OU Mega Aggron



[OVERVIEW]

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.

[SET]
name: Mega Tank
move 1: Stealth Rock
move 2: Heavy Slam
move 3: Earthquake
move 4: Ice Punch / Fire Punch / Protect
item: Aggronite
ability: Sturdy
nature: Careful
evs: 248 HP / 56 Atk / 196 SpD / 8 Spe

[SET COMMENTS]
Moves
========

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.

Set Details
========

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.

Usage Tips
========

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.

Team Options
========

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.

[STRATEGY COMMENTS]
Other Options
=============

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.


[CREDITS]
- Written by: [OldAmberPlays, 232261]
- Quality checked by: [[lyd, 303291], [Indigo Plateau, 216712], [Finchinator, 114198]]
- Grammar checked by: [[Kris, 241023], [The Dutch Plumberjack, 232216]]
 
Last edited:

locri

formerly Lyd
is a Smogon Social Media Contributoris a Community Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
Overview

Mega Aggron carves its niche in the metagame as a reliable answer to non-Focus Punch Mega Mawile and non-Firium Z Heatran to stall teams, while being a good Stealth Rock setter by its own.
  • Calling it a “reliable answer to non-Firium Z Heatran” is really odd. It can tank a Fire move if needed and retaliate with an Earthquake, but it’s anything but a reliable answer. Mega Aggron stalls often have something like Gliscor, Quagisire, and even Kommo-o to help with Heatran.
Mega Aggon's pure Steel-type, gigantic Defense stat and Filter as an ability allows it to deal with some of the most dangerous physical attackers in the tier, such as Landorus-Therian, Tapu Bulu and Tyranitar, three of the most dangerous Pokemon against fatter teams.
  • It’s not a Landorus-T check either. +2 Earthquake does massive damage and Mega Aggron doesn’t OHKO with Ice Punch, varinats without Ice Punch can’t even 2HKO offensive Landorus-T. You can put Z-move Kyurem-B in Landorus-T’s stead.
It also can be used as setup fodder depending on its fourth move. If lacking Ice Punch, Gliscor and Zygarde are both almost free to do their job, while the lack of Fire Punch or Toxic can be problematic in some other cases, configuring a fourth-moveslot-syndrome.
  • This isn’t really a big issue, the rest of the team will cover what Mega Aggron gives up si it’s fine. I’d probably remove this bullet.
Even with a damage-reduction ability, its Special Defense seens not to be enough in some cases, making it struggle against some special attackers, such as Magearna, Tapu Koko and Fightinium Z Tornadus-Therian.
  • Tapu Koko is a bit mediocre, especially as a stallbreaker. Replace it with Fightinium Z Tapu Lele.
Moves

Stealth Rock puts the hazard up, punishing switch-ins and and providing pressure against the opposing team.
  • I think replcing “punishing” with “wearing down” makes a bit more sense, considering it’s stall we’re talking about.
Heavy Slam is the preferred Steel-type move, since it abuse Mega Aggron's weight, garanting 120 Base Power against a huge portion of the tier, letting it OHKO Mega Diancie and Tapu Lele, two huge threats to stall, while 2HKOing Tornadus-Therian and Mega Latios.
  • Add Clefable to the mix.
Set Details

Aggronite let Aggron Mega evolves into Mega Aggron, gaining Filter and an excepcional bulk, while losing its defensively poor Rock-type.
  • This is pretty self-explanatory, you can cut it.
Usage Tips

Try to Mega evolve as soon as possible, in order to make Aggron looses its poor defensive typing. Also, try to bring Aggron in with a free swtich, as even a resisted Special move can make Aggron loose a lot of its health and consequently making it more dependent of a Wish to heal it up.
  • Say it’s nice to lead with Aggron for this reason.
Mega Aggron's ability to pressure opposing hazard setters, such as Clefable and non-Firium Z Heatran, must be used the most as possible, making double switches in a predicted entry of those. Clefable will be unable to setup hazards unless if it want to be severy weakned or outright OHKOed by Heavy Slam, while Heatran must fear Earthquake, as any variant of it will drop if Mega Aggron have the opportunity to use the move.
  • You should probably replace Heatran with Diancie here, because Mega Aggron really doesn’t appreciate a Magma Storm.
Team Options

  • Add a bullet on Buzzwole, it covers most physical attackers that pose a threat to Mega Aggron, like Zygarde, Gliscor, Landorus-T, Mega Heracross etc.
Other Options

Rest is an option on Wish support-less teams, allowing Mega Aggron to keep its health high during the match, but the drawback of being asleep for 2 turns can prove the move to be worthless, as it let setup sweepers uses Mega Aggron as setup fodder.
  • I think you’d want Wish support even with Rest variants, so reword this bit please.
  • As for the other stuff in OO, I’ve never tried or seen them so I’ll leave it up to the other QC’ers.
QC 1/3
 
Overview


  • Calling it a “reliable answer to non-Firium Z Heatran” is really odd. It can tank a Fire move if needed and retaliate with an Earthquake, but it’s anything but a reliable answer. Mega Aggron stalls often have something like Gliscor, Quagisire, and even Kommo-o to help with Heatran.
  • It’s not a Landorus-T check either. +2 Earthquake does massive damage and Mega Aggron doesn’t OHKO with Ice Punch, varinats without Ice Punch can’t even 2HKO offensive Landorus-T. You can put Z-move Kyurem-B in Landorus-T’s stead.
  • This isn’t really a big issue, the rest of the team will cover what Mega Aggron gives up si it’s fine. I’d probably remove this bullet.
  • Tapu Koko is a bit mediocre, especially as a stallbreaker. Replace it with Fightinium Z Tapu Lele.
Moves


  • I think replcing “punishing” with “wearing down” makes a bit more sense, considering it’s stall we’re talking about.
  • Add Clefable to the mix.
Set Details


  • This is pretty self-explanatory, you can cut it.
Usage Tips


  • Say it’s nice to lead with Aggron for this reason.
  • You should probably replace Heatran with Diancie here, because Mega Aggron really doesn’t appreciate a Magma Storm.
Team Options

  • Add a bullet on Buzzwole, it covers most physical attackers that pose a threat to Mega Aggron, like Zygarde, Gliscor, Landorus-T, Mega Heracross etc.
Other Options


  • I think you’d want Wish support even with Rest variants, so reword this bit please.
  • As for the other stuff in OO, I’ve never tried or seen them so I’ll leave it up to the other QC’ers.
QC 1/3
Did, thanks for the check! Ready to QC: 2/3!!
 

Indigo Plateau

adrenaline momentum
is a Tutoris an official Team Rateris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogon
Moderator
[OVERVIEW]

  • Mega Aggron carves its niche in the metagame as a reliable answer to non-Focus Punch Mega Mawile and a good punisher to non-Firium Z Heatran that attempt to setup Stealth Rock against it to stall teams, while being a good setter by its own.
    Mega Aggron is a bad answer to Heatran because you always get 2HKOed aka can't switch into it, and you're basically hoping that it's going to set up SR in front of you which it has no need to because it can do it against half of the rest of the team, change this to Tornadus-T, which is very annoying vs stall due to Knock Off and Regenerator
  • Mega Aggon's pure Steel-type, gigantic Defense stat and Filter as an ability allows it to deal with some of the most dangerous physical attackers in the tier, such as Tapu Bulu, Z-Move Kyurem-B and Tyranitar, three of the most dangerous Pokemon against fatter teams.
    Change Tapu Bulu to Mega Mawile; stall usually has an extra countermeasure to Bulu in Tang / Buzzwole / etc & Aggron checking Mawile is a huge thing for the builds it's used on
  • With a high base Attack stat, Mega Aggron is also able to pressure some other threats to stall teams, such as Clefable and Tornadus-Therian, unlike stall's other Mega option, Mega Sableye.
  • A huge moverpool at your disposal means that Mega Aggron can use its last slot depending on the team's needs, while providing everything that is expected from it.
    The end just reads like unnecessary filler so explain what this last customizable spot allows you to do (ie Ice Punch for Zyg)
  • Unfortunately, Mega Aggron needs hard support in form of Wish from its teammates to keep its health high due to its lack of reliable recovery, wich distingues it from Mega Sableye and even Mega Slowbro.
  • Even with a damage-reduction ability, its Special Defense seens not to be enough in some cases, making it struggle against some special attackers, such as Magearna and Fightinium Z Tapu Lele and Tornadus-Therian.
    You don't struggle with Torn-T outside of max SpA Fight Z at all, either remove or find another example like Heatran
[SET]
name: Mega Tank
move 1: Stealth Rock
move 2: Heavy Slam
move 3: Earthquake
move 4: Ice Punch / Fire Punch / Protect (remove extra space before Ice Punch here, not gp but it bothered me lol)
item: Aggronite
ability: Sturdy
nature: Careful
evs: 248 HP / 56 Atk / 196 SpD / 8 Spe

[SET COMMENTS]
Moves
========
  • Stealth Rock puts the hazard up, wearing down switch-ins and and providing pressure against the opposing team. Also, considering Mega Aggron's moverpool and typing, it is able to scare away some hazard controllers that can cause trouble to stall teams, such as Kartana and Mega Diancie, respectively.
    First sentence is fluff - I already know what Stealth Rock does. Focus on its ability to set up SR against troublesome hazard control mons like Diancie / Torn-T like you mentioned at the end
  • Heavy Slam is the preferred Steel-type move, since it abuse Mega Aggron's weight, garanting 120 Base Power against a huge portion of the tier, letting it OHKO Clefable, Tapu Lele and Mega Diancie, with the former needing little chip damage, while 2HKOing Tornadus-Therian and Mega Latios.
    Again, skip all the fluff on the move and instead focus on how it lets it handle Clefable, Tapu Lele, and Mega Diancie easily, all which trouble stall
  • Earthquake aims to hit Heatran, Mega Mawile and Toxapex, OHKOing the former and 2HKOing the latter two, with Toxapex needing Stealth Rock damage. It also can OHKO Magnezone, in the case if Mega Aggron get trapped by it.
    Again, make this cleaner and just focus on the Pokemon it hits + why it's relevant
  • Ice Punch can be used to 2HKO offensive Landorus-Therian, Zygarde and Gliscor, three examples that can stall out Mega Aggon Heavy Slam's PP, since they take very little damage from it, letting them using it as a setup fodder.
    Include that these can be problematic vs stall as well depending on the set
  • Fire Punch have the same objective as Ice Punch, but targeting Kartana, Mega Scizor and Ferrothorn, achieving a 2HKO on all of them.
  • Protect helps Mega Aggron to scout moves and waste either PP from the opposing team and turns from weather or screens. It can also serve as a way to make Mega Medicham loses half of its health by missing High Jump Kick, making it much easier to deal.
  • Toxic puts Tangrowth, Zapdos Rotom-Wash on a timer, since they doesn't bother about Mega Aggron's other moves.
Set Details
========
  • Sturdy is the more useful ability prior Mega Evolution, since Aggron can be used to endure a hit and at least setup Stealth Rock before it faints.
    Rock Head is never used in OU, remove this unless you can think of a specific example where you would actually use Sturdy instead of mega evolving right away
  • Near full investiment in HP, in conjuction with 196 SpD and a Careful Nature allows Mega Aggron to endure two Psychic from Specs Tapu Lele under Psychic Terrain, while 56 Atk EVs let Mega Aggron OHKO 252 HP Heatran with Earthquake almost every time. The rest 8 EVs are put in Speed to outspeed univested base 50, such as Chansey and Alolan Muk.
    Specify the Tapu Lele bit is from full, because with SR you have a chance of getting 2HKOed
  • An offensive spread with 252 HP / 252 Atk/ 4 SpD and an Adamant nature can be used in order to OHKO Zygarde and Gliscor after Stealth Rock damage and to put more pressure with Heavy Slam against the likes of Tornadus-Therian and Reuniclus, but the lack of Special bulk can be detrimental in some situations.
Usage Tips
========

  • Try to lead with it, in order to make Aggron looses its poor defensive typing. Also, if it is not possible to Mega evolve Aggron on the first turn, try to bring Aggron in with a free swtich, as even a resisted Special move can make Aggron loose a lot of its health and consequently making it more dependent of a Wish to heal it up.
  • Continuing speaking of Mega Aggron's longevity, avoid letting it with low HP. If that ocurrs, Mega Aggron can be unable to pivot in the Pokemon that it normally could. Make this a separate bullet --> Try to bring it in against special-attackers Pokemon that fear Mega Aggron and can't do much against it such as Mega Latios and Serperior, or against physical ones such as Mega Pinsir and Weavile.
    What are examples of Pokemon it can't pivot into w/o mega evolving? Replace Serperior with Torn-T because you lose to Serperior 1v1 if it clicks Leaf Storm on the switch, meaning you have to pivot with your other Pokemon
  • Hazards, specially Spikes, can be somewhat prejudicial to Mega Aggon, as it makes some 3HKO transform into 2HKO, such as Choice Band Zygarde's Thousand Arrows and Choice Specs Tapu Lele's Psychic, leaving it unable to pivot in those threats. With this, it is appreciable to keep hazards off the field, in order to preserve Mega Aggron's consistency in swallow hits.
  • Mega Aggron's ability to pressure opposing hazard setters, such as Clefable and Mega Diancie, must be used the most as possible, making double switches in a predicted entry of those. Clefable will be unable to setup hazards unless if it want to be severy weakned or outright OHKOed by Heavy Slam, while Mega Diancie will Always drop to it.
    The second sentence is unnecessary and you should reword this to focus on Mega Aggron's ability to reliably keep Stealth Rock off the field versus Clefable and Diancie, which stall struggles to do. Mention that you need to be wary of Earth Power from Diancie

    Include a bullet point on being wary of switching into coverage from the likes of Tapu Lele (Focus Blast), Mega Mawile (Focus Punch), etc, as this will severely hinder the team's ability to switch into these Pokemon once Aggron is weakened
Team Options
========
  • As Mega Aggron lacks a reliable form of recovery, Wish support is almost mandatory with teams with it. Chansey, Clefable and Jirachi are the choices available that fits well on stall teams, with the former being the most effective, since Chansey's Wish heals all of Mega Aggron's HP, while Clefable forms a good Steel/Fairy core with it.
  • Hazard removers, such as Zapdos and Mew, are both good partners to Mega Aggron, making it more durable during the match, since both check or counter Mega Aggron's checks, such as Celesteela in the case of Zapdos and Mega Medicham in Mew's situation.
    "Making it more durable during the match" this applies to any Pokemon ever that doesn't have to come in on hazards and you're not telling me WHY. Specify that having a hazard remover with Mega Aggron is VERY important to allow it to actually check the stuff it checks vs stall, especially since you're giving up Mega Sableye, a soft form of hazard control, for Mega Aggron
  • Cleric support, or even a status absorver, is crucial to Mega Aggron teams. Chansey and Clefable can provide Heal Bell to heal status, while Gliscor can pivot in status inducers, preventing other targets.
  • Buzzwole is an exelent partner to Mega Aggron, since it can pivot into non-Flynium Z Landorus-Therian, Zygarde and Mega Heracross, physical attackers that still can pose a threat to it.
    Offensive Landorus-T will almost always be running Fly Z so change this to a more fitting example like Bulu

    Mention Chansey being a good partner for its ability to beat Zard-Y and Volcarona with ease - you only stated Chansey being able to pass Wish

[STRATEGY COMMENTS]
Other Options
=============
  • Rest is an option to make Mega Aggron less dependent of Wish support, allowing it to keep its health high during the match, but the drawback of being asleep for 2 turns can prove the move to be worthless, as it let setup sweepers uses Mega Aggron as setup fodder.
    If you're using Rest you're using Heal Bell, so please change the second part to specify it is over-reliant on Heal Bell
  • Roar phazes out Volcarona and Rotom-W, two Pokemon that Mega Aggron can't do almost nothing against, but this leaves Mega Aggron more passive than it actually is.
    No, remove this
  • Avalanche can be used instead of Ice Punch, in order to OHKO Landorus-Therian and Zygarde after taking a hit even with the Careful spread, but the necessity of being hit before to achieve the 120 BP is unreliable for most of time.
    Remove this too
  • Curse can transform Mega Aggron in a potent win condition late-game, but the inconsistency of this move without a recovery method is higher than its rewards.
    And this
Checks and Counters
===================

**Water-type Pokemon**: Except for Toxapex, almost every other Water-type Pokémon, like Rotom-W, Gastrodon and Alomomola are easily capable of crippling Mega Aggron with chip damage or a burn, while only fearing the rare Toxic. If carrying Taunt, Gyarados and its Mega forme can both use Mega Aggron as a setup fodder, while pre-transformed Ash-Greninja can 2HKO even the bulkiest version of it with a Specs-boosted Hydro Pump, not being OHKO by anything Mega Aggron normaly carries.

Remove all the extra fluff here to just say that Water-type Pokemon like Rotom-W, Gastrodon, and Alomomola can beat it thanks to their typing and bulk but should watch out for Toxic. Move Gyarados to last section.

**Special-oriented Wallbreakers**: Altought not being able to switch-in safely, Heatran can pose as a big threat to Mega Aggron, OHKOing it easily with Inferno Overdrive. Double Dance Reuniclus and Volcarona, specialy its bulky set, can use Mega Aggron as setup fodder, while Choice Specs Keldeo is almost free to spam Scald against it. To a lesser extend, while not being the biggest problem to stall teams, Mega Charizard Y is capable of OHKO Mega Aggron with Flamethrower with ease.

Remove Heatran, Zard-Y, and Volcarona and make a **Fire-types** section for them; move Keldeo and Reuniclus to last section; add Ash-Greninja here instead of the first section and add Hydreigon

**Status**: If burned, Mega Aggron struggle to pressure its targets, such as Tornadus-Therian, Heatran and Mega Mawile, leaving unable to function well for the rest of the game. Paralysis, while not so prejudicial as a burn, can make Mega Aggron looses the 1v1 versus Heatran and SubCoil Zygarde.

**Set-dependent Setup Sweepers**: If it lacks Ice Punch, Zygarde and Gliscor can use Mega Aggron as a setup fodder, as Heavy Slam doens't do enough damage to prevent them getting boosts. Garchomp can OHKO it after a +2 Earthquake and two Mega Aggron's Heavy Slam, factoring Rough Skin. The same goes for Mega Scizor and Kartana, in the case of a Fire Punch-less set.

Leave the name as just "Setup Sweepers" and include Reuniclus, Manaphy, and Keldeo here as well, alongside any other mon I told you to move here

[CREDITS]
- Written by: [OldAmberPlays, 232261]
- Quality checked by: [[lyd, 303291], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Check is in the quote, please make sure you implement it in its entirety

This is not QC 2/3; please tag me when you're done implementing so I can double check and stamp it
 

Indigo Plateau

adrenaline momentum
is a Tutoris an official Team Rateris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogon
Moderator
Here's some stuff that wasn't fully implemented:
  • Considering Mega Aggron's moverpool and typing, its ability to scare away some hazard controllers that can cause trouble to stall teams, such as Tornadus-Therian and Mega Diancie, makes it a good user of Stealth Rock, making easier to wear down switch-ins and proving pressure against the opposing team.
    Remove the last bit about wearing down switch-ins etc, it's fluff

  • Earthquake aims to hit Heatran, Mega Mawile and Toxapex, OHKOing the former and 2HKOing the latter two, with Toxapex needing Stealth Rock damage, relieving the pressure that all of them put on the rest of the team. It also can OHKO Magnezone, in the case if Mega Aggron get trapped by it.
    Remove all the "OHKO on this and 2HKO on that" and reword this sentence, people can figure it out by themselves (Heatran and Zone are both 4x weak to it)

  • Buzzwole is an exelent partner to Mega Aggron, since it can pivot into Zygarde and Mega Heracross, physical attackers that still can pose a threat to it.
    Mention Tapu Bulu

  • As Mega Aggron lacks a reliable form of recovery, Wish support is almost mandatory with teams with it. Chansey, Clefable and Jirachi are the choices available that fits well on stall teams, with the former being the most effective, since Chansey's 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 Mega Charizard-Y and Volcarona, beating both with ease for Mega Aggron.
    Add the fact that Chansey helps with most special wallbreakers in the last sentence as well
IndigoPlateau-QC.gif

2/3, tagging Finchinator for final check once this is implemented
 
Here's some stuff that wasn't fully implemented:
  • Considering Mega Aggron's moverpool and typing, its ability to scare away some hazard controllers that can cause trouble to stall teams, such as Tornadus-Therian and Mega Diancie, makes it a good user of Stealth Rock, making easier to wear down switch-ins and proving pressure against the opposing team.
    Remove the last bit about wearing down switch-ins etc, it's fluff

  • Earthquake aims to hit Heatran, Mega Mawile and Toxapex, OHKOing the former and 2HKOing the latter two, with Toxapex needing Stealth Rock damage, relieving the pressure that all of them put on the rest of the team. It also can OHKO Magnezone, in the case if Mega Aggron get trapped by it.
    Remove all the "OHKO on this and 2HKO on that" and reword this sentence, people can figure it out by themselves (Heatran and Zone are both 4x weak to it)

  • Buzzwole is an exelent partner to Mega Aggron, since it can pivot into Zygarde and Mega Heracross, physical attackers that still can pose a threat to it.
    Mention Tapu Bulu

  • As Mega Aggron lacks a reliable form of recovery, Wish support is almost mandatory with teams with it. Chansey, Clefable and Jirachi are the choices available that fits well on stall teams, with the former being the most effective, since Chansey's 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 Mega Charizard-Y and Volcarona, beating both with ease for Mega Aggron.
    Add the fact that Chansey helps with most special wallbreakers in the last sentence as well
View attachment 146612
2/3, tagging Finchinator for final check once this is implemented
Implemented. Thanks for the check! I'll write it soon
 
Hey,

I would probably suggest Avalanche over Ice Punch. You can get the OHKO on Gliscor / Lando.

Since Aggron is quite slow, Avalanche is usually guaranteed 120 BP.

The difference between an unboosted Avalanche and Ice Punch is marginal anyway. Also, your analysis has quite a lot of grammatical errors, but GP will probably take care of it.
 
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Hey,

I would probably suggest Avalanche over Ice Punch. You can get the OHKO on Gliscor / Lando.

Since Aggron is quite slow, Avalanche is usually guaranteed 120 BP.

The difference between an unboosted Avalanche and Ice Punch is marginal anyway. Also, your analysis has quite a lot of grammatical errors, but GP will probably take care of it.
I've already asked Finch about Avalanche, and he said "no". so I'll keep his decision. About the grammatical errors, I'll take a deeper look on it before sending to GP whatever, but thank you for pointing this out.
 
I've already asked Finch about Avalanche, and he said "no". so I'll keep his decision. About the grammatical errors, I'll take a deeper look on it before sending to GP whatever, but thank you for pointing this out.
Did he explain his reasoning? You can get the OHKO on flying types like Tornadus-T and also unboosted Hawlucha.

Just curious, because I have a lot of games with M-Aggron in both UU and OU, and Avalanche seemed optimal after my testing.
 
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Gary

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Hey,

I would probably suggest Avalanche over Ice Punch. You can get the OHKO on Gliscor / Lando.

Since Aggron is quite slow, Avalanche is usually guaranteed 120 BP.

The difference between an unboosted Avalanche and Ice Punch is marginal anyway. Also, your analysis has quite a lot of grammatical errors, but GP will probably take care of it.
Avalanche is by no means guaranteed to be 120 BP every time. Its power is only doubled if damage is dealt to Aggron. The move has negative priority, so regardless of Aggron's Speed it's always going to hit last anyway. There are plenty of situations where Aggron would be using Avalanche on Gliscor/Lando/Zyg without necessarily taking damage beforehand. Lando could be setting up rocks or Defogging, Zyg could DD, Gliscor could Defog, etc. Catching them on the switch-in too. The extra 15 BP is not really that marginal, and its lower BP could definitely bite you in the ass. I don't think it's an unviable option but considering Aggron's small niche consistency is important, so Ice Punch is definitely the better option in this situation.
 

Finchinator

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OVERVIEW

Mega Aggron carves its niche in the metagame as a reliable answer to non-Focus Punch Mega Mawile and Tornadus-Therian to stall teams, while being a good hazard setter by its own.
I take issue with you specifying Tornadus-Therian as the second Pokemon; if you are going to namedrop specific Pokemon at the start just like this, then they should really be things teams specifically add Mega Aggron for. Stall normally is annoyed by the longevity of Tornadus-Therian, but does not get pressured by it much seeing as Zapdos is practically a staple, especially on Mega Aggron variants. In addition, Z-Fight Tornadus-Therian is picking up in usage, so it's not like Mega Aggron is too reliable an answer until information on the set is fully discovered.

Moreover, I would mention Z Kyurem-Black instead of Tornadus-Therian; it is true that Kyurem-Black is less common than Tornadus-Therian, but Z Kyurem-Black always gets a kill with its Z move against stall teams normally and Mega Aggron variants are able to avoid this comfortably, which is very much appreciated and a noteworthy reason to specifically use Mega Aggron as opposed to Tornadus-Therian.

Its pure Steel-type, gigantic Defense stat and Filter as an ability allows it to deal with some of the most dangerous physical attackers in the tier, such as Z-Move Kyurem-B and Tyranitar, two of the most dangerous Pokemon against fatter teams.
I assume your response to above was going to be that you mentioned Z Kyurem-Black in the next part, but I feel like it fits way better in the opening sentence and Tornadus-Therian has no place, so the simple fix would be to change this part to read as follows:
"Its pure Steel-type, gigantic Defense stat and ability Filter allow it to deal with some of the metagames most common and dangerous physical attackers such as Choice locked Kartana, all Tyranitar, and Mega Pinsir"

I feel like if we are going to list things, then we might as well have a bit more inclusive a list, so I bumped it up to three Pokemon and also broadened the scope by stating the variants of the first two specifically. It also felt right to mention Kartana at some point in this opening seeing how often Kartana is pivoted into by Mega Aggron in general.

Plus, its huge moverpool makes it able to use its last slot depending on the team's needs, such as Ice Punch if the team needs a response to Zygarde, or Fire Punch in case of Kartana.
This is a nice thing to have, but I would probably try to stay general here because you will list all of the moves under the set later in the analysis and you don't want a random, incomplete listing in the introduction. Therefore, I would have this read as follows:
"Plus, its superb attacking and support moverpool makes Mega Aggron capable of using various practical moves in the last slot, letting it check different threats depending upon the needs of the team it is on."

Even with a damage-reduction ability, its Special Defense seens not to be enough in some cases, making it struggle against some special attackers, such as Heatran, Magearna and Fightinium Z Tapu Lele.
Mega Aggron is actually often used to get rid of Leftovers Heatran with Earthquake as it lives any attack, including max SAtk Magma Storm, and OHKOs back. It also does ok against Bolt Beam or AV Magearna. I think you should specify the sets like you do for Tapu Lele; have it read:
"Even with a damage-reducing ability, its Special Defense is not always sufficient, making it struggle against stronger special attackers such as Z-Fire Heatran, Focus Blast Magearna and Z-Fighting Tapu Lele."

SET

Ice Punch can be used to 2HKO offensive Landorus-Therian, Zygarde and Gliscor, three examples that can stall out Mega Aggon’s Heavy Slam PP, since they take very little damage from it, letting them using it as a setup fodder and pose as a threat to stall team depending on the sets.
Landorus-Therian cannot really "stall out" Mega Aggron's Heavy Slam PP. I'd rephrase this to indicate that they simply can take minimal damage from it while also threatening it with STAB, super effective Earthquake. You are on the right track, but just described the way they function as answers to Mega Aggron incorrectly, pretty much.

Fire Punch have the same objective, but targeting Kartana, Mega Scizor and Ferrothorn, achieving a 2HKO on all of them.
56 Atk Aggron-Mega Fire Punch vs. 4 HP / 0 Def Kartana: 240-284 (92.3 - 109.2%) -- 56.3% chance to OHKO
56 Atk Aggron-Mega Fire Punch vs. 4 HP / 0 Def Kartana: 240-284 (92.3 - 109.2%) -- 93.8% chance to OHKO after Stealth Rock

Just change the last bit to something like: "achieving a 2HKO on all of them while having a favorable chance to OHKO the former."

The rest of moves and set details seems perfect.

Try to lead with Mega Aggron, in order to make it looses its poor defensive typing.
Emphasize that it should be the lead if you run Protect especially, but yea in general this is fine.

Since it can OHKO both with ease,
It doesn't OHKO Clefable, let alone with ease. Fix that and describe the sequence accurately as you do when describing Heavy Slam's damage in the moves section above.

Team options is perfect. So is Other Options. C&C probably is, too.

Implement this and 3/3
 
OVERVIEW


I take issue with you specifying Tornadus-Therian as the second Pokemon; if you are going to namedrop specific Pokemon at the start just like this, then they should really be things teams specifically add Mega Aggron for. Stall normally is annoyed by the longevity of Tornadus-Therian, but does not get pressured by it much seeing as Zapdos is practically a staple, especially on Mega Aggron variants. In addition, Z-Fight Tornadus-Therian is picking up in usage, so it's not like Mega Aggron is too reliable an answer until information on the set is fully discovered.

Moreover, I would mention Z Kyurem-Black instead of Tornadus-Therian; it is true that Kyurem-Black is less common than Tornadus-Therian, but Z Kyurem-Black always gets a kill with its Z move against stall teams normally and Mega Aggron variants are able to avoid this comfortably, which is very much appreciated and a noteworthy reason to specifically use Mega Aggron as opposed to Tornadus-Therian.


I assume your response to above was going to be that you mentioned Z Kyurem-Black in the next part, but I feel like it fits way better in the opening sentence and Tornadus-Therian has no place, so the simple fix would be to change this part to read as follows:
"Its pure Steel-type, gigantic Defense stat and ability Filter allow it to deal with some of the metagames most common and dangerous physical attackers such as Choice locked Kartana, all Tyranitar, and Mega Pinsir"

I feel like if we are going to list things, then we might as well have a bit more inclusive a list, so I bumped it up to three Pokemon and also broadened the scope by stating the variants of the first two specifically. It also felt right to mention Kartana at some point in this opening seeing how often Kartana is pivoted into by Mega Aggron in general.


This is a nice thing to have, but I would probably try to stay general here because you will list all of the moves under the set later in the analysis and you don't want a random, incomplete listing in the introduction. Therefore, I would have this read as follows:
"Plus, its superb attacking and support moverpool makes Mega Aggron capable of using various practical moves in the last slot, letting it check different threats depending upon the needs of the team it is on."


Mega Aggron is actually often used to get rid of Leftovers Heatran with Earthquake as it lives any attack, including max SAtk Magma Storm, and OHKOs back. It also does ok against Bolt Beam or AV Magearna. I think you should specify the sets like you do for Tapu Lele; have it read:
"Even with a damage-reducing ability, its Special Defense is not always sufficient, making it struggle against stronger special attackers such as Z-Fire Heatran, Focus Blast Magearna and Z-Fighting Tapu Lele."

SET


Landorus-Therian cannot really "stall out" Mega Aggron's Heavy Slam PP. I'd rephrase this to indicate that they simply can take minimal damage from it while also threatening it with STAB, super effective Earthquake. You are on the right track, but just described the way they function as answers to Mega Aggron incorrectly, pretty much.


56 Atk Aggron-Mega Fire Punch vs. 4 HP / 0 Def Kartana: 240-284 (92.3 - 109.2%) -- 56.3% chance to OHKO
56 Atk Aggron-Mega Fire Punch vs. 4 HP / 0 Def Kartana: 240-284 (92.3 - 109.2%) -- 93.8% chance to OHKO after Stealth Rock

Just change the last bit to something like: "achieving a 2HKO on all of them while having a favorable chance to OHKO the former."

The rest of moves and set details seems perfect.


Emphasize that it should be the lead if you run Protect especially, but yea in general this is fine.


It doesn't OHKO Clefable, let alone with ease. Fix that and describe the sequence accurately as you do when describing Heavy Slam's damage in the moves section above.

Team options is perfect. So is Other Options. C&C probably is, too.

Implement this and 3/3
Implemented. I'll just take a deeper look to fix some minor errors (such as fluff info) before sending this to GP. Thanks for the check!!

Edit: Ready to GP: 1/2!
 
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Kris

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[OVERVIEW]

Mega Aggron carves its niche in the OU metagame as a reliable answer to non-Focus Punch Mega Mawile and Icium Z Kyurem-B to on stall teams, (RC) while being a good entry hazard setter by on its own. Its pure Steel-type (RH) typing, gigantic Defense stat, (AC) and ability Filter allow it to deal with some of the metagame's (AA) most common and dangerous physical attackers such as Choice-locked (AH) Kartana, all both Tyranitar formes, and Mega Pinsir. With a high base Attack stat, it Mega Aggron is also able to pressure some other threats to stall teams, such as Clefable and Mega Diancie, unlike stall's other Mega slot option in, (RC) Mega Sableye. Plus, its superb attacking and support moverpool movepool makes Mega Aggron capable of using various practical moves in the last moveslot, letting it check different threats depending upon the needs of the team it is on.. (Remove extra period) Unfortunately, it Mega Aggron needs hard support in form of Wish from its teammates to keep its health high healthy due to its lack of reliable recovery, which distingues distinguishes it from Mega Sableye and even Mega Slowbro. Even with a damage-reducing ability, its Mega Aggron's Special Defense is not always sufficient, making it struggle against stronger special attackers such as Firium Z Heatran, Focus Blast Magearna, (AC) and Fightinium Z Tapu Lele.
(add blank line)
[SET]
name: Mega Tank
move 1: Stealth Rock
move 2: Heavy Slam
move 3: Earthquake
move 4: Ice Punch / Fire Punch / Protect
item: Aggronite
ability: Sturdy
nature: Careful
evs: 248 HP / 56 Atk / 196 SpD / 8 Spe

[SET COMMENTS]
Moves
========

Considering Mega Aggron's movepool and typing, its ability to scare away some hazard controllers that can cause trouble to stall teams, such as Tornadus-Therian and Mega Diancie, makes it a good user of Stealth Rock. (this isn't the purpose of the move section. The purpose of this section is to tell the reader what a set's moves allow the set to do, i.e. "Stealth Rock allows Mega Aggron to inflict chip damage on the opposing team to whittle down their HP in order to support its teammates"; this sentence seems like it'd fit better in the overview or in usage tips.) Heavy Slam gives it Mega Aggron the ability to OHKO three huge threats to stall teams in Clefable, Tapu Lele, (AC) and Mega Diancie, three huge threats to stall teams, (RC) with the former Clefable needing little chip damage, while 2HKOing as well as 2HKO Tornadus-Therian and Mega Latios. Earthquake aims to hit Heatran, Mega Mawile, (AC) 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 got gets trapped by it. Ice Punch can be used to 2HKO 2HKOes offensive Landorus-Therian, Zygarde, (AC) and Gliscor, three examples that which all take minimal damage from Mega Aggon’s Heavy Slam, threaten Mega Aggron with super effective Ground-type STAB moves, and can while also threatening it with STAB, super effective Ground-type move and pose as a threat to stall teams depending on the sets. Fire Punch have has the same objective, (RC) but targeting instead targets Kartana, Mega Scizor, (AC) and Ferrothorn, achieving a 2HKO on all of them while having a favorable chance to OHKO the former. Protect helps Mega Aggron to scout moves and waste either PP from the opposing team and or turns from weather or screens. It can also serve as a way to make Mega Medicham loses half of its health by missing High Jump Kick, making it much easier to deal with. Toxic puts Tangrowth, Zapdos, (AC) and Rotom-Wash on a timer, since they doesn't bother about aren't bothered by Mega Aggron's other moves.

Set Details
========

248 HP EVs, 196 Special Defense EVs, and a Careful nature allow Near full investment in HP, alongside with 196 SpD and a Careful Nature allows Mega Aggron to endure two Psychics from Choice Specs Tapu Lele under Psychic Terrain without Stealth Rock damage, while 56 Atk Attack EVs let it OHKO 252 maximum HP Heatran with Earthquake almost every time. The rest 8 remaining EVs are put into Speed to let Mega Aggron outspeed uninvested univested base 50s, such as Chansey and Alolan Muk. An offensive spread with of 252 HP / 252 Atk (add space) / 4 SpD and an Adamant nature can be used in order to OHKO Zygarde and Gliscor with Ice Punch after Stealth Rock damage and to put more pressure deal more damage with Heavy Slam against the likes of Tornadus-Therian and Reuniclus, but the lack of special bulk investment can be detrimental in some situations.

Usage Tips
========

Try to lead with Mega Aggron, even more especially if the last move that you are using is Protect, and Mega Evolve as soon as possible in order to make it loses get rid of its poor defensive typing. Also, If it is not possible to Mega Evolve Aggron on the first turn, try to bring Aggron in with a free swtich switch, as even a resisted special move can make Aggron loose lose a lot of its health and consequently making make it more dependent of a on Wish to heal. (AP) it up, (RC) Avoid letting its Mega Aggron's with low HP get too low; (ASC), (RC) if that ocurrs occurs, it can be Mega Aggron can become unable to pivot in the Pokemon that it normally could. When pivoting, try to bring it in against special attackers (RH) Pokemon that fear Mega Aggron and can't do much against it such as (add space) Tornadus-Therian and Mega Latios, or against physical ones attackers such as Mega Pinsir and Weavile. Hazards, specially Spikes, can be somewhat prejudicial to Mega Aggon, as it makes turns some 3HKOs against it turn transform 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. With this, it is appreciable Therefore, try to keep hazards off of your side of the field, (RC) in order to preserve Mega Aggron's ability to consistently its consistency in swallow hits. Mega Aggron's ability to pressure opposing hazard setters, such as Clefable and Mega Diancie, must be used as much as possible, making so try to predict the opponent switching one of them in and double switch into them; (ASC) double switches in a predicted entry of those. (RC) since Mega Aggron it can OHKO the former with little chip damage and outright eliminate the later latter with ease, the simple fact that Mega Aggron can KO them if they attempt to set up hazards they will disencourage them be discouraged from attempting to set up hazards. However, beware of Mega Diancie's Earth Power, as it can weaken Mega Aggron to a stage point where it can no longer switch in (RH) on threats without the risk of being knocked out KOed. Also, be wary of switching in on coverage moves from Mega Mawile and Tapu Lele; (comma -> semicolon) for example, (period -> comma) On the first case, (RC) pivoting in on a Focus Punch Mawile will make it Mega Aggron lose more than half of its health, while pivoting in on Focus Blast Tapu Lele will result in Mega Aggron getting 2HKOed, (RC) even without a boosting item, will always 2HKO it, and in both cases Mega Aggron can will be unable to check the threats it used to. With this, scouting for those moves is fundamental.

Team Options
========

As Mega Aggron lacks a reliable form of recovery, Wish support is almost mandatory with on teams with it. Chansey, Clefable, (AC) and Jirachi are all available and able to fit the choices available that fits well on stall teams, with the former Chansey being the most effective, since Chansey's its Wish heals all of Mega Aggron's HP, while Clefable forms a good Steel (add space) / (add space) Fairy core with it. Also, Chansey is a formidable counter to most special wallbreakers and sweepers, including Mega Charizard Y (RH) and Volcarona, beating them with ease for Mega Aggron. Hazard removers, such as specifically Zapdos and Mew, are both good partners, as both check or counter some of the Mega Aggron's checks, such as Celesteela in the case of Zapdos, (RC) and Mega Medicham in Mew's situation, while keeping the field clear, making the Mega Aggron's job of checking things Pokemon easier. Since you're forgoing using Mega Sableye as in the team's Mega slot of the team, these this kind of support is more indispensable than if you are using it normal. Cleric support, or even a status absorver 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 exelent 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, (AC) and Mega Heracross, (RC) physical attackers that still can pose a threat to it.

[STRATEGY COMMENTS]
Other Options
=============

Rest is an option to make Mega Aggron less dependent of on Wish support, allowing it to keep its health high during the match, but the drawback of being asleep for 2 two turns can prove the move to be worthless, as it lets setup sweepers uses Mega Aggron as setup fodder.

Checks and Counters
===================

**Water-type Pokemon**: Bulky Water-type Pokemon, like Rotom-W, Gastrodon, (AC) and Alomomola, (AC) are easily capable of crippling Mega Aggron with chip damage or a Scald burn, while only fearing the rare Toxic.

**Fire-type Pokemon**: Altought Despite not being able to switch-in safely, Heatran can pose as a big threat to Mega Aggron, OHKOing it easily with Inferno Overdrive. Volcarona, specialy especially its bulky set, can use Mega Aggron as setup fodder, (AC) and, (RC) to a lesser extend, (RC) while not being it isn't the biggest problem to stall teams, Mega Charizard Y is capable of OHKOing Mega Aggron with Flamethrower with ease.

**Special-oriented Special Attacking Wallbreakers**: Hydreigon can easily 2HKO Mega Aggron with Dark Black Hole Eclipse followed by Earth Power, while and pre-transformed Ash-Greninja can 2HKO even the bulkiest version of it variant of Mega Aggron with a Choice Specs-boosted Hydro Pump, not being OHKOed by anything Mega Aggron normaly normally carries.

**Status**: If burned, Mega Aggron struggles to pressure its targets, such as Tornadus-Therian, Heatran, (AC) and Mega Mawile, leaving it unable to function well for the rest of the game. Paralysis, while not so as prejudicial as a burn, can make Mega Aggron looses the 1v1 lose versus Heatran and SubCoil Zygarde one-on-one.

**Setup Sweepers**: If it Mega Aggron lacks Ice Punch, Zygarde and Gliscor can use Mega Aggron it as a setup fodder, as Heavy Slam doens't doesn't do enough damage to prevent them getting boosts. At +2, (AC) Garchomp can OHKO a Rough Skin-weakened Mega Aggron with after it after a +2 Earthquake and two Mega Aggron's Heavy Slam, factoring Rough Skin. If Mega Aggron lacks Fire Punch, it falls victim to Mega Scizor and Kartana instead The same goes for Mega Scizor and Kartana, in the case of a Fire Punch-less set. If carrying Taunt, Gyarados and its Mega forme Taunt Gyarados and Mega Gyarados can both use Mega Aggron as a setup fodder as well. Manaphy, Keldeo, (AC) and Double Dance Reuniclus also finds almost-free (AH) oportunities opportunities to setup set up against Mega Aggron, as most of its moves doesn't don't bother them.
GP 1/2
 
[OVERVIEW]

Mega Aggron carves its niche in the OU metagame as a reliable answer to non-Focus Punch Mega Mawile and Icium Z Kyurem-B to on stall teams, (RC) while being a good entry hazard setter by on its own. Its pure Steel-type (RH) typing, gigantic Defense stat, (AC) and ability Filter allow it to deal with some of the metagame's (AA) most common and dangerous physical attackers such as Choice-locked (AH) Kartana, all both Tyranitar formes, and Mega Pinsir. With a high base Attack stat, it Mega Aggron is also able to pressure some other threats to stall teams, such as Clefable and Mega Diancie, unlike stall's other Mega slot option in, (RC) Mega Sableye. Plus, its superb attacking and support moverpool movepool makes Mega Aggron capable of using various practical moves in the last moveslot, letting it check different threats depending upon the needs of the team it is on.. (Remove extra period) Unfortunately, it Mega Aggron needs hard support in form of Wish from its teammates to keep its health high healthy due to its lack of reliable recovery, which distingues distinguishes it from Mega Sableye and even Mega Slowbro. Even with a damage-reducing ability, its Mega Aggron's Special Defense is not always sufficient, making it struggle against stronger special attackers such as Firium Z Heatran, Focus Blast Magearna, (AC) and Fightinium Z Tapu Lele.
(add blank line)
[SET]
name: Mega Tank
move 1: Stealth Rock
move 2: Heavy Slam
move 3: Earthquake
move 4: Ice Punch / Fire Punch / Protect
item: Aggronite
ability: Sturdy
nature: Careful
evs: 248 HP / 56 Atk / 196 SpD / 8 Spe

[SET COMMENTS]
Moves
========

Considering Mega Aggron's movepool and typing, its ability to scare away some hazard controllers that can cause trouble to stall teams, such as Tornadus-Therian and Mega Diancie, makes it a good user of Stealth Rock. (this isn't the purpose of the move section. The purpose of this section is to tell the reader what a set's moves allow the set to do, i.e. "Stealth Rock allows Mega Aggron to inflict chip damage on the opposing team to whittle down their HP in order to support its teammates"; this sentence seems like it'd fit better in the overview or in usage tips.) Heavy Slam gives it Mega Aggron the ability to OHKO three huge threats to stall teams in Clefable, Tapu Lele, (AC) and Mega Diancie, three huge threats to stall teams, (RC) with the former Clefable needing little chip damage, while 2HKOing as well as 2HKO Tornadus-Therian and Mega Latios. Earthquake aims to hit Heatran, Mega Mawile, (AC) 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 got gets trapped by it. Ice Punch can be used to 2HKO 2HKOes offensive Landorus-Therian, Zygarde, (AC) and Gliscor, three examples that which all take minimal damage from Mega Aggon’s Heavy Slam, threaten Mega Aggron with super effective Ground-type STAB moves, and can while also threatening it with STAB, super effective Ground-type move and pose as a threat to stall teams depending on the sets. Fire Punch have has the same objective, (RC) but targeting instead targets Kartana, Mega Scizor, (AC) and Ferrothorn, achieving a 2HKO on all of them while having a favorable chance to OHKO the former. Protect helps Mega Aggron to scout moves and waste either PP from the opposing team and or turns from weather or screens. It can also serve as a way to make Mega Medicham loses half of its health by missing High Jump Kick, making it much easier to deal with. Toxic puts Tangrowth, Zapdos, (AC) and Rotom-Wash on a timer, since they doesn't bother about aren't bothered by Mega Aggron's other moves.

Set Details
========

248 HP EVs, 196 Special Defense EVs, and a Careful nature allow Near full investment in HP, alongside with 196 SpD and a Careful Nature allows Mega Aggron to endure two Psychics from Choice Specs Tapu Lele under Psychic Terrain without Stealth Rock damage, while 56 Atk Attack EVs let it OHKO 252 maximum HP Heatran with Earthquake almost every time. The rest 8 remaining EVs are put into Speed to let Mega Aggron outspeed uninvested univested base 50s, such as Chansey and Alolan Muk. An offensive spread with of 252 HP / 252 Atk (add space) / 4 SpD and an Adamant nature can be used in order to OHKO Zygarde and Gliscor with Ice Punch after Stealth Rock damage and to put more pressure deal more damage with Heavy Slam against the likes of Tornadus-Therian and Reuniclus, but the lack of special bulk investment can be detrimental in some situations.

Usage Tips
========

Try to lead with Mega Aggron, even more especially if the last move that you are using is Protect, and Mega Evolve as soon as possible in order to make it loses get rid of its poor defensive typing. Also, If it is not possible to Mega Evolve Aggron on the first turn, try to bring Aggron in with a free swtich switch, as even a resisted special move can make Aggron loose lose a lot of its health and consequently making make it more dependent of a on Wish to heal. (AP) it up, (RC) Avoid letting its Mega Aggron's with low HP get too low; (ASC), (RC) if that ocurrs occurs, it can be Mega Aggron can become unable to pivot in the Pokemon that it normally could. When pivoting, try to bring it in against special attackers (RH) Pokemon that fear Mega Aggron and can't do much against it such as (add space) Tornadus-Therian and Mega Latios, or against physical ones attackers such as Mega Pinsir and Weavile. Hazards, specially Spikes, can be somewhat prejudicial to Mega Aggon, as it makes turns some 3HKOs against it turn transform 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. With this, it is appreciable Therefore, try to keep hazards off of your side of the field, (RC) in order to preserve Mega Aggron's ability to consistently its consistency in swallow hits. Mega Aggron's ability to pressure opposing hazard setters, such as Clefable and Mega Diancie, must be used as much as possible, making so try to predict the opponent switching one of them in and double switch into them; (ASC) double switches in a predicted entry of those. (RC) since Mega Aggron it can OHKO the former with little chip damage and outright eliminate the later latter with ease, the simple fact that Mega Aggron can KO them if they attempt to set up hazards they will disencourage them be discouraged from attempting to set up hazards. However, beware of Mega Diancie's Earth Power, as it can weaken Mega Aggron to a stage point where it can no longer switch in (RH) on threats without the risk of being knocked out KOed. Also, be wary of switching in on coverage moves from Mega Mawile and Tapu Lele; (comma -> semicolon) for example, (period -> comma) On the first case, (RC) pivoting in on a Focus Punch Mawile will make it Mega Aggron lose more than half of its health, while pivoting in on Focus Blast Tapu Lele will result in Mega Aggron getting 2HKOed, (RC) even without a boosting item, will always 2HKO it, and in both cases Mega Aggron can will be unable to check the threats it used to. With this, scouting for those moves is fundamental.

Team Options
========

As Mega Aggron lacks a reliable form of recovery, Wish support is almost mandatory with on teams with it. Chansey, Clefable, (AC) and Jirachi are all available and able to fit the choices available that fits well on stall teams, with the former Chansey being the most effective, since Chansey's its Wish heals all of Mega Aggron's HP, while Clefable forms a good Steel (add space) / (add space) Fairy core with it. Also, Chansey is a formidable counter to most special wallbreakers and sweepers, including Mega Charizard Y (RH) and Volcarona, beating them with ease for Mega Aggron. Hazard removers, such as specifically Zapdos and Mew, are both good partners, as both check or counter some of the Mega Aggron's checks, such as Celesteela in the case of Zapdos, (RC) and Mega Medicham in Mew's situation, while keeping the field clear, making the Mega Aggron's job of checking things Pokemon easier. Since you're forgoing using Mega Sableye as in the team's Mega slot of the team, these this kind of support is more indispensable than if you are using it normal. Cleric support, or even a status absorver 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 exelent 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, (AC) and Mega Heracross, (RC) physical attackers that still can pose a threat to it.

[STRATEGY COMMENTS]
Other Options
=============

Rest is an option to make Mega Aggron less dependent of on Wish support, allowing it to keep its health high during the match, but the drawback of being asleep for 2 two turns can prove the move to be worthless, as it lets setup sweepers uses Mega Aggron as setup fodder.

Checks and Counters
===================

**Water-type Pokemon**: Bulky Water-type Pokemon, like Rotom-W, Gastrodon, (AC) and Alomomola, (AC) are easily capable of crippling Mega Aggron with chip damage or a Scald burn, while only fearing the rare Toxic.

**Fire-type Pokemon**: Altought Despite not being able to switch-in safely, Heatran can pose as a big threat to Mega Aggron, OHKOing it easily with Inferno Overdrive. Volcarona, specialy especially its bulky set, can use Mega Aggron as setup fodder, (AC) and, (RC) to a lesser extend, (RC) while not being it isn't the biggest problem to stall teams, Mega Charizard Y is capable of OHKOing Mega Aggron with Flamethrower with ease.

**Special-oriented Special Attacking Wallbreakers**: Hydreigon can easily 2HKO Mega Aggron with Dark Black Hole Eclipse followed by Earth Power, while and pre-transformed Ash-Greninja can 2HKO even the bulkiest version of it variant of Mega Aggron with a Choice Specs-boosted Hydro Pump, not being OHKOed by anything Mega Aggron normaly normally carries.

**Status**: If burned, Mega Aggron struggles to pressure its targets, such as Tornadus-Therian, Heatran, (AC) and Mega Mawile, leaving it unable to function well for the rest of the game. Paralysis, while not so as prejudicial as a burn, can make Mega Aggron looses the 1v1 lose versus Heatran and SubCoil Zygarde one-on-one.

**Setup Sweepers**: If it Mega Aggron lacks Ice Punch, Zygarde and Gliscor can use Mega Aggron it as a setup fodder, as Heavy Slam doens't doesn't do enough damage to prevent them getting boosts. At +2, (AC) Garchomp can OHKO a Rough Skin-weakened Mega Aggron with after it after a +2 Earthquake and two Mega Aggron's Heavy Slam, factoring Rough Skin. If Mega Aggron lacks Fire Punch, it falls victim to Mega Scizor and Kartana instead The same goes for Mega Scizor and Kartana, in the case of a Fire Punch-less set. If carrying Taunt, Gyarados and its Mega forme Taunt Gyarados and Mega Gyarados can both use Mega Aggron as a setup fodder as well. Manaphy, Keldeo, (AC) and Double Dance Reuniclus also finds almost-free (AH) oportunities opportunities to setup set up against Mega Aggron, as most of its moves doesn't don't bother them.
GP 1/2
Implemented, thanks for the check. Talking about Stealth Rock's mention on "Moves", I just had removed it entirelly, as that seens too obvious to me to put into "Overview" or "Usage Tips". If its really needs to be there, let me know. Btw, ready to GP 2/2.
 

The Dutch Plumberjack

ace of wands
is a member of the Site Staffis a Top Smogon Social Media Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator
Articles Co-Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

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 slot Evolution option in Mega Sableye. Plus, 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.

[SET]
name: Mega Tank
move 1: Stealth Rock
move 2: Heavy Slam
move 3: Earthquake
move 4: Ice Punch / Fire Punch / Protect
item: Aggronite
ability: Sturdy
nature: Careful
evs: 248 HP / 56 Atk / 196 SpD / 8 Spe


[SET COMMENTS]
Moves
========


Heavy Slam gives Mega Aggron the ability to OHKO three huge threats to stall teams in Clefable, Tapu Lele, and Mega Diancie, with as well as OHKO Clefable needing with little chip damage (RC) as well as 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 Aggon’s 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.

Set Details
========


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.

Usage Tips
========


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 in 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 (RC) or against physical attackers such as Mega Pinsir and Weavile. Entry hazards, specially Spikes, can be somewhat prejudicial 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 hazards them off of 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.

Team Options
========


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.

[STRATEGY COMMENTS]
Other Options
=============


Rest is an option to make Mega Aggron less dependent of on Wish support, allowing it to keep its health high during the match, but the drawback of being asleep for two turns can prove render the move to be 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 (rH) safely, Heatran can pose as 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 prejudicial 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.


[CREDITS]
- Written by: [OldAmberPlays, 232261]
- Quality checked by: [[lyd, 303291], [Indigo Plateau, 216712], [Finchinator, 114198]]
- Grammar checked by: [[Kris, 241023], [, ]]
 
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

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 slot Evolution option in Mega Sableye. Plus, 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.

[SET]
name: Mega Tank
move 1: Stealth Rock
move 2: Heavy Slam
move 3: Earthquake
move 4: Ice Punch / Fire Punch / Protect
item: Aggronite
ability: Sturdy
nature: Careful
evs: 248 HP / 56 Atk / 196 SpD / 8 Spe


[SET COMMENTS]
Moves
========


Heavy Slam gives Mega Aggron the ability to OHKO three huge threats to stall teams in Clefable, Tapu Lele, and Mega Diancie, with as well as OHKO Clefable needing with little chip damage (RC) as well as 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 Aggon’s 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.

Set Details
========


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.

Usage Tips
========


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 in 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 (RC) or against physical attackers such as Mega Pinsir and Weavile. Entry hazards, specially Spikes, can be somewhat prejudicial 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 hazards them off of 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.

Team Options
========


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.

[STRATEGY COMMENTS]
Other Options
=============


Rest is an option to make Mega Aggron less dependent of on Wish support, allowing it to keep its health high during the match, but the drawback of being asleep for two turns can prove render the move to be 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 (rH) safely, Heatran can pose as 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 prejudicial 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.


[CREDITS]
- Written by: [OldAmberPlays, 232261]
- Quality checked by: [[lyd, 303291], [Indigo Plateau, 216712], [Finchinator, 114198]]
- Grammar checked by: [[Kris, 241023], [, ]]
Implemented, thanks for everyone envolved here!! This is now done and ready to upload!!
 

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