, Gastrodon, and Politoed.

**Physical attackers w/ Super Effective moves**: Countering Mega Aggron with offensive-inclined Pokemon can prove a bit challenging due to its incredible defenses and access to Earthquake and Ice Punch. Garchomp, Excadrill, Landorus-Therian, (comma) and physical Lucario can take it out, but only if it has been weakened to the point where their STAB moves can OHKO it. Otherwise, (comma) it can threaten each of them with Earthquake or Ice Punch.

**Special attackers**: Generally speaking, Special Attackers that hit hard or have a Super Effective (shouldn't be capitalized) coverage move will come out on top against will come out on top against Mega Aggron. Gengar, Thundurus-I, (comma) and Alakazam can use Focus Blast to deal significant damage to Mega Aggron. Keldeo and Reuniclus can effortlessly set up on Mega Aggron and threaten it and its teammates with their powered up Special Attack (shouldn't be capitalized) moves.

**Fire-type and Ground-type special attackers**: These are among the only Pokemon in the game that can take out Mega Aggron in one strike. Landorus-I can switch into the majority of Mega Aggron's attacks, (remove comma) and completely decimate it with Earth Power. Heatran is a premier counter, but it must take care not to switch into Earthquake or Thunder Wave. Volcarona can flat out OHKO Mega Aggron with Fire Blast, but it should be wary of the rare Rock Slide.
 

Minus

get a dog little longy, get a dog
is a Forum Moderator Alumnusis a Contributor Alumnus
Placeholder

I'm gonna incorporate some of GamingShawn's check that I agree with.

Add Remove Comment
Overview
########
Say hello to possibly the single greatest physical tank in the game. After a Mega Evolving Evolution, Aggron gains a colossal boost to its physical defense, a mono Steel typing(comma) and access to Filter, which lets it tank virtually any unboosted physical attack in the game. It has the tools to check a wide range of Pokemon, and can support the team with Stealth Rock and Thunder Wave. In short, you can depend on it to check nearly every physical attacker, and even a few special attackers, as long as it's healthy. Unfortunately, there are few drawbacks to using Mega Aggron: it has no access to recovery moves or Leftovers, so it can quickly get worn down. The lack of Leftovers is significant because it can't heal its way out of a 2HKO from certain Pokemon. Worse still, Aggron has to take the turn to Mega Evolve before it can become useful. All in all, when used correctly, Mega Aggron is a top notch physically defensive wall with the means to take on some of the most powerful Pokemon in the tier.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Iron Head / Heavy Slam
move 3: Ice Punch / Thunder Wave
move 4: Earthquake / Rock Slide
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Mega Aggron's bulk, ability(comma) and typing affords gives it plenty of opportunities to set up Stealth Rock. The choice of STAB comes down to power versus consistency; Iron Head does consistent damage, whereas Heavy Slam can potentially dish out heavy damage to lighter targets. Garchomp(comma) for instance, is now susceptible to a 100 Base Power Heavy Slam. Unfortunately, Heavy Slam misses out on crucial 2HKOes against Terrakion, Mamoswine, Kyurem-B(comma) and Tyranitar. Ice Punch lets you Mega Aggron prevents the 4X Ice-weak Pokemon from using Mega Aggron as a free an opening. It also turns Mega Aggron into one of the best checks to the physical Dragon-types in the tier. Thunder Wave on the other hand(comma) is one of Mega Aggron's most useful assets; Mega Aggron's immense bulk and Filter makes it difficult to actually OHKO Mega Aggron, meaning it has easy time paralyzing can easily paralyze offensive Pokemon who are matched up against it. The last slot is dedicated to secondary coverage;. Earthquake takes care of prominent Pokemon who are weak to Ground, such as Aegislash, Excadril(comma) and Heatran (and Tyranitar / Terrakion, if Heavy Slam is used). Rock Slide can lets you beat down Talonflame and Volcarona, but it has limited coverage outside of these Pokemon. Superpower can be used to target Air Balloon Excadrill and most Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B and Terrakion. Fire Punch can be used to crush Ferrothorn and Forretress, and prevents them from setting up on you too.

Set Details
========

The A Relaxed nature is chosen to takes advantage of Mega Aggron's incredible Defense, whereas the EV spread patches up its unimpressive Special Defense stat. Specifically, HP is maximized and Special Defense is almost fully invested; the last 12 EVs are placed in Defense to hit that jump point in Defense. The Relaxed nature ensures that you're slower than Aegislash, which allows you to attack it while it's in Blade Form. A maximized Defense investment can make it even stronger on the physical side, but it is not very noticeble due to an already high base Defense stat this leads to diminishing returns as +63 defense to a Defense stat that's already really high isn't that noticeable.(space...it doesn't matter because the next part is deleted, but w/e)Superpower can be used to target Air Balloon Excadrill and most of the Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback (of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B and Terrakion). Fire Punch can be used to crush Ferrothorn and Forretress, and notably prevents them from setting up on you.

Usage Tips
========

You should look for the earliest opportunity to Mega evolve Mega Aggron. Aggron, as it has trouble switching into battle, so b. Bringing it into battle via U-turn/Volt Switch, or bringing out on a KO is your best bet at giving it a chance to Mega Evolve. After you have successfully gotten it to Mega Evolve, you can use it to check virtually any Physical Attacker and spread paralysis when the opportunity presents itself. Mega Aggron lacks all any forms of healing outside of wish, so careless switching should be avoided. If hazards are up, it's probably not a good idea to switch into a potential U-turn, unless you have no choice. That being said, don't make the mistake of using Mega Aggron conservatively. This variant of Mega Aggron isn't built to last past the midgame in a match, so you should use it to switch into the Pokemon that it can handle and spread paralysis whenever possible.

Your coverage move has a significant effect on how Mega Aggron is played. If you choose Earthquake, you prevent the likes of Aegislash, Excadrill(comma)and Heatran from freely switching into Mega Aggron and setting up all over it. In other words, you don't have to worry about these Pokemon as much (in fact, Mega Aggron can even check Aegislash in a pinch). On the other hand, Rock Slide on the other hand, provides you with a means of actually hurting Talonflame, which is useful if you happen to run across into a bulk up Bulk Up variant (which can actually set up on Mega Aggron)(period) It it also prevents bulky variants of Volcarona from freely switching in and setting up on Mega Aggron. To summarize, Earthquake provides Mega Aggron with solid coverage against Steel-types, but prevents you from damaging aerial Fire-types. Rock Slide is more specialized, but has the drawback of leaving you completely open to Steel-types.

Teammates
========

Sylveon is a great partner as it has it has solid offensive & defensive synergy with Mega Aggron. Mega Aggron can check some of the Pokemon that counter it Sylveon and in return, Sylveon can ward off stronger Special Attackers and heal Aggron with Wish. Togekiss similarly functions as a partner to Mega Aggron, and with the added benefit of being immune to Ground-type attacks and the ability to also spread paralysis. Mega Aggron also appreciates Rapid Spin support; due to its complete lack of recovery, it can be worn down by simply switching against teams that employ entry hazards, so the ability to clear them is useful. Rapid Spin or Defog work here, but Rapid Spin is preferred due to its ability to keep Mega Aggron's own entry hazards on the field. Excadrill and Starmie are both reliable Rapid Spinners; They're both generally good choices but Starmie gets the overall nod due to its ability to better check Mega Aggron's counters, but they're both generally good choices. Dragon-types in general make for decent offensive partners(comma) mainly because they love Mega Aggron's ability to deal with Fairy-types Fairies and opposing Dragons and in return(comma) they can somewhat check Mega Aggron's counters. Mega Aggron is capable of luring out and defeating/crippling the likes of Gliscor and Landorus-Therian, so Pokemon who are checked by the aforementioned Pokemon appreciate its presence. Some of these Pokemon include: Terrakion, Lucario, Dragonite(comma) and Garchomp. Mega Aggron is at an inherent disadvantage against teams that employ a fast Stealth Rock/Taunt user (such as Deoxys-S, Terrakion, etc), so carrying a Pokemon that can check these Pokemon is recommended. Sableye is good, since its it's priority Taunt can stop these Pokemon in their tracks, and Mega Aggron can fall back on its Sableye's Fighting immunity to Fighting.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Iron Head / Heavy Slam
move 4: Earthquake / Ice Punch
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Rest heals off any damage that Mega Aggron incurs throughout the match, while Sleep Talk still lets you keep up the offensive pressure with its attacking moves. Iron Head is a standard STAB move; it gets decent damage when backed by Mega Aggron's stellar attack stat. As always, Heavy Slam is an option over Iron Head for more power at the cost of consistency against heavier Pokemon. The last slot is dedicated to coverage; Earthquake takes care of Aegislash and Heatran while Ice Punch lets you deal significant damage to both Landorus forms, Gliscor, Garchomp(comma) and Dragonite. Coverage moves that aren't listed in the main set can be used (Fire Punch, Rock Slide, Superpower). It primarily depends on what Pokemon your team has more problems with.Curse can be used as a means to boost Mega Aggron's high Defense to incomprehensibly high levels. That said, Curse turns into Mega Aggron into a mono attacker, so support from teammates against Pokemon that resist Steel-type attacks is more than welcomed. Dragon Tail or Roar can be used to shuffle opposing Pokemon; both moves have their advantages (dealing damage versus forcing out Substitute users) but they both come at the cost of an important move slot.

Set Details
========

Coverage moves that aren't listed in the main set can be used (Fire Punch, Rock Slide, Superpower). It primarily depends on what Pokemon your team needs to get. The nature and EV spread combo address Mega Aggron's low SpD Special Defense, while still giving Mega Aggron a sizeable boost to its physical defense. The Relaxed nature specifically ensures that Mega Aggron always underspeeds Aegislash. Curse can be used as a means to boost Mega Aggron's high Defense to incomprehensibly high levels. That said, Curse turns into Mega Aggron into a mono attacker, so support from teammates against Pokemon that resist Steel-type is more than welcomed. Dragon Tail and Roar can be used to shuffle threats; both moves have their advantages (dealing damage vs forcing out Substitute users) but they both come at the cost of an important move slot.

Usage Tips
========

This set focuses on long term walling with the Rest and Sleep Talk combination. It does this by fixing Mega Aggron's greatest downside, thereby making it extremely difficult to take down in the process. Mega Aggron's complete and utter lack of healing is somewhat addressed with the Rest and Sleep Talk combination. (Repetitive...) Unfortunately, Mega Aggron has less moves to work with, so it won't be able to do much take on as many Pokemon on its own. Use it to counter or check physical attackers, and rely on teammates to deal with the Pokemon it can't beat. This variant of Mega Aggron is better suited to defensive teams, so forming defensive cores with it is recommended. While RestTalk provides Mega Aggron with a means of sticking around, it loses out on its best supporting moves. As a result, this set is much more team-oriented than the previous set. It appreciates having Pokemon that can cover its checks and counters (such as Rotom-W). (Your next sentence is basically this...)

Team Options
========

Rotom-W can deal with virtually all of Mega Aggron's its counters, and can provide Mega Aggron it with a means of switching into battle via Volt Switch. Sylveon also works great here because it has solid synergy with Mega Aggron; Mega Aggron can check some of the Pokemon that counter Sylveon and in return, Sylveon can ward off strong Special Attackers and heal Aggron with Wish. It can also get rid of Mega Aggron's sleep status with Heal Bell. Blissey also works as a substitute an alternative Wish user, and it's its enormous Special Defense lets it counter nearly any Special wall attacker in addition to also carrying Heal Bell. This set greatly appreciates having entry hazards on the opponent's side of the field, due to the fact that it's prone to causing switches and that the fact it can potentially use Dragon Tail/Roar to shuffle Pokemon.

Other Options
########

Aggron doesn't have much in the way of Other Options. Mega Aggron can opt to use a more offensively inclined set that utilizes Rock Polish with the intent of sweeping. Unfortunately, its utter lack of wallbreaking ability makes it a subpar sweeper. The classic Choice Band Head Smash is an option, though Aggron's slow Speed and awful typing makes it a liability.

Checks & Counters
########

**Physical walls**: Defensive Pokemon who don't particularly care for Mega Aggron attacks are good counters. Hippowdon can effortlessly switch in, wall it, and beat Mega Aggron with repeated uses of Earthquake. Skarmory, Forretress, and Ferrothorn disregard all of Mega Aggron's moves (though the latter two must watch out for Fire Punch) and freely set up entry hazards on it.

**Bulky Water-types**: Bulky Water-types can sponge just about anything Mega Aggron throws at them, and wear it down with their Water-type moves or even potentially burn it with Scald. Pokemon in this category include: Rotom-W, Vaporeon, Gastrodon, and Politoed.

**Physical attackers w/ with Super Effective moves**: Countering Mega Aggron with offensive-inclined Pokemon can prove a bit challenging due to its incredible defenses and access to Earthquake and Ice Punch. Garchomp, Excadrill, Landorus-T(comma) and physical Lucario can take it out, but only if it has been weakened to the point where their STAB moves can OHKO it. Otherwise(comma) it can threaten each of them with Earthquake or Ice Punch.

**Special attackers**: Generally speaking, Special Attackers that hit hard or have a Super Effective (shouldn't be capitalized) coverage move will come out on top against will come out on top against Mega Aggron. Gengar, Thundurus-I(comma) and Alakazam can use Focus Blast to deal significant damage to Mega Aggron. Keldeo and Reuniclus can effortlessly set up on Mega Aggron and threaten it and its teammates with their powered up Special Attack (shouldn't be capitalized) moves. (Implied)

**Fire-type and Ground-type special attackers**: These are among the only Pokemon in the game that can take out Mega Aggron in one strike. Landorus-I can switch into the majority of Mega Aggron's attacks,(remove comma) and completely decimate it with Earth Power. Heatran is a premier counter, but it must take care not to switch into Earthquake or Thunder Wave. Volcarona can flat out OHKO Mega Aggron with Fire Blast, but it should be wary of the rare Rock Slide.


GP 1/2 PK Gaming
 
Last edited:
For the 2nd set: suggest Specially Defensive Togekiss as a teammate. It has Thunder Wave to make up for Aggron-M being unable to run it, as well as being immune to Ground-type moves and having a 4x-resistance to Fighting-type moves. Togekiss's extensive coverage options allow Aggron-M to be more flexible with what goes in the 4th moveslot. Togekiss can use Aura Sphere, Flamethrower, Air Slash, etc. for coverage.
 

Legitimate Username

mad tales of a bloodthirsty corviknight
is a Top Artist Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Amateur check.
Additions
Removals
(Comments)
Overview
########
Say hello to possibly the single greatest physical tank in the game. After Mega Evolving, Aggron gains a colossal boost to its physical defense, a mono Steel-typing, and access to Filter, which lets letting it tank virtually any unboosted physical attack in the game. It has the tools to check a wide range of Pokemon, and support the team with Stealth Rock and Thunder Wave. In short, you You can depend on it to check nearly every physical attacker, and even a few special attackers, as long as it's healthy. Unfortunately, there are few drawbacks to using Mega Aggron: it has no access to recovery moves or Leftovers, so it can quickly get worn down. The lack of Leftovers is significant because it can't heal its way out of a 2HKO from certain Pokemon. Worse still, Aggron has to take the turn to Mega Evolve before it can become useful. All in all, when used correctly, Mega Aggron is a top-notch physically defensive wall with the means to take on some of the most powerful Pokemon in the tier.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Iron Head / Heavy Slam
move 3: Ice Punch / Thunder Wave
move 4: Earthquake / Rock Slide
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Mega Aggron's bulk, ability, and typing gives give it plenty of opportunities to set up Stealth Rock. The choice of STAB comes down to power versus consistency; Iron Head does deals consistent damage, whereas Heavy Slam can potentially dish out heavy heavier damage to lighter targets. Garchomp, for instance, is now susceptible to a 100 Base Power Heavy Slam. Unfortunately, Heavy Slam misses out on crucial 2HKOes 2HKOs against Terrakion, Mamoswine, Kyurem-B, and Tyranitar. Ice Punch prevents 4X Ice-weak Pokemon from using Mega Aggron as an opening to set up (I assume you mean to set up?). It also turns makes Mega Aggron into one of the best checks to the physical Dragon-types in the tier. Thunder Wave, on the other hand, is one of Mega Aggron's most useful assets; Mega Aggron's immense bulk and Filter makes it difficult to OHKO, meaning letting it can easily paralyze offensive Pokemon who that are matched up against it. The last slot is dedicated to secondary coverage; Earthquake takes care of prominent Pokemon who are weak to Ground, such as Aegislash, Excadril, and Heatran (and as well as Tyranitar / and Terrakion, if Heavy Slam is used). Rock Slide lets you it beat down Talonflame and Volcarona, but it has limited coverage outside of these Pokemon. Superpower can be used to target Air Balloon Excadrill and most Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B and Terrakion. Fire Punch can be used to crush Ferrothorn and Forretress, and prevents preventing them from setting up on you too.

Set Details
========
ARelaxed nature is chosen to takes advantage of Mega Aggron's incredible Defense, whereas the EV spread patches up its unimpressive Special Defense stat. Specifically, HP is maximized and Special Defense is almost fully invested; the last 12 EVs are placed in Defense to hit that jump point in Defense. The Relaxed nature ensures that you're slower than Aegislash, which allows you to attack it while it's in Blade Form. A maximized Defense investment can make it even stronger on the physical side, butit is not very noticeble due to an already high base Defense stat.

Usage Tips
========

You should look for the earliest opportunity to Mega evolve Aggron, as it has trouble switching into battle. Bringing it into battle in via U-turn/Volt Switch U-turn, Volt Switch, or after a KO is your best bet at giving it a chance to Mega Evolve. After you have successfully gotten it to Mega Evolve, you can use it to check virtually any Physical Attacker physical attacker and spread paralysis when the opportunity presents itself. Mega Aggron lacks all forms any form of healing outside of wish Wish support, so careless switching should be avoided. If hazards are up, it's probably not a good idea to switch into a potential U-turn, unless you have no choice. That being said, don't make the mistake of using Mega Aggron conservatively. This variant of Mega Aggron isn't built to last past the midgame in a match, so you should use it to switch into the Pokemon that it can handle and spread paralysis whenever possible.

Your The coverage move chosen has a significant effect on how Mega Aggron is played. If you choose Earthquake, you prevent the likes of Aegislash, Excadrill, and Heatran from freely switching into Mega Aggron and setting up all over it. In other words, so you don't have to worry about these Pokemon as much (in fact, Mega Aggron can even check Aegislash in a pinch). On the other hand, Rock Slide provides you with a means of actually hurting Talonflame, which is useful if you happen to run across into a Bulk Up variant (which can actually set up on Mega Aggron). It also prevents bulky variants of Volcarona from freely switching in and setting up on Mega Aggron. To summarize, Earthquake provides Mega Aggron with solid coverage against Steel-types, but prevents you from damaging aerial Fire-types. Rock Slide is more specialized, but has the drawback of leaving you completely open to Steel-types. (I dunno, this sentence seems unecessary as you aren't exactly "summarizing" all that much.)

Teammates
========

Sylveon is a great partner as it has it has solid offensive & and defensive synergy with Mega Aggron. Mega Aggron can check some of the Pokemon that counter Sylveon and in return, Sylveon can ward off stronger Special Attackers special attackers and heal Aggron with Wish. Togekiss similarly functions similarly as a partner to Mega Aggron, with the added benefit of being immune to Ground-type attacks and the ability being able to also spread paralysis. Mega Aggron also appreciates Rapid Spin support; due to its complete lack of recovery, it can be worn down by simply switching against teams that employ entry hazards, so the ability to clear clearing them is useful. Rapid Spin or Defog both work here for this, but Rapid Spin is preferred due to its ability to keep Mega Aggron's own entry hazards on the field. Excadrill and Starmie are both reliable Rapid Spinners; They're they're both generally good choices but Starmie gets the overall nod an overall better choice due to its ability to better check Mega Aggron's counters. Dragon-types in general make for decent offensive partners, mainly because they love Mega Aggron's ability to deal with Fairies and opposing Dragons and. in In return, they can somewhat check Mega Aggron's counters. Mega Aggron is capable of luring out and either defeating/ or crippling the likes of Gliscor and Landorus-T, so Pokemon who are checked by the aforementioned Pokemon appreciate its presence. Some of these Pokemon include: Terrakion, Lucario, Dragonite, and Garchomp. Mega Aggron is at an inherent disadvantage against teams that employ a fast Stealth Rock/Taunt user (such as Deoxys-S, Terrakion, etc), so carrying a Pokemon that can check these Pokemon threats is recommended. Sableye is good for this, since its priority Taunt can stop these Pokemon in their tracks, and Mega Aggron can fall back on Sableye's Fighting immunity.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Iron Head / Heavy Slam
move 4: Earthquake / Ice Punch
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Rest heals off any damage that Mega Aggron incurs throughout the match, while Sleep Talk still lets you keep up the offensive pressure with its attacking moves. Iron Head is a standard STAB move; it gets decent damage when backed by Mega Aggron's stellar attack stat. As always, Heavy Slam is an option over Iron Head for more power against heavier Pokemon at the cost of consistency against heavier Pokemon. The last slot is dedicated to coverage; Earthquake takes care of Aegislash and Heatran, while whereas Ice Punch lets you it deal significant damage to both Landorus forms formes, Gliscor, Garchomp, and Dragonite. Coverage moves that aren't listed in the main set can be used, such as (Fire Punch, Rock Slide, or Superpower). It primarily depends depending on what Pokemon your team has more problems trouble with. Curse can be used as a means to boost of boosting Mega Aggron's already high Defense to even incomprehensibly high higher levels. That said, Curse turns into Mega Aggron into a mono attacker, so support from teammates against to deal with Pokemon that resist Steel-type attacks is more than welcomed welcome. Dragon Tail or Roar can be used to shuffle opposing Pokemon; both moves have their advantages (dealing damage versus forcing out Substitute users) but they both each come at the cost of an important move slot.

Set Details
========

The nature and EV spread combo address Mega Aggron's low Special Defense, while still giving Mega Aggron a sizeable boost to its physical defense Defense. The A Relaxed nature specifically ensures that Mega Aggron always underspeeds Aegislash.

Usage Tips
========

This set focuses on long term walling with the Rest and Sleep Talk combination. It does this by fixing Mega Aggron's greatest downside, a lack of reliable recovery, thereby making it extremely difficult to take down in the process. Unfortunately, Mega Aggron has less fewer moves to work with, so it won't be able to take on as many Pokemon on its own. Use it to counter or check physical attackers, and rely on teammates to deal with the Pokemon it can't beat. This variant of Mega Aggron is better suited to defensive teams, so forming defensive cores with it is recommended. While RestTalk provides Mega Aggron with a means of sticking around, it loses out on its best supporting moves. As a result, this set is much more team-oriented than the previous set.

Team Options
========

Rotom-W can deal with virtually all of Mega Aggron'scounters, and can provide it with a means of switching into battle via Volt Switch. Sylveon also works great here because it has solid synergy with Mega Aggron; Mega Aggron can check some of the Pokemon that counter Sylveon and in return, Sylveon can ward off strong Special Attackers and heal Aggron with Wish. It can also get rid of Mega Aggron's sleep status with Heal Bell. Blissey also works as an alternative Wish user, and its enormous Special Defense lets it counter nearly any Special attacker, in addition to while it can also carrying carry Heal Bell. This set greatly appreciates having entry hazards on the opponent's side of the field, due to the fact that as it's prone to causing switches and the fact it can potentially use Dragon Tail/ or Roar to shuffle Pokemon.

Other Options
########

Aggron doesn't have much in the way of Other Options other options. Mega Aggron can opt to use a more offensively inclined set that utilizes Rock Polish with the intent of sweeping. Unfortunately, its utter lack of wallbreaking ability makes it a subpar sweeper. The classic Choice Band Head Smash is an option, though Aggron's slow Speed and awful typing makes it a liability.

Checks & Counters
########

**Physical walls**: Defensive Pokemon who don't particularly care for Mega Aggron attacks are good counters. Hippowdon can effortlessly switch in, wall it, and beat Mega Aggron with repeated uses of Earthquake. Skarmory, Forretress, and Ferrothorn disregard all of Mega Aggron's moves (though the latter two must watch out for Fire Punch) and freely set up entry hazards on it.

**Bulky Water-types**: Bulky Water-types can sponge just about anything Mega Aggron throws at them, and wear it down with their Water-type moves or even potentially burn it with Scald. Pokemon in this category include: Rotom-W, Vaporeon, Gastrodon, and Politoed.

**Physical attackers with Super Effective moves**: Countering Mega Aggron with offensive offensively-inclined Pokemon can prove a bit challenging due to its incredible defenses and access to Earthquake and Ice Punch. Garchomp, Excadrill, Landorus-T, and physical Lucario can take it out, but only if it has been weakened to the point where their STAB moves can OHKO it. Otherwise, it can threaten each of them with either Earthquake or Ice Punch.

**Special attackers**: Generally speaking, special attackers that hit hard or have a super effective coverage move will come out on top against Mega Aggron. Gengar, Thundurus-I, and Alakazam can use Focus Blast to deal significant damage to Mega Aggron. Keldeo and Reuniclus can effortlessly set up on Mega Aggron and threaten it and its teammates with their powered up special attack attacks.

**Fire-type and Ground-type special attackers**: These are among the only Pokemon in the game that can take out Mega Aggron in one strike. Landorus-I can switch into the majority of Mega Aggron's attacks and completely decimate it with Earth Power. Heatran is a premier counter, but it must take care not to switch into Earthquake or Thunder Wave. Volcarona can flat out OHKO Mega Aggron with Fire Blast, but it should be wary of the rare Rock Slide.
Overview
########
Say hello to possibly the single greatest physical tank in the game. After Mega Evolving, Aggron gains a colossal boost to its physical defense, mono Steel-typing, and access to Filter, letting it tank virtually any unboosted physical attack in the game. It has the tools to check a wide range of Pokemon and support the team with Stealth Rock and Thunder Wave. You can depend on it to check nearly every physical attacker, and even a few special attackers, as long as it's healthy. Unfortunately, there are few drawbacks to using Mega Aggron: it has no access to recovery moves or Leftovers, so it can quickly get worn down. The lack of Leftovers is significant because it can't heal its way out of a 2HKO from certain Pokemon. Worse still, Aggron has to take the turn to Mega Evolve before it can become useful. All in all, when used correctly, Mega Aggron is a top-notch physically defensive wall with the means to take on some of the most powerful Pokemon in the tier.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Iron Head / Heavy Slam
move 3: Ice Punch / Thunder Wave
move 4: Earthquake / Rock Slide
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Mega Aggron's bulk, ability, and typing give it plenty of opportunities to set up Stealth Rock. The choice of STAB comes down to power versus consistency; Iron Head deals consistent damage, whereas Heavy Slam can potentially dish out heavier damage to lighter targets. Garchomp, for instance, is susceptible to a 100 Base Power Heavy Slam. Unfortunately, Heavy Slam misses out on crucial 2HKOs against Terrakion, Mamoswine, Kyurem-B,and Tyranitar. Ice Punch prevents 4X Ice-weak Pokemon from using Mega Aggron as an opening to set up. It also makes Mega Aggron one of the best checks to the physical Dragon-types in the tier. Thunder Wave, on the other hand, is one of Mega Aggron's most useful assets; Mega Aggron's immense bulk and Filter makes it difficult to OHKO, letting it easily paralyze offensive Pokemon that are matched up against it. The last slot is dedicated to secondary coverage; Earthquake takes care of prominent Pokemon who are weak to Ground, such as Aegislash, Excadril, and Heatran (as well as Tyranitar and Terrakion if Heavy Slam is used). Rock Slide lets it beat down Talonflame and Volcarona, but it has limited coverage outside of these Pokemon. Superpower can be used to target Air Balloon Excadrill and most Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B and Terrakion. Fire Punch can be used to crush Ferrothorn and Forretress, preventing them from setting up on you too.

Set Details
========
ARelaxed nature is chosen to takes advantage of Mega Aggron's incredible Defense, whereas the EV spread patches up its unimpressive Special Defense stat. Specifically, HP is maximized and Special Defense is almost fully invested; the last 12 EVs are placed in Defense to hit that jump point in Defense. The Relaxed nature ensures that you're slower than Aegislash, which allows you to attack it while it's in Blade Form. A maximized Defense investment can make it even stronger on the physical side, butit is not very noticeble due to an already high base Defense stat.

Usage Tips
========

You should look for the earliest opportunity to Mega evolve Aggron, as it has trouble switching into battle. Bringing it in via U-turn, Volt Switch, or after a KO is your best bet at giving it a chance to Mega Evolve. After you have successfully gotten it to Mega Evolve, you can use it to check virtually any physical attacker and spread paralysis when the opportunity presents itself. Mega Aggron lacks any form of healing outside of Wish support, so careless switching should be avoided. If hazards are up, it's probably not a good idea to switch into a potential U-turn, unless you have no choice. That being said, don't make the mistake of using Mega Aggron conservatively. This variant of Mega Aggron isn't built to last past the midgame in a match, so you should use it to switch into the Pokemon that it can handle and spread paralysis whenever possible.

The coverage move chosen has a significant effect on how Mega Aggron is played. If you choose Earthquake, you prevent the likes of Aegislash, Excadrill, and Heatran from freely switching into Mega Aggron and setting up all over it, so you don't have to worry about these Pokemon as much (in fact, Mega Aggron can even check Aegislash in a pinch). On the other hand, Rock Slide provides you with a means of actually hurting Talonflame, which is useful if you happen to run across into a Bulk Up variant (which can actually set up on Mega Aggron). It also prevents bulky variants of Volcarona from freely switching in and setting up on Mega Aggron.

Teammates
========

Sylveon is a great partner as it has it has solid offensive and defensive synergy with Mega Aggron. Mega Aggron can check some of the Pokemon that counter Sylveon and in return, Sylveon can ward off stronger special attackers and heal Aggron with Wish. Togekiss functions similarly as a partner to Mega Aggron, with the added benefit of being immune to Ground-type attacks and being able to also spread paralysis. Mega Aggron also appreciates Rapid Spin support; due to its complete lack of recovery, it can be worn down by simply switching against teams that employ entry hazards, so clearing them is useful. Rapid Spin or Defog both work for this, but Rapid Spin is preferred due to its ability to keep Mega Aggron's own entry hazards on the field. Excadrill and Starmie are both reliable Rapid Spinners; they're both generally good choices but Starmie is an overall better choice due to its ability to better check Mega Aggron's counters. Dragon-types in general make for decent offensive partners, mainly because they love Mega Aggron's ability to deal with Fairies and opposing Dragons. In return, they can somewhat check Mega Aggron's counters. Mega Aggron is capable of luring out and either defeating or crippling the likes of Gliscor and Landorus-T, so Pokemon who are checked by the aforementioned Pokemon appreciate its presence. Some of these Pokemon include Terrakion, Lucario, Dragonite, and Garchomp. Mega Aggron is at an inherent disadvantage against teams that employ a fast Stealth Rock/Taunt user (such as Deoxys-S, Terrakion, etc), so carrying a Pokemon that can check these threats is recommended. Sableye is good for this since its priority Taunt can stop these Pokemon in their tracks, and Mega Aggron can fall back on Sableye's Fighting immunity.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Iron Head / Heavy Slam
move 4: Earthquake / Ice Punch
item: Aggronite
ability: Filter (Sturdy)
nature: Relaxed
evs: 252 HP / 16 Def / 240 SpD

Moves
========

Rest heals off any damage that Mega Aggron incurs throughout the match, while Sleep Talk still lets you keep up the offensive pressure with its attacking moves. Iron Head is a standard STAB move; it gets decent damage when backed by Mega Aggron's stellar attack stat. As always, Heavy Slam is an option over Iron Head for more power against heavier Pokemon at the cost of consistency. The last slot is dedicated to coverage; Earthquake takes care of Aegislash and Heatran, whereas Ice Punch lets it deal significant damage to both Landorus formes, Gliscor, Garchomp, and Dragonite. Coverage moves that aren't listed in the main set can be used, such as Fire Punch, Rock Slide, or Superpower depending on what Pokemon your team has more trouble with. Curse can be used as a means of boosting Mega Aggron's already high Defense to even incomprehensibly higher levels. That said, Curse turns into Mega Aggron into a mono attacker, so support from teammates to deal with Pokemon that resist Steel-type attacks is more than welcome. Dragon Tail or Roar can be used to shuffle opposing Pokemon; both moves have their advantages (dealing damage versus forcing out Substitute users) but they each come at the cost of an important move slot.

Set Details
========

The nature and EV spread address Mega Aggron's low Special Defense, while still giving Mega Aggron a sizeable boost to its physical Defense. A Relaxed nature ensures that Mega Aggron always underspeeds Aegislash.

Usage Tips
========

This set focuses on long term walling with the Rest and Sleep Talk combination. It does this by fixing Mega Aggron's greatest downside, a lack of reliable recovery, making it extremely difficult to take down in the process. Unfortunately, Mega Aggron has fewer moves to work with, so it won't be able to take on as many Pokemon on its own. Use it to counter or check physical attackers, and rely on teammates to deal with the Pokemon it can't beat. This variant of Mega Aggron is better suited to defensive teams, so forming defensive cores with it is recommended. While RestTalk provides Mega Aggron with a means of sticking around, it loses out on its best supporting moves. As a result, this set is much more team-oriented than the previous set.

Team Options
========

Rotom-W can deal with virtually all of Mega Aggron'scounters, and can provide it with a means of switching into battle via Volt Switch. Sylveon also works great here because it has solid synergy with Mega Aggron; Mega Aggron can check some of the Pokemon that counter Sylveon and in return, Sylveon can ward off strong Special Attackers and heal Aggron with Wish. It can also get rid of Mega Aggron's sleep status with Heal Bell. Blissey also works as an alternative Wish user, and its enormous Special Defense lets it counter nearly any Special attacker, while it can also carry Heal Bell. This set greatly appreciates having entry hazards on the opponent's side of the field, as it's prone to causing switches and the fact it can potentially use Dragon Tail or Roar to shuffle Pokemon.

Other Options
########

Aggron doesn't have much in the way of other options. Mega Aggron can opt to use a more offensively inclined set that utilizes Rock Polish with the intent of sweeping. Unfortunately, its utter lack of wallbreaking ability makes it a subpar sweeper. The classic Choice Band Head Smash is an option, though Aggron's slow Speed and awful typing makes it a liability.

Checks & Counters
########

**Physical walls**: Defensive Pokemon who don't particularly care for Mega Aggron attacks are good counters. Hippowdon can effortlessly switch in, wall it, and beat Mega Aggron with repeated uses of Earthquake. Skarmory, Forretress, and Ferrothorn disregard all of Mega Aggron's moves (though the latter two must watch out for Fire Punch) and freely set up entry hazards on it.

**Bulky Water-types**: Bulky Water-types can sponge just about anything Mega Aggron throws at them, and wear it down with their Water-type moves or even potentially burn it with Scald. Pokemon in this category include: Rotom-W, Vaporeon, Gastrodon, and Politoed.

**Physical attackers with Super Effective moves**: Countering Mega Aggron with offensively-inclined Pokemon can prove a bit challenging due to its incredible defenses and access to Earthquake and Ice Punch. Garchomp, Excadrill, Landorus-T, and physical Lucario can take it out, but only if it has been weakened to the point where their STAB moves can OHKO it. Otherwise, it can threaten each of them with either Earthquake or Ice Punch.

**Special attackers**: Generally speaking, special attackers that hit hard or have a super effective coverage move will come out on top against Mega Aggron. Gengar, Thundurus-I, and Alakazam can use Focus Blast to deal significant damage to Mega Aggron. Keldeo and Reuniclus can effortlessly set up on Mega Aggron and threaten it and its teammates with their powered up special attacks.

**Fire- and Ground-type special attackers**: These are among the only Pokemon in the game that can take out Mega Aggron in one strike. Landorus-I can switch into the majority of Mega Aggron's attacks and completely decimate it with Earth Power. Heatran is a premier counter, but it must take care not to switch into Earthquake or Thunder Wave. Volcarona can flat out OHKO Mega Aggron with Fire Blast, but it should be wary of the rare Rock Slide.
 
Last edited:

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Thanks for the multiple GP checks guys.

I implemented Legitimate Username's GP check, in addition to adding Togekiss as a partner to the Restalk set.
 
Overview
########
Say hello to possibly the single greatest physical tank in the game. After Mega Evolving, Aggron gains a colossal boost to its physical defense, a mono-Steel typing (note hyphenation), and access to the ability Filter, letting a combination that lets it tank virtually any unboosted physical attack in the game. It has the tools to check a wide range of Pokemon and support the team with Stealth Rock and Thunder Wave. You can depend on it to check nearly every physical attacker, and even a few special attackers, as long as it's healthy. Unfortunately, there are a few drawbacks to using Mega Aggron.(period) First, it has no access to recovery moves or Leftovers, so it can quickly get worn down. The lack of Leftovers is significant because it can't heal its way out of a 2HKO from certain Pokemon. not really 'overview' material imo - but leave it if you disagree Worse still, Aggron has to take the a turn to Mega Evolve before it can become useful. All in all, when used correctly, Mega Aggron is a top-notch physically defensive tank with the means to take on some of the most powerful Pokemon in the tier.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Iron Head / Heavy Slam
move 3: Ice Punch / Thunder Wave
move 4: Earthquake / Rock Slide
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD

nature: Relaxed
— swap order

Moves
========

Mega Aggron's bulk, ability, and typing give it plenty of opportunities to set up Stealth Rock. The choice of STAB comes down to power versus consistency; Iron Head deals consistent damage, whereas Heavy Slam can potentially dish dishes out heavier greater damage to lighter targets. Garchomp, for instance, is susceptible to will be hit by a 100 Base Power Heavy Slam. Unfortunately, Heavy Slam misses out on crucial 2HKOs against Terrakion, Mamoswine, Kyurem-B,(space)and Tyranitar. Ice Punch prevents 4x Ice-weak Pokemon from using setting up on Mega Aggron as an opening to set up. It also makes Mega Aggron one of the best checks to the physical Dragon-types in the tier. Thunder Wave, on the other hand, is one of Mega Aggron's most useful assets.(period) As Mega Aggron's immense bulk and Filter ability makes it difficult to OHKO, letting it it can easily paralyze offensive Pokemon that are matched up against it. The last slot is dedicated to secondary coverage; Earthquake takes care of prominent Pokemon who are weak to Ground, such as Aegislash, Excadrill (spelling), and Heatran (as well as Tyranitar and Terrakion if Heavy Slam is used). Rock Slide lets it beat down Talonflame and Volcarona, but it has limited coverage outside of these Pokemon. Superpower can be used to targets Air Balloon Excadrill and most Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B,(comma) and Terrakion. Fire Punch can be used to crush Ferrothorn and Forretress, preventing them from setting up on you Aggron too.

Set Details
========
A(space)Relaxed nature is chosen for two reasons. First, it ensures that Aggron is slower than Aegislash, and can thus attack it while it is in Blade forme. Secondly, to it takes advantage of Mega Aggron's incredible Defense, whereas the EV spread patches up its unimpressive Special Defense stat while hitting a jump point in Defense. Specifically, HP is maximized and Special Defense is almost fully invested; the last 12 EVs are placed in Defense to hit that jump point in Defense. The Relaxed nature ensures that you're slower than Aegislash, which allows you to attack it while it's in Blade Form. A maximized Maximizing its Defense investment can make it even stronger on the physical side, but(space)it is not very noticeable (spelling) due to an Aggron's already high base Defense stat.

Usage Tips
========

You should look for the earliest opportunity to Mega evolve Aggron, as it has trouble switching into battle. Bringing it in via U-turn, Volt Switch, or after a KO is your best bet at giving it a chance to Mega Evolve. After you have successfully gotten it to Mega Evolve, you can use it to check virtually any physical attacker and spread paralysis when the opportunity presents itself. Mega Aggron lacks any form of healing outside of Wish support, so careless switching should be avoided. If hazards are up, it's probably not a good idea to switch Aggron into a potential U-turn, unless you have no choice. That being said, don't make the mistake of using Mega Aggron conservatively. This variant of Mega Aggron isn't built to last past the midgame in a match, so you should use it to switch it into the Pokemon that it can handle and spread paralysis whenever possible.

The coverage move chosen has a significant effect on how Mega Aggron is played. If you choose Earthquake, you Choosing Earthquake prevents the likes of Aegislash, Excadrill, and Heatran from freely switching into Mega Aggron and setting up all over it, so you don't have to worry about these Pokemon as much (in fact, Mega Aggron can even check Aegislash in a pinch). On the other hand, Rock Slide provides you Aggron with a means of actually hurting Talonflame, which is useful if you happen to run across into a Bulk Up variant (which as Bulk Up variants can actually set up on Mega Aggron). It Running Rock Slide also prevents bulky variants of Volcarona from freely switching in and setting up on Mega Aggron.

Teammates Team Options
========

Sylveon is a great partner as it has it has solid offensive and defensive synergy with Mega Aggron. Mega Aggron can check some of the Pokemon that counter Sylveon specific examples? and in return, Sylveon can ward off stronger special attackers and heal Aggron with Wish. Togekiss functions similarly as a partner to Mega Aggron, with the added benefits of being immune to Ground-type attacks and being able to also spread paralysis too. Mega Aggron also appreciates Rapid Spin support.(period) due to its complete lack of recovery, it can be worn down by simply switching against teams that employ entry hazards, As it completely lacks recovery, teams that employ entry hazards can wear it down simply by switching, so clearing them a method of hazard control is useful. Rapid Spin or Defog both work for this, but Rapid Spin is preferred due to its ability to keep Mega Aggron's team's own entry hazards on the field. Excadrill and Starmie are both reliable Rapid Spinners,(comma) they're both generally good choices but Starmie is an overall better choice due to its ability to better check Mega Aggron's counters. Dragon-types in general make for decent offensive partners, mainly because they love Mega Aggron's ability to deal with Fairies and opposing Dragons. In return, they can somewhat check Mega Aggron's counters. Mega Aggron is capable of luring out and either defeating or crippling the likes of Gliscor and Landorus-T, so Pokemon who are checked by the aforementioned Pokemon appreciate its presence. Some of these Pokemon include Terrakion, Lucario, Dragonite, and Garchomp. Mega Aggron is at an inherent disadvantage against teams that employ a fast Stealth Rock/Taunt user of Stealth Rock or Taunt, (such as Deoxys-S, or Terrakion, etc), so carrying a Pokemon a teammate that can check these threats is recommended. Sableye is good for this since as its priority Taunt can stop these Pokemon in their tracks, and Mega Aggron can fall back on Sableye's Fighting immunity.

can this be categorised and broken up into paragraphs somehow? it's a lot of information, and it's quite hard to take in and make sense of all lumped together like this

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Iron Head / Heavy Slam
move 4: Earthquake / Ice Punch
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD

nature: Relaxed


Moves
========

Rest heals off any damage that Mega Aggron incurs throughout the match, while Sleep Talk still lets you it keep up the offensive pressure with its attacking moves. Iron Head is a standard STAB move; it gets decent damage when backed by Mega Aggron's stellar Attack stat. As always, Heavy Slam is an option over Iron Head for more power against heavier Pokemon at the cost of consistency. The last slot is dedicated to coverage; Earthquake takes care of Aegislash and Heatran, whereas Ice Punch lets it deal significant damage to both Landorus formes, Gliscor, Garchomp, and Dragonite.
paragraph break
Several c
overage moves that aren't listed in the main set can be used, such as Fire Punch, Rock Slide, or Superpower,(comma) can be used, depending on what Pokemon your team has more trouble with. Curse can be used as a means of boosting Mega Aggron's already high Defense to even incomprehensibly higher levels. That said, Curse turns into Mega Aggron into a mono-(hyphen)attacker, so support from teammates to deal with Pokemon that resist Steel-type attacks is more than welcome. i think the previous part belongs under team options discussion Dragon Tail or Roar can be used to shuffle opposing Pokemon; both moves have their advantages (dealing damage versus forcing out Substitute users) but they each both come at the cost of an important moveslot (one word).

Set Details
========

The nature and EV spread address Mega Aggron's low Special Defense, while still giving Mega Aggron a sizable (spelling) boost to its physical Defense. A Relaxed nature ensures that Mega Aggron always underspeeds is always slower than Aegislash.

Usage Tips
========

This set focuses on long-(hyphen)term walling with the Rest and Sleep Talk combination. It does this By fixing Mega Aggron's greatest downside, a lack of reliable recovery, making it it makes Mega Aggron extremely difficult to take down in the process. Unfortunately, Mega Aggron has fewer moves to work with, so it won't be able to take on as many Pokemon on its own. Use it to counter or check physical attackers, and rely on teammates to deal with the Pokemon it can't beat. This variant of Mega Aggron is better suited to on defensive teams why?, so forming defensive cores with it is recommended examples?. While RestTalk provides Mega Aggron with a means of sticking around, it loses out on must forgo its best supporting moves. As a result, this set is much more team-oriented what do you mean by team-oriented? i would say this makes it *less* team-oriented...? - do you mean dependent on team support? than the previous set.

Team Options
========

Rotom-W can deal with virtually all of Mega Aggron's(space)counters, and can provide it with a means of switching into battle via Volt Switch. Sylveon also works great well here because it has solid synergy with Mega Aggron; Mega Aggron can check some of the Pokemon that counter Sylveon,(comma) and in return, Sylveon can ward off strong special attackers,(comma) and heal Aggron with Wish,(comma) and cure Aggron of sleep with Heal Bell. It can also get rid of Mega Aggron's sleep status with Heal Bell. Blissey also works as an alternative Wish user of Wish or Heal Bell, and its enormous Special Defense lets it counter nearly any special attacker, while it can also carry Heal Bell. This set greatly appreciates having entry hazards on the opponent's side of the field, as it's prone to it is good at causing switches,(comma) and the fact it can potentially can even use Dragon Tail or Roar to shuffle Pokemon provide some examples of hazard layers? I'd also discuss the biggest threats to mono-attacking aggron here and teammates that can cover those.

Other Options
########

Aggron doesn't have much in the way of other options. Mega Aggron can opt to use a more offensively inclined Rock Polish sweeping set that utilizes Rock Polish with the intent of sweeping. Unfortunately, its utter lack of wallbreaking ability makes it a subpar sweeper. The classic Choice Band Head Smash is an option, though Aggron's slow Speed and awful typing makes it a liability.

Checks & Counters
########

**Physical Walls**: Defensive Pokemon who that don't particularly care for Mega Aggron's attacks are good counters. Hippowdon can effortlessly switch into Mega Aggron, wall it, and beat Mega Aggron it with repeated uses of Earthquake. Skarmory, Forretress, and Ferrothorn disregard can shrug off all of Mega Aggron's moves (though the latter two must watch out for Fire Punch) and freely set up entry hazards on it.

**Bulky Water-types**: Bulky Water-types can sponge just about anything Mega Aggron throws at them, and wear it down with their Water-type moves or even potentially burn it with Scald. Pokemon in this category include: Rotom-W, Vaporeon, Gastrodon, and Politoed.

**Physical Attackers With Super-(hyphen)Effective Moves**: Countering Mega Aggron with offensively inclined (remove hyphen!) Pokemon can prove a bit challenging due to its incredible defenses and access to Earthquake and Ice Punch. Garchomp, Excadrill, Landorus-T, and physical Lucario can take it out, but only if it has been weakened to the point where their STAB moves can OHKO it provide a rough range?. Otherwise, it can threaten each of them with either Earthquake or Ice Punch.

**Special Attackers**: Generally speaking, special attackers that hit hard or have a super effective coverage move will come out on top against Mega Aggron. Gengar, Thundurus, and Alakazam can use Focus Blast to deal significant damage to Mega Aggron. Keldeo and Reuniclus can effortlessly set up on Mega Aggron and threaten it and its teammates with their powered-(hyphen)up special attacks.

**Fire- and Ground-type Special Attackers**: These are among the only Pokemon in the game that can take out Mega Aggron in one strike. Landorus can switch into the majority of Mega Aggron's attacks and completely decimate it with Earth Power. Heatran is a premier counter, but it must take care not to switch into Earthquake or Thunder Wave. Volcarona can flat-out OHKO Mega Aggron with Fire Blast, but it should be wary of the rare Rock Slide.
gp 2/2* - i'm really sorry to do this to you pk gaming, but could i request that you get another gp member to give this a quick look-over before you mark it as done and upload it?

there were a surprising number of spelling and spacing errors :/ (Legitimate Username, if you're doing a copypastable by hand, it's your job to scrutinise it and to make sure it's nothing short of absolutely perfect, and pk gaming, please also make sure to check what you're implementing!) -- and that aside, i also made several comments/ suggestions in esp. the team options sections of both sets.

main things i noticed that might be helpful to keep in mind in future:
1) tags are ability/ item/ evs/ nature
2) refer to the pokemon as 'it' (or he/she), never 'you' - 'you' are the player/ the trainer/ the aggron user.
3) landorus and thundurus, no -i
 
Last edited:

bugmaniacbob

Was fun while it lasted
is an Artist Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Seems that the previous GP check was implemented, so I gave it a look over

REMOVE
ADD

COMMENT


Overview
########
Say hello to possibly the single greatest physical tank in the game. After Mega Evolving, Aggron gains a colossal boost to its physical defense, mono-Steel typing, and access to the ability Filter, a combination that lets it tank virtually any unboosted physical attack in the game. It has the tools to check a wide range of Pokemon and can support the team with Stealth Rock and Thunder Wave. Indeed, you You can depend on it to check nearly every physical attacker, and even a few special attackers, as long as it's healthy. Unfortunately, there are a few drawbacks to using Mega Aggron. It has no access to recovery moves (with the exception of Rest) or Leftovers, so it can quickly get worn down. Worse still, Aggron has to take a turn to Mega Evolve before it can become useful. All in all, when used correctly, Mega Aggron is a top-notch physically defensive tank with the means to take on some of the most powerful Pokemon in the tier.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Iron Head / Heavy Slam
move 3: Ice Punch / Thunder Wave
move 4: Earthquake / Rock Slide
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Relaxed


Moves
========

Mega Aggron's bulk, ability, and typing give it plenty of opportunities to set up Stealth Rock. The choice of STAB comes down to power versus consistency; Iron Head deals consistent damage, whereas Heavy Slam dishes out greater damage to lighter targets. Garchomp, for instance, will be hit by a 100 Base Power Heavy Slam. Unfortunately, Heavy Slam misses out on crucial 2HKOs against Terrakion, Mamoswine, Kyurem-B, and Tyranitar. Ice Punch prevents 4x Ice-weak Pokemon, such as Garchomp and Gliscor, from setting up on Mega Aggron. It also makes Mega Aggron one of the best checks to physical Dragon-types in the tier. Thunder Wave, on the other hand, is one of Mega Aggron's most useful supporting tool tools. As Mega Aggron's immense bulk and Filter ability make it difficult to OHKO, it can easily paralyze offensive Pokemon that are matched up against it. The last slot is dedicated to secondary coverage; Earthquake takes care of prominent Pokemon who are weak to Ground, such as Aegislash, Excadrill, and Heatran (as well as Tyranitar and Terrakion if Heavy Slam is used). Rock Slide lets it beat down Talonflame and Volcarona, but it has limited coverage outside of these Pokemon. Superpower targets Air Balloon Excadrill and most Pokemon that are weak to Earthquake. It also alleviates Heavy Slam's primary drawback of being unable to do significant damage to the likes of Tyranitar, Mamoswine, Kyurem-B, and Terrakion. Fire Punch can be used to crush Ferrothorn and Forretress, preventing them from setting up on Aggron too.

Set Details
========
A Relaxed nature is chosen for two reasons. First, it ensures that Aggron is slower than Aegislash, and can thus attack it while it is in Blade forme. Secondly, it takes advantage of Mega Aggron's incredible Defense, whereas while the EV spread patches up its unimpressive Special Defense stat while hitting a jump point in Defense. Alternatively, maximizing Maximizing its defense investment in Defense can make it even stronger on the physical side, but it's not very noticeable due to an already high base Defense stat.

Usage Tips
========

You should look for the earliest opportunity to Mega evolve Evolve Aggron, as it has trouble switching into battle. Bringing it in via U-turn, Volt Switch, or after a KO is your best bet at giving it a chance to Mega Evolve. After you have successfully gotten it to Mega Evolve, you can use it to check virtually any physical attacker and spread paralysis when the opportunity presents itself. Note that Mega Aggron lacks any form of healing outside of Wish support, so careless switching should be avoided. If hazards are up, it's probably not a good idea to switch Mega Aggron into a potential U-turn, unless you have no choice. That being said, don't make the mistake of using Mega Aggron conservatively. This variant of Mega Aggron isn't built to last past the midgame, so you should switch into the Pokemon that it can handle and spread paralysis whenever possible.

The coverage move chosen has a significant effect on how Mega Aggron is played. By choosing Choosing Earthquake, you prevent the likes of Aegislash, Excadrill, and Heatran from freely switching into Mega Aggron and setting up all over it, so you don't have to worry about these Pokemon as much (in fact, Mega Aggron can even check Aegislash in a pinch). On the other hand, Rock Slide provides Mega Aggron with a means of actually hurting Talonflame, which is useful as Bulk Up variants can actually set up on Mega Aggron. Running Rock Slide also prevents bulky variants of Volcarona from freely switching in and setting up on Mega Aggron.

Team Options
========

Sylveon is a great partner,(comma) as it has it has solid offensive and defensive synergy with Mega Aggron. Mega Aggron can check some of the Pokemon that counter Sylveon,(comma) and in return, Sylveon can ward off stronger special attackers and heal Aggron with Wish. Togekiss functions similarly as a partner to Mega Aggron, with the added benefit of being immune to Ground-type attacks and being able to spread paralysis. Dragon-types in general make for decent offensive partners, mainly because they love Mega Aggron's ability to deal with Fairies and opposing Dragons. In return, they can somewhat check Mega Aggron's counters.

Mega Aggron also appreciates Rapid Spin support. As it completely lacks recovery, teams that employ entry hazards can wear it down simply by switching, so a Rapid Spin or Defog user both work for this, but Rapid Spin is preferred due to its ability to keep Mega Aggron's team's own entry hazards on the field. Excadrill and Starmie are both reliable Rapid Spinners, but Starmie is an overall better choice due to its ability to better check Mega Aggron's counters.

Mega Aggron is capable of luring out and either defeating or crippling the likes of Gliscor and Landorus-T, so Pokemon who are checked by the aforementioned Pokemon appreciate its presence. Some of these Pokemon include Terrakion, Lucario, Dragonite, and Garchomp. Mega Aggron is at an inherent disadvantage against teams that employ a fast user of Stealth Rock or Taunt, such as Deoxys-S,(remove) or Terrakion, so a teammate that can check these threats is recommended. Sableye is good for this as its priority Taunt can stop these Pokemon in their tracks, and Mega Aggron can fall back on Sableye's Fighting immunity.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Iron Head / Heavy Slam
move 4: Earthquake / Ice Punch
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Relaxed

Moves
========

Rest heals off any damage that Mega Aggron incurs throughout the match, while Sleep Talk still lets it keep up the offensive pressure with its attacking moves. Iron Head is a standard STAB move,(comma) and ;(remove) it gets deals decent damage when backed by Mega Aggron's stellar Attack stat. As always, Heavy Slam is an option over Iron Head for more power against heavier Pokemon at the cost of consistency. The last slot is dedicated to coverage; Earthquake takes care of Aegislash and Heatran, whereas Ice Punch lets it deal significant damage to both Landorus formes, Gliscor, Garchomp, and Dragonite.

Coverage moves that aren't listed in the main set, such as Fire Punch, Rock Slide, or Superpower, can be used depending on what Pokemon your team has more trouble with. Alternatively, Curse can be used as a means of boosting Mega Aggron's already high Defense to even more incomprehensibly higher high levels. That said, Curse turns into Mega Aggron into a mono-attacker, so support from teammates to deal with Pokemon that resist Steel-type attacks is more than welcome. Dragon Tail or Roar can be used to shuffle opposing Pokemon; both moves have their advantages (dealing damage versus forcing out Substitute users) but they both come at the cost of an important moveslot.

Set Details
========

The nature and EV spread address Mega Aggron's low Special Defense, while still giving Mega Aggron a sizable boost to its physical Defense. A Relaxed nature ensures that Mega Aggron is always slower than Aegislash.

Usage Tips
========

This set focuses on long-term walling with the Rest and Sleep Talk combination. By fixing Mega Aggron's greatest downside, a lack of reliable recovery, it makes Mega Aggron extremely difficult to take down. Unfortunately, Mega Aggron has fewer moves to work with, so it won't be able to take on as many Pokemon on its own. Use it to counter or check physical attackers, and rely on teammates to deal with the Pokemon it can't beat. This variant of Mega Aggron is better suited on defensive teams, so forming defensive cores with it is recommended. While RestTalk provides Mega Aggron with a means of sticking around, it must forgo its best supporting moves. As a result, this set is much more team-oriented than the previous set.

Team Options
========

Rotom-W can deal with virtually all of Mega Aggron's counters, and can provide it with a means of switching into battle via Volt Switch. Sylveon also works well here because it has solid synergy with Mega Aggron; Mega Aggron can check some of the Pokemon that counter Sylveon, and in return, Sylveon can ward off strong special attackers, heal Aggron with Wish, and cure Mega Aggron of sleep with Heal Bell. Blissey alo also works as an alternative user of Wish or Heal Bell, and its enormous Special Defense lets it counter nearly any special attacker. Mono-attacking Mega Aggron is completely defenseless against Fire-types and other Pokemon that resist Steel-type moves resists in general, so it appreciates support from the aforementioned Rotom-W.

Other Options
########

Aggron doesn't have much in the way of other options. Mega Aggron can opt to use a more offensively inclined Rock Polish sweeping set. Unfortunately, its utter lack of wallbreaking ability makes it a subpar sweeper. If you prefer Aggron's base form, then the The classic Choice Band Head Smash is an option, though Aggron's low Speed and awful typing makes it a liability.

Checks & Counters
########

**Physical walls**: Defensive Pokemon that don't particularly care for about Mega Aggron Aggron's attacks are good counters. Hippowdon can effortlessly switch into Mega Aggron, wall it, and beat it with repeated uses of Earthquake. Skarmory, Forretress, and Ferrothorn can shrug off all of Mega Aggron's moves (though the latter two must watch out for Fire Punch) and freely set up entry hazards on it.

**Bulky Water-types**: Bulky Water-types can sponge just about anything Mega Aggron throws at them, and wear it down with their Water-type moves or even potentially burn it with Scald. Pokemon in this category include Rotom-W, Vaporeon, Gastrodon, and Politoed.

**Physical attackers with Super-Effective Moves super effective moves**: Countering Mega Aggron with offensively inclined Pokemon can prove a bit challenging due to its incredible defenses and access to Earthquake and Ice Punch. Garchomp, Excadrill, Landorus-T, and physical Lucario can take it out, but only if it has been weakened to the point where their STAB moves can OHKO it (40%-60% HP range). Otherwise, it can threaten each of them with either Earthquake or Ice Punch.

**Special Attackers attackers**: Generally speaking, Special Attackers special attackers that hit hard or have a super effective coverage move will come out on top against Mega Aggron. Gengar, Thundurus, and Alakazam can use Focus Blast to deal significant damage to Mega Aggron. Keldeo and Reuniclus can effortlessly set up on Mega Aggron and threaten it and its teammates with their powered-up special attacks.

**Fire- and Ground-type Special Attackers special attackers**: These are among the only Pokemon in the game that can take out Mega Aggron in one strike. Landorus can switch into the majority of Mega Aggron's attacks and completely decimate it with Earth Power. Heatran is a premier counter, but it must take care not to switch into Earthquake or Thunder Wave. Volcarona can flat-out OHKO Mega Aggron with Fire Blast, but it should be wary of the rare Rock Slide.

[N.B. Your titles are pretty inconsistent in terms of capitalisation. Either go "Physical Walls"+"Special Attackers" etc or "Physical walls"+"Special attackers" etc]



GP 3/2
 
Ice Punch prevents 4x Ice-weak Pokemon from setting up on Mega Aggron. It also makes Mega Aggron one of the best checks to physical Dragon-types in the tier.
These are the only details on Ice Punch? Lando-T is rarely a setup sweeper, Garchomp can be scarfed or a mixed MegaChomp, Gliscor can be a BP passer, but I'm not sure how common that is because I almost never see that(btw I can't find the usage statistics for the life of me on my phone, haelp), Fire Blast also fails to even 3HKO from AV Goodra and Ice Punch is a guaranteed 2HKO on Goodra, and Flamethrower from Choice Specs Noivern fails to achieve a guaranteed 2HKO with Flamethrower, so Specially Defensive Mega Aggron is not just a Physical Dragon check.

EDIT: I realize "set up" doesn't have to mean setup sweeper but my point remains.
 
Last edited:

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Sorry about the lack of updates. I've been busy with life and implementing sirndpt GP check/addressing took some time.

sirndpt: Your GP Check was really helpful. Hopefully I addressed all of your concerns and I won't be such a lazy bum in the future haha:
Q: what do you mean by team-oriented? i would say this makes it *less* team-oriented...? - do you mean dependent on team support?
A: The latter. Do you think it's unclear enough to warrant changing?

These are the only details on Ice Punch? Lando-T is rarely a setup sweeper, Garchomp can be scarfed or a mixed MegaChomp, Gliscor can be a BP passer, but I'm not sure how common that is because I almost never see that(btw I can't find the usage statistics for the life of me on my phone, haelp), Fire Blast also fails to even 3HKO from AV Goodra and Ice Punch is a guaranteed 2HKO on Goodra, and Flamethrower from Choice Specs Noivern fails to achieve a guaranteed 2HKO with Flamethrower, so Specially Defensive Mega Aggron is not just a Physical Dragon check.

EDIT: I realize "set up" doesn't have to mean setup sweeper but my point remains.
For what it's worth, I originally had "Ice Punch lets Mega Aggron prevents the 4X Ice-weak Pokemon from using Mega Aggron as a free opening." The original intent was that Ice Punch prevented the 4x Ice weaks from switching into Mega Aggron and having having their way with your team/Mega Aggron, not to prevent set up (my mistake, again)

Don't worry, I'll fix this.

bugmaniacbob: I honestly wasn't ready for the next GP check, but I appreciate all the same. I'll implement it after I do some fine tuning.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top