Project PU Next Best Thing! (Week 20: Aurorus)

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gum

for the better
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With a total of 4 votes, this week's winner is Katy with their Swords Dance Victreebel! Congrats! Your submissions will be added to the archives.

This week's subject is...

177163


Aggron! Albeit on the decline, Aggron is a threatening wallbreaker with a limited amount of switchins when holding a Choice Band. It's also a good Stealth Rocks setter thanks to its typing which allows it to take advantage of threats like Skuntank, Mesprit, and Choice-locked Stoutland and its good matchup against common hazards removers, such as Alolan Sandslash and Articuno. However, its movepool allows it to run many other potential rock-solide options! Have fun and good luck!

Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Head Smash
- Heavy Slam
- Aqua Tail
- Earthquake / Superpower

Aggron @ Shuca Berry / Chople Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Stealth Rock
- Head Smash
- Heavy Slam
- Taunt / Earthquake

Submissions phase ends Thursday. Again, have fun and good luck!​
 
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Oathkeeper

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Aggron @ Darkinium Z
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Head Smash
- Heavy Slam
- Aqua Tail

Like Choice Band but better. Z-Hone Claws gives a +2 to Attack instead of +1 normally and increases accuracy to the point where Head Smash always hits. Aggron still loses to it's normal stuff (Gurdurr, Quagsire, Gastrodon, literally almost any physically bulky mon or Fighting-type) but it does force the other team's hand to take this thing, which now hits like a truck, down. I chose Jolly > Adamant since Attack was going to be doubled anyway.
 
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Aggron @ Rockium Z
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sandstorm
- Head Smash
- Iron Head
- Earthquake
Z-Sandstorm not only chips opposing mon and boosts Aggron's Speed by +1, letting it outspeed all non-Scarfers below base 100, but also raises its lackluster Special Defense by +1 while Sandstorm is active, taking only 3HKOs from Mesprit, Froslass, and Qwilfish, and even surviving Oricorio's non-boosted HP Fighting and Bulky Lanturn's Scald (not that these two need to worry since Aggron outspeeds them both at +1). Head Smash and Heavy Slam are the usual STABs, and Earthquake covers all coverage needs.
 
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Katy

Banned deucer.
Reserving Curse

180px-Aggron_PLB.png

Aggron @ Figy Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Curse
- Heavy Slam
- Stone Edge
- Ice Punch

Curse not only boosts the Attack but also the Defense by 1 Stage and after a Curse Aggron hits as hard as a Choice banded Aggron would do.
The nature is Adamant to help with the overall damage output on the opponents pokémon and Aggron profits from the Figy Berry as this Berry is able to
give it some health back so it can at least get out one more Attack on the opponent. Sturdy is a nice ability with the said Berry and can help here as well.
 
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INSANE CARZY GUY

Banned deucer.
Par shuffle Aggron

Aggron @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 92 SpD / 164 Spe
Or 92 Attack
Impish Nature
- Taunt
- Dragon Tail
- Thunder Wave / toxic
- Iron Head/rock slide/e quake

The Goal here is to par shuffle around non electric pokemon, outspeeding base 110 pokemon when paralyzed and one extra point was thrown in to cover univested base 70,s cause it's cool for just one point.

Health and impish let's You eat Superpower from kaputops and rain boosted liquidation and any other investment in defenses is pretty unnoticed after just nature, spD let's You live specs overheat from Manectric after spikes or chip and is just his best investment outside of attack

T wave first target and then ask if You need to start flinching, taunting or shuffling, super annoying to stall

Rock slide beats articuno
 
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Greybaum

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disclaimer: I checked with INSANE CARZY GUY before posting this and he's planning a more defensive variant, so there's no conflict between our posts.
177179

Aggron @ Chople Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
- Stealth Rock
- Head Smash
- Heavy Slam
- Dragon Tail

Chople is as standard as Shuca at this point (it's on the analysis btw, might want to update the blacklist gum), as it allows Aggron to take HP Fighting from Mesprit, as well as STAB hits from Primeape and Hitmonchan and fire back with heavy damage.
Dragon Tail is the actually new(ish) part of the set, as it gives Aggron another means to punish switches, which it's really good at doing. Paired with Spikes support, Aggron can now force 50/50s where Gurdurr/Mudsdale etc. fear switching in and gradually being whittled into range of a 2HKO, while at the same time likely being the only mons on the team that can take a Head Smash or Heavy Slam.
 
Screech Aggron

Aggron @Shuca Berry
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake/Head Smash
- Heavy Slam
- Aqua Tail
- Screech


General idea

Aggron doesn't have Swords Dance, but Screech is really good (despite the middling accuracy) in order to scout the switch in and punish it with a -2 Def, which is really huge.
The -2 Def drop means that you makes your moves "supereffective" instead of hitting neutrally; this is a huge thing during attrition wars. Also, this reduces the need of coverage moves.
Not only that, but Screech allows to get past Unaware Quagsire with relative ease.
Shuca Berry is preferred over Chople because we have Aqua Tail to hit Ground-type pokemons supereffectively.
A Jolly nature is chosen to outspeed Modest Aurorus and defensive Mesprit even though the power loss is significant.


Teammates support
Spe control is always appreciated because Aggron is often outsped easily and hazards support turns 3HKO into 2HKO (this is important when we choose a Jolly nature instead of an Adamant one).
 
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tondas

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Aggron @ Leftovers
Ability: Rock Head
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Head Smash
- Heavy Slam
- Substitute
- Toxic

Being able to force switches and having gnarly defense gives Substitute a solid niche; Subtoxic does a solid job of wearing down defensive switchins that annoy other sets while weaker things like Jolly Skuntank cant break its subs.
 
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Aggron @ Leftovers
Ability: Rock Head
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Toxic
- Protect

Toxic+Protect Aggron
Toxic is a nice option that cripples all of the bulky Ground-types that usually give Aggron trouble, like Mudsdale and Quagsire. Protect lets Aggron stall more turns of Toxic and is also useful for scouting Choice-locked opponents, which is notable when considering how Aggron can be threatened by many of them such as Primeape, Stoutland, and Aurorus. Catching these Pokemon on an overprediction can lead to a big momentum swing in Aggron’s favor. Adamant is chosen cus lol everyone creeps Jolly already, the given Speed still outpaces Turtonator and remaining HP EVs helps Aggron switch into stuff like Kangaskhan and Choice Scarf Mesprit in conjunction with Protect+Leftovers.​
 
Why attack when you can just block'em:


Aggron @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heavy Slam
- Curse / Toxic
- Rest
- Block

Introducing stallbreaker Block Aggron. Trap things like Audino, Altaria, or Skunk and either toxic stall to remove or curse up on it and dispatch it.
 

Aggron @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Hone Claws
- Rock Polish

Pseudo Double Dance Aggron
Aggron trades raw Choice band power for the ability to clean unprepared teams late. Rock Polish allows Aggron to outspeed all unboosted PU mons up to Dugtrio. If Aggron can manage to get a Hone Claws boost, a Life Orb Head Smash will be stronger than Banded. Ideally you want to bring this in late game when all checks have been weakened. If threatening scarf mons like Primeape are still in the wings its better to attack than to boost up. Jolly nature can be chosen to outspeed timid scarf base 80s like Mesprit.
 

TONE

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Aggron @ Leftovers
Ability: Heavy Metal
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Block
- Curse
- Rest
- Heavy Slam

The true Curse set. Trap a passive mon that use Haze or phaze Aggron out and can't pivot out with U-Turn, Volt Switch, or Parting Shot with Block and Curse in its face. Pretty cool set that can deal with most physical walls not named Quagsire. Sturdy could be used, but Heavy Metal is better to boost the power of Heavy Slam.
 

ishtar

temper madness with an even extreme
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Aggron @ Waterium Z
Ability: Rock Head
EVs: 252 Atk / 4 Def / 236 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Aqua Tail
- Autotomize Rock Polish​

Hello, I am back on this thread to showcase this little set that I came up with last night. The concept of Rock Polish Aggron has already been mentioned but pairing it with a nice Z-Move such as Z-Aqua Tail allows this mon to break through some ostuff such as Mudsdale as well as being close to securing a 2HKO on Quag. It also came to my attention that Autotomize decreases the weight of the mon so I had to go for Rock Polish even though it sounds a lot less cooler than Autotomize. Thank you, j0gurt for saving me from posting quite the useless and suboptimal option that is Autotomize. Not sure if theres more much to say, the peeps going over the Rock Polish sets already pointed out when and how to use this.

I had also considered a set with Power-Up Punch but considering the weaknesses of this mon as well as how difficult it would be to set up both Rock Polish + PUP, I didnt think it was really possible but ig its another option worth considering, though youll probably end up being walled by even more stuff. Thanks for reading!
 
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