Mega Aggron carves its niche in the OU metagame as a reliable answer to non-Focus Punch Mega Mawile and Icium Z Kyurem-B on stall teams while being a good entry hazard setter on its own. Its pure Steel typing, gigantic Defense stat, and ability Filter also allow it to deal with some other of the metagame's most common and dangerous physical attackers such as Choice-locked Kartana, both Tyranitar formes, and Mega Pinsir. With a high base Attack stat, Mega Aggron is also able to pressure some other threats to stall teams, such as Clefable and Mega Diancie, unlike stall's other Mega Evolution option in Mega Sableye. Furthermore, its superb movepool makes Mega Aggron capable of using various practical moves in the last moveslot, letting it check different threats depending on the needs of the team it is on. Unfortunately, Mega Aggron needs hard support in form of Wish from its teammates to keep healthy due to its lack of reliable recovery, which distinguishes it from Mega Sableye and even Mega Slowbro. Even with a damage-reducing ability, Mega Aggron's Special Defense is not always sufficient, making it struggle against stronger special attackers such as Firium Z Heatran, Focus Blast Magearna, and Fightinium Z Tapu Lele.
name: Mega Tank
move 1: Stealth Rock
move 2: Heavy Slam
move 3: Earthquake
move 4: Ice Punch / Fire Punch / Protect
evs: 248 HP / 56 Atk / 196 SpD / 8 Spe
Heavy Slam gives Mega Aggron the ability to OHKO three huge threats to stall teams in Clefable, Tapu Lele, and Mega Diancie, as well as OHKO Clefable with little chip damage and 2HKO Tornadus-T and Mega Latios. Earthquake aims to hit Heatran, Mega Mawile, and Toxapex, relieving the pressure that all of them put on the rest of the team. It also can be used to hit Magnezone, in the case that Mega Aggron gets trapped by it. Ice Punch 2HKOes offensive Landorus-T, Zygarde, and Gliscor, which all take minimal damage from Mega Aggron's Heavy Slam, threaten Mega Aggron with super effective Ground-type STAB moves, and can pose a threat to stall teams depending on the set. Fire Punch has the same objective but instead targets Kartana, Mega Scizor, and Ferrothorn, achieving a 2HKO on all of them while having a favorable chance to OHKO the former. Protect helps Mega Aggron scout moves and waste either PP from the opposing team or turns from weather or screens. It can also serve as a way to make Mega Medicham lose half of its health by missing High Jump Kick, making it much easier to deal with. Toxic puts Tangrowth, Zapdos, and Rotom-W on a timer, since they aren't bothered by Mega Aggron's other moves.
248 HP EVs, 196 Special Defense EVs, and a Careful nature allow Mega Aggron to endure two Psychics from Choice Specs Tapu Lele under Psychic Terrain without Stealth Rock damage, while 56 Attack EVs let it OHKO maximum HP Heatran with Earthquake almost every time. The remaining EVs are put into Speed to let Mega Aggron outspeed uninvested base 50s, such as Chansey and Alolan Muk. An offensive spread of 252 HP / 252 Atk / 4 SpD and an Adamant nature can be used in order to OHKO Zygarde and Gliscor with Ice Punch after Stealth Rock damage and deal more damage with Heavy Slam against the likes of Tornadus-T and Reuniclus, but the lack of special bulk investment can be detrimental in some situations.
Try to lead with Aggron, especially if the last move that you are using is Protect, and Mega Evolve as soon as possible in order to get rid of its poor defensive typing. If it is not possible to Mega Evolve Aggron on the first turn, try to bring Aggron in with a free switch, as even a resisted special move can make Aggron lose a lot of its health and consequently make it more dependent on Wish to heal. Avoid letting Mega Aggron's HP get too low; if that occurs, Mega Aggron can become unable to pivot into the Pokemon that it normally could. When pivoting, try to bring it in against special attackers that fear and can't do much against it such as Tornadus-T and Mega Latios or against physical attackers such as Mega Pinsir and Weavile. Entry hazards, specially Spikes, can be somewhat detrimental to Mega Aggon, as it turns some 3HKOs against it turn into 2HKOs, such as Choice Band Zygarde's Thousand Arrows and Choice Specs Tapu Lele's Psychic, leaving it unable to pivot into those threats. Therefore, try to keep them off your side of the field in order to preserve Mega Aggron's ability to consistently swallow hits. Mega Aggron's ability to pressure opposing hazard setters, such as Clefable and Mega Diancie, must be used as much as possible, so try to predict the opponent switching one of them in and double switch into them; since Mega Aggron can OHKO the former with little chip damage and outright eliminate the latter with ease, they will be discouraged from attempting to set up hazards. However, beware of Mega Diancie's Earth Power, as it can weaken Mega Aggron to a point where it can no longer switch in on threats without the risk of being KOed. Also, be wary of switching in on coverage moves from Mega Mawile and Tapu Lele; for example, pivoting in on Focus Punch Mawile will make Mega Aggron lose more than half of its health, while pivoting in on Focus Blast Tapu Lele will result in Mega Aggron getting 2HKOed, and in both cases Mega Aggron will be unable to check the threats it used to. With this, scouting for those moves is fundamental.
As Mega Aggron lacks a reliable form of recovery, Wish support is almost mandatory on teams with it. Chansey, Clefable, and Jirachi are all available and able to fit well on stall teams, with Chansey being the most effective, since its Wish heals all of Mega Aggron's HP, while Clefable forms a good Steel / Fairy core with it. Also, Chansey is a formidable counter to most special wallbreakers and sweepers, including Mega Charizard Y and Volcarona, beating them with ease for Mega Aggron. Entry hazard removers, specifically Zapdos and Mew, are good partners, as both check or counter some of Mega Aggron's checks, such as Celesteela in the case of Zapdos and Mega Medicham in Mew's situation, while keeping the field clear, making Mega Aggron's job of checking Pokemon easier. Since you're forgoing using Mega Sableye in the team's Mega slot, this kind of support is more indispensable than normal. Cleric support, or even a status absorber, is crucial to Mega Aggron teams. Chansey and Clefable can provide Heal Bell support to heal status, while Gliscor can pivot into status inducers, preventing other targets. Lastly, Buzzwole is an excellent partner to Mega Aggron, since it can pivot into the physical attackers that still can pose a threat to Mega Aggron, such as Tapu Bulu, Zygarde, and Mega Heracross.
Rest is an option to make Mega Aggron less dependent on Wish support, allowing it to keep its health high during the match, but the drawback of being asleep for two turns can render the move worthless, as it lets setup sweepers use Mega Aggron as setup fodder.
Checks and Counters
**Water-type Pokemon**: Bulky Water-type Pokemon, like Rotom-W, Gastrodon, and Alomomola, are easily capable of crippling Mega Aggron with chip damage or a Scald burn, while only fearing the rare Toxic.
**Fire-type Pokemon**: Despite not being able to switch in safely, Heatran can pose a big threat to Mega Aggron, OHKOing it easily with Inferno Overdrive. Volcarona, especially its bulky set, can use Mega Aggron as setup fodder, and while it isn't the biggest problem to stall teams, Mega Charizard Y is capable of OHKOing Mega Aggron with Flamethrower with ease.
**Special Attacking Wallbreakers**: Hydreigon can easily 2HKO Mega Aggron with Black Hole Eclipse followed by Earth Power, and pre-transformed Ash-Greninja can 2HKO even the bulkiest variant of Mega Aggron with a Choice Specs-boosted Hydro Pump, not being OHKOed by anything Mega Aggron normally carries.
**Status**: If burned, Mega Aggron struggles to pressure its targets, such as Tornadus-T, Heatran, and Mega Mawile, leaving it unable to function well for the rest of the game. Paralysis, while not as detrimental as a burn, can make Mega Aggron lose versus Heatran and SubCoil Zygarde one-on-one.
**Setup Sweepers**: If Mega Aggron lacks Ice Punch, Zygarde and Gliscor can use it as setup fodder, as Heavy Slam doesn't do enough damage to prevent them getting boosts. At +2, Garchomp can OHKO a Rough Skin-weakened Mega Aggron with Earthquake. If Mega Aggron lacks Fire Punch, it falls victim to Mega Scizor and Kartana instead. Taunt Gyarados and Mega Gyarados can both use Mega Aggron as a setup fodder as well. Manaphy, Keldeo, and Double Dance Reuniclus also find almost-free opportunities to set up against Mega Aggron, as most of its moves don't bother them.
- Written by: [OldAmberPlays, 232261]
- Quality checked by: [[lyd, 303291], [Indigo Plateau, 216712], [Finchinator, 114198]]
- Grammar checked by: [[Kris, 241023], [The Dutch Plumberjack, 232216]]