UU Aggron

SM979

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Overview
########

Aggron's Mega Evolution boasts a ridiculously high base 230 Defense stat. Furthermore, its ability, Filter, reduces the amount of damage taken from super effective attacks by 25%. Mega Aggron's pure Steel typing gives it ten resistances and one immunity. It has access to great support moves, including Stealth Rock, Roar, Toxic, and Thunder Wave. Mega Aggron has a good base 140 Attack stat, which lets it fire off strong attacks; however, this is fairly average considering that Mega Aggron cannot use a boosting item. Before Mega Evolving, Aggron has a horrible defensive typing, and after Mega Evolving, it misses out on the passive recovery that Leftovers would give it. Mega Aggron also has a fairly average base 80 Special Defense stat and a pitiful base 50 Speed stat.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Roar / Toxic / Thunder Wave
move 3: Heavy Slam
move 4: Earthquake
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Impish

Moves
========

Stealth Rock damages the foe as it switches in. Roar is a reliable phazing tool and allows Mega Aggron to rack up Stealth Rock damage on the opposing team. However, Toxic may be used instead to cripple walls such as Vaporeon, Suicune, Swampert, and Alomomola, as may Thunder Wave, which Mega Aggron generally uses to paralyze foes on the switch. Heavy Slam has massive power coming off of Mega Aggron's base 140 Attack stat and does serious damage thanks to Mega Aggron's gargantuan weight. Earthquake provides good coverage alongside Heavy Slam, hitting Steel-, Fire-, and Electric-type Pokemon for super effective damage.

Set Details
========

Maximum HP investment makes Mega Aggron very bulky, allowing it to take hits from both physical and special attacks. 16 Defense EVs and an Impish nature hit a jump point and give Mega Aggron a high chance to survive two Choice Band-boosted Earthquakes from Krookodile. The remaining EVs are placed into Special Defense to help Mega Aggron take special attacks better.

Usage Tips
========

In certain situations, it is better to hold off on Mega Evolving Aggron. For example, if Aggron is up against Entei, not Mega Evolving it lets Aggron take less damage from an incoming Sacred Fire; due to Aggron's Rock typing, it will take neutral damage. When running Roar, predict switches wisely. Use an attack that would badly damage the predicted switch-in, or use Roar when you think that Mega Aggron can't do much damage to the predicted switch-in.

Team Options
========

Due to its lack of recovery, Mega Aggron partners well with Vaporeon, Blissey, Alomomola, Florges, and Aromatisse, as they can all heal it with Wish. Special walls such as Blissey and Florges form a great defensive core with Mega Aggron, as Mega Aggron tanks physical attacks, while the special wall can tank special attacks. Powerful sweepers such as Nidoking, Darmanitan, and Mienshao are good partners for Mega Aggron because they have an easier time sweeping late-game thanks to Stealth Rock. Bulky Water-types make good teammates for Mega Aggron, as they handle the Fire-types that threaten it. Grass-type Pokemon and Choice Band Guts Machamp can handle the bulky Water-types that threaten Mega Aggron and don't mind switching into Scald.

Other Options
########

Rest and Sleep Talk can be used alongside Heavy Slam and either Curse or Roar. If Mega Aggron is running Roar, having a Pokemon that can provide entry hazard support is recommended. Dragon Tail is a damage-dealing phazing move, and it deals with Magic Bounce and Taunt users. Metal Burst can be utilized to tank hits and retaliate with 1.5x the damage taken. A Choice Band set consisting of Head Smash, Heavy Slam, Earthquake, and Double-Edge is viable but a lot less bulkier compared to Mega Aggron; Aggron's main niche in UU is provided by its Mega Evolution.

Checks & Counters
########

**Bulky Ground-types**: Mega Steelix and Hippowdon can take any one of Mega Aggron's attacks and either set up Stealth Rock or retaliate with an attack of their own.

**Bulky Water-types**: Bulky Water-types such as Mega Blastoise, Vaporeon, Suicune, Swampert, and Alomomola take minimal damage from Mega Aggron's attacks.

**Rapid Spin Users**: Mega Blastoise, Forretress, and Donphan are able to get rid of Stealth Rock by using Rapid Spin and take very little damage from Mega Aggron's attacks.

**Strong Special Attackers**: Nidoking and Chandelure are both great examples of strong special attackers that can OHKO Mega Aggron. However, they have trouble switching into Earthquake.

**Powerful Fire-types**: Fire-types such as Entei, Rotom-H, Darmanitan, and Chandelure all threaten Mega Aggron with their powerful STAB attacks, which can OHKO or 2HKO it.
 
Last edited:

Kreme

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I think Special Walls and Grass-types should be listed in Team Options tbh as the former is pretty self explanitory while the latter helps with the bulky waters and most of the time don't care for Scald. You should talk about it's nice support movepool in the overview, the most similar thing to it was just saying it's access to SR which could be changed to said nice support movepool. I do think it's weaknesses should be listed in C&C, like "bulky ground types" and "hard hitting fire and fighting types". Aside from that it looks good.
 

SM979

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I think Special Walls and Grass-types should be listed in Team Options tbh as the former is pretty self explanitory while the latter helps with the bulky waters and most of the time don't care for Scald. You should talk about it's nice support movepool in the overview, the most similar thing to it was just saying it's access to SR which could be changed to said nice support movepool. I do think it's weaknesses should be listed in C&C, like "bulky ground types" and "hard hitting fire and fighting types". Aside from that it looks good.
I added these, thanks for the tips :)
 

Ununhexium

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Rotom-H should probably be switched to fire types in C&C because aggron doesn't like switching in on any lol. You also mention specs Rotom-H when Chandelure hits a hell of a lot harder

Likewise bulky water types should be in team options. Also you mention it has issues with bulky waters as an issue, so maybe Machamp can be a team option because it really hurts them, especially a CB variant

Also I've never used / seen it but maybe rock polish / automotize in oo because 2x speed + head smash is lol
 

SM979

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Rotom-H should probably be switched to fire types in C&C because aggron doesn't like switching in on any lol. You also mention specs Rotom-H when Chandelure hits a hell of a lot harder

Likewise bulky water types should be in team options. Also you mention it has issues with bulky waters as an issue, so maybe Machamp can be a team option because it really hurts them, especially a CB variant

Also I've never used / seen it but maybe rock polish / automotize in oo because 2x speed + head smash is lol
Thanks. I implemented these
 
An Impish nature and 216 Defense EVs let Mega Aggron survive a +4 High Jump Kick from Jolly Scrafty while also hitting a jump point.
I can't see this ever being relevant in any situation. I would go with an EV spread of 252 HP / 16 Def / 240 SDef with an Impish nature. This will almost always live 2 EQs from Choice Band Krookodile. Any more physical bulk is really excessive imo, and with this much SDef you're able to take hits much better from things like Alakazam, Yanmega, Shaymin, etc.

Metal Burst in OO too, it's actually a legitimate option.
 

SM979

dank memes
is a Contributor Alumnus
I can't see this ever being relevant in any situation. I would go with an EV spread of 252 HP / 16 Def / 240 SDef with an Impish nature. This will almost always live 2 EQs from Choice Band Krookodile. Any more physical bulk is really excessive imo, and with this much SDef you're able to take hits much better from things like Alakazam, Yanmega, Shaymin, etc.

Metal Burst in OO too, it's actually a legitimate option.
Added
 

IronBullet

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Filter reduces damage taken from super-effective attacks by 25%, not 50%. Mention Dragon Tail in Other Options as a damage-dealing phazing move, also useful for Magic Bounce and Taunt users. QC 3/3
 

Weebl

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Overview
########

Aggron's Mega Evolution boasts a ridiculously high base 230 Defense stat. To further assist that Furthermore, its ability, Filter, reduces the amount of damage taken from super effective attacks by 25%. Mega Aggron's also has pure Steel typing, giving gives it ten resistances and one immunity. It has access to great supportive moves, (AC) including Stealth Rock, Roar, Toxic, and Thunder Wave. Mega Aggron has a good base 140 Attack stat, (AC) which lets it fire off strong attacks; however, this is fairly average considering that Mega Aggron cannot use goes without a boosting item. Mega Before Mega Evolving, (AC) Aggron has a horrible defensive typing prior to Mega Evolving, and after Mega Evolving, (AC) it misses out on the passive recovery that Leftovers would give it. It Mega Aggron also has a fairly average base 80 Special Defense stat, (RC) and a pitiful base 50 Speed 50 stat.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Roar / Toxic / Thunder Wave
move 3: Heavy Slam
move 4: Earthquake
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Impish

Moves
========

Stealth Rock damages foes as they switch in sets up entry hazards on the opposing side of the field. Roar is a reliable phazing tool, which racks and allows Mega Aggron to rack up Stealth Rock damage on the opposing team foes. However, Toxic may be used instead to cripple walls such as Vaporeon, Suicune, Swampert, and Alomomola, as may while Thunder Wave, (AC) which Aggron generally uses to paralyzes foes on the switch. Heavy Slam has massive power coming off of Mega Aggron's base 140 Attack stat, (RC) and does serious damage thanks to its impenetrable gargantuan (Or w/e other adjective. Just use one that actually describes weight, unlike "impenetrable," lol.) weight. Earthquake provides good coverage alongside Heavy Slam;(RSC), (AC) hitting it hits Steel-, Fire-, and Electric-type Pokemon for super effective damage.

Set Details
========

Maximum HP investment makes Mega Aggron very bulky, allowing it to take hits from both physical and special attacks. 16 Defense EVs and an Impish nature hits a jump point, (RC) and gives Mega Aggron a high chance to survive two Choice Band-boosted Earthquakes from Krookodile. The remaining EVs are placed into Special Defense to help Mega Aggron take special attacks better.

Usage Tips
========

In certain situations, it is better to hold off on Mega Evolving Aggron. For example, if Aggron is up against Entei, not Mega Evolving it lets deciding to not Mega Evolve helps Aggron take less damage from an incoming Sacred Fire; due to Aggron's Rock typing, it will take neutral damage. When running Roar, predict switches wisely. Use an attack that would badly damage the predicted switch-in, or use Roar when you think that Mega Aggron can't do much damage to the predicted switch-in.

Team Options
========

Due to its lack of recovery, Mega Aggron partners well with Vaporeon, Blissey, Alomomola, Florges, and Aromatisse, as they can all heal it with Wish. Special walls such as Blissey and Florges form a great defensive core with Mega Aggron, as Mega Aggron tanks physical attacks, (AC) while the special wall can tank special attacks. Powerful sweepers such as Nidoking, Darmanitan, and Mienshao are good partners for Mega Aggron because they have an easier time sweeping late-game thanks to Stealth Rock. Bulky Water-types make for good teammates for Mega Aggron, (AC) as they handle the Fire-types that threaten it. Grass-type Pokemon and Choice Band Guts Machamp can handle the bulky Water-types that threaten Mega Aggron, (RC) and they don't mind being hit by switching into Scald. Choice Band Guts Machamp takes on the bulky Water-types that threaten Mega Aggron, and doesn't mind switching into Scald.

Other Options
########

Rest and Sleep Talk can be used alongside Heavy Slam, (RC) and either Curse or Roar. If running Mega Aggron is running Roar, having a Pokemon with entry hazard support is recommended. Dragon Tail is an option for a damage-dealing phazing move, and it deals with Magic Bounce and Taunt users. Metal Burst can be utilized to tank hits and retaliate with by 1.5x the damage taken. A Choice Band set consisting of Head Smash, Heavy Slam, Earthquake, and Double-Edge is viable, (RC) but is a lot less bulkier compared to Mega Aggron; Aggron's main niche in UU is provided by its Mega Evolution.

Checks & Counters
########

**Bulky Ground-types**: Mega Steelix and Hippowdon can take any one of Mega Aggron's atttacks and either set up Stealth Rock or retaliate with an attack of their own.

**Bulky Water-types**: Bulky Water-types such as Mega Blastoise, Vaporeon, Suicune, Swampert, and Alomomola take minimal damage from Mega Aggron's attacks.

**Rapid Spin Users**: Mega Blastoise, Starmie, Forretress, and Donphan are able to get rid of Stealth Rock by using Rapid Spin and take very little damage from Mega Aggron's attacks.

**Strong Special Attackers**: Nidoking and Chandelure are both great examples of strong special attackers that can OHKO Mega Aggron. However, they have trouble switching into an Earthquake.

**Powerful Fire-types**: Fire-types such as Entei, Rotom-H, Darmanitan, and Chandelure all threaten Mega Aggron with their powerful STAB attacks, (AC) which that can all OHKO or 2HKO it.

GP 1/2

This seems a bit on the short side, but meh. Remember that a comma is used before "and" in two scenarios:
  1. When using the serial comma, used in a list with three or more items (I like cake, pizza, and pie.)
  2. When joining two independent clauses (Weebl is happy, and Aggron is a Pokemon)
The comma before and is unnecessary in many of the locations in which you've used it--if the material after "and" can form a sentence by itself and you aren't making a list, then don't use a comma before "and."
 
Last edited:
-- amcheck ahead --
add, remove, (comments), Capitalization​
Overview
########

Aggron's Mega Evolution boasts a ridiculously high base 230 Defense stat. Furthermore, its ability, Filter, reduces the amount of damage taken from super effective attacks by 25%. Mega Aggron's pure Steel typing gives it ten resistances and one immunity. It also has access to great support moves, including Stealth Rock, Roar, Toxic, and Thunder Wave. Mega Aggron has a good base 140 Attack stat, which lets it fire off strong attacks; however, this it is fairly average still not enough considering that Mega Aggron cannot use a boosting item. Before Mega Evolving, Aggron has a horrible defensive typing, and after Mega Evolving, (RC) it misses out on the passive recovery that Leftovers would give it. Mega Aggron also has a fairly average base 80 Special Defense stat and a pitiful base 50 Speed stat.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Roar / Toxic / Thunder Wave
move 3: Heavy Slam
move 4: Earthquake
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Impish

Moves
========

Stealth Rock damages the foe as they switch in. Roar is a reliable phazing tool move and allows Mega Aggron to rack up Stealth Rock damage on the opposing team. However, Toxic may be used instead to cripple walls such as Vaporeon, Suicune, Swampert, and Alomomola, as may Thunder Wave, which Mega Aggron generally uses to paralyze foes on the switch. Heavy Slam has massive power coming off of Mega Aggron's base 140 Attack stat and does serious damage thanks to its gargantuan weight. Earthquake provides good coverage alongside Heavy Slam, hitting Steel-, Fire-, and Electric-type Pokemon for super effective damage.

Set Details
========

Maximum HP investment makes Mega Aggron very bulky, allowing it to take hits from both physical and special attacks. 16 Defense EVs and an Impish nature hits a jump point and gives Mega Aggron a high chance to survive two Choice Band-boosted Earthquakes from Krookodile. The remaining EVs are placed into Special Defense to help Mega Aggron take special attacks better.

Usage Tips
========

In certain situations, it is better to hold off on Mega Evolving Aggron. For example, if Aggron is up against Entei, not Mega Evolving it lets Aggron take less damage from an incoming Sacred Fire; due to Aggron's Rock typing, it will take neutral damage. When running Roar, predict switches wisely. Use an attack that would badly damage the predicted switch-in, or use Roar when you think that Mega Aggron can't do much damage to the predicted switch-in.

Team Options
========

Due to its lack of recovery, Mega Aggron partners well with Vaporeon, Blissey, Alomomola, Florges, and Aromatisse, as they can all heal it with Wish. Special walls such as Blissey and Florges form a great defensive core with Mega Aggron, as Mega Aggron tanks physical attacks, while the special wall can tank special attacks. Powerful sweepers such as Nidoking, Darmanitan, and Mienshao are good partners for Mega Aggron because they have an easier time sweeping late-game thanks to Stealth Rock. Bulky Water-types make good teammates for Mega Aggron, as they handle the Fire-types that threaten it. Grass-type Pokemon and Choice Band Guts Machamp can handle the bulky Water-types that threaten Mega Aggron and don't mind switching into Scald.

Other Options
########

Rest and Sleep Talk can be used alongside Heavy Slam and either Curse or Roar. If Mega Aggron is running Roar, having a Pokemon with entry hazard support is recommended. Dragon Tail is a damage-dealing phazing move, and it deals with Magic Bounce and Taunt users. Metal Burst can be utilized to tank hits and retaliate with 1.5x the damage taken. A Choice Band set consisting of Head Smash, Heavy Slam, Earthquake, and Double-Edge is viable but a lot less bulkier compared to Mega Aggron; Aggron's main niche in UU is provided by its Mega Evolution.

Checks & Counters
########

**Bulky Ground-types**: Mega Steelix and Hippowdon can take any one of Mega Aggron's atttacks and either set up Stealth Rock or retaliate with an attack of their own.

**Bulky Water-types**: Bulky Water-types such as Mega Blastoise, Vaporeon, Suicune, Swampert, and Alomomola take minimal damage from Mega Aggron's attacks.

**Rapid Spin Users**: Mega Blastoise, Starmie, Forretress, and Donphan are able to get rid of Stealth Rock by using Rapid Spin and take very little damage from Mega Aggron's attacks.

**Strong Special Attackers**: Nidoking and Chandelure are both great examples of strong special attackers that can OHKO Mega Aggron. However, they have trouble switching into Earthquake.

**Powerful Fire-types**: Fire-types such as Entei, Rotom-H, Darmanitan, and Chandelure all threaten Mega Aggron with their powerful STAB attacks, which can OHKO or 2HKO it.
 

SM979

dank memes
is a Contributor Alumnus
-- amcheck ahead --
add, remove, (comments), Capitalization​
Overview
########

Aggron's Mega Evolution boasts a ridiculously high base 230 Defense stat. Furthermore, its ability, Filter, reduces the amount of damage taken from super effective attacks by 25%. Mega Aggron's pure Steel typing gives it ten resistances and one immunity. It also has access to great support moves, including Stealth Rock, Roar, Toxic, and Thunder Wave. Mega Aggron has a good base 140 Attack stat, which lets it fire off strong attacks; however, this it is fairly average still not enough considering that Mega Aggron cannot use a boosting item. Before Mega Evolving, Aggron has a horrible defensive typing, and after Mega Evolving, (RC) it misses out on the passive recovery that Leftovers would give it. Mega Aggron also has a fairly average base 80 Special Defense stat and a pitiful base 50 Speed stat.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Roar / Toxic / Thunder Wave
move 3: Heavy Slam
move 4: Earthquake
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Impish

Moves
========

Stealth Rock damages the foe as they switch in. Roar is a reliable phazing tool move and allows Mega Aggron to rack up Stealth Rock damage on the opposing team. However, Toxic may be used instead to cripple walls such as Vaporeon, Suicune, Swampert, and Alomomola, as may Thunder Wave, which Mega Aggron generally uses to paralyze foes on the switch. Heavy Slam has massive power coming off of Mega Aggron's base 140 Attack stat and does serious damage thanks to its gargantuan weight. Earthquake provides good coverage alongside Heavy Slam, hitting Steel-, Fire-, and Electric-type Pokemon for super effective damage.

Set Details
========

Maximum HP investment makes Mega Aggron very bulky, allowing it to take hits from both physical and special attacks. 16 Defense EVs and an Impish nature hits a jump point and gives Mega Aggron a high chance to survive two Choice Band-boosted Earthquakes from Krookodile. The remaining EVs are placed into Special Defense to help Mega Aggron take special attacks better.

Usage Tips
========

In certain situations, it is better to hold off on Mega Evolving Aggron. For example, if Aggron is up against Entei, not Mega Evolving it lets Aggron take less damage from an incoming Sacred Fire; due to Aggron's Rock typing, it will take neutral damage. When running Roar, predict switches wisely. Use an attack that would badly damage the predicted switch-in, or use Roar when you think that Mega Aggron can't do much damage to the predicted switch-in.

Team Options
========

Due to its lack of recovery, Mega Aggron partners well with Vaporeon, Blissey, Alomomola, Florges, and Aromatisse, as they can all heal it with Wish. Special walls such as Blissey and Florges form a great defensive core with Mega Aggron, as Mega Aggron tanks physical attacks, while the special wall can tank special attacks. Powerful sweepers such as Nidoking, Darmanitan, and Mienshao are good partners for Mega Aggron because they have an easier time sweeping late-game thanks to Stealth Rock. Bulky Water-types make good teammates for Mega Aggron, as they handle the Fire-types that threaten it. Grass-type Pokemon and Choice Band Guts Machamp can handle the bulky Water-types that threaten Mega Aggron and don't mind switching into Scald.

Other Options
########

Rest and Sleep Talk can be used alongside Heavy Slam and either Curse or Roar. If Mega Aggron is running Roar, having a Pokemon with entry hazard support is recommended. Dragon Tail is a damage-dealing phazing move, and it deals with Magic Bounce and Taunt users. Metal Burst can be utilized to tank hits and retaliate with 1.5x the damage taken. A Choice Band set consisting of Head Smash, Heavy Slam, Earthquake, and Double-Edge is viable but a lot less bulkier compared to Mega Aggron; Aggron's main niche in UU is provided by its Mega Evolution.

Checks & Counters
########

**Bulky Ground-types**: Mega Steelix and Hippowdon can take any one of Mega Aggron's atttacks and either set up Stealth Rock or retaliate with an attack of their own.

**Bulky Water-types**: Bulky Water-types such as Mega Blastoise, Vaporeon, Suicune, Swampert, and Alomomola take minimal damage from Mega Aggron's attacks.

**Rapid Spin Users**: Mega Blastoise, Starmie, Forretress, and Donphan are able to get rid of Stealth Rock by using Rapid Spin and take very little damage from Mega Aggron's attacks.

**Strong Special Attackers**: Nidoking and Chandelure are both great examples of strong special attackers that can OHKO Mega Aggron. However, they have trouble switching into Earthquake.

**Powerful Fire-types**: Fire-types such as Entei, Rotom-H, Darmanitan, and Chandelure all threaten Mega Aggron with their powerful STAB attacks, which can OHKO or 2HKO it.
Implemented some.
 

P Squared

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2/2, nice job :)

Overview
########

Aggron's Mega Evolution boasts a ridiculously high base 230 Defense stat. Furthermore, its ability, Filter, reduces the amount of damage taken from super effective attacks by 25%. Mega Aggron's pure Steel typing gives it ten resistances and one immunity. It has access to great support moves, including Stealth Rock, Roar, Toxic, and Thunder Wave. Mega Aggron has a good base 140 Attack stat, which lets it fire off strong attacks; however, this is fairly average considering that Mega Aggron cannot use a boosting item. Before Mega Evolving, Aggron has a horrible defensive typing, and after Mega Evolving, it misses out on the passive recovery that Leftovers would give it. Mega Aggron also has a fairly average base 80 Special Defense stat and a pitiful base 50 Speed stat.

Tank
########
name: Tank
move 1: Stealth Rock
move 2: Roar / Toxic / Thunder Wave
move 3: Heavy Slam
move 4: Earthquake
ability: Sturdy
item: Aggronite
evs: 252 HP / 16 Def / 240 SpD
nature: Impish

Moves
========

Stealth Rock damages the foe as it switches they switch in. Roar is a reliable phazing tool and allows Mega Aggron to rack up Stealth Rock damage on the opposing team. However, Toxic may be used instead to cripple walls such as Vaporeon, Suicune, Swampert, and Alomomola, as may Thunder Wave, which Mega Aggron generally uses to paralyze foes on the switch. Heavy Slam has massive power coming off of Mega Aggron's base 140 Attack stat and does serious damage thanks to its Mega Aggron's gargantuan weight. Earthquake provides good coverage alongside Heavy Slam, hitting Steel-, Fire-, and Electric-type Pokemon for super effective damage.

Set Details
========

Maximum HP investment makes Mega Aggron very bulky, allowing it to take hits from both physical and special attacks. 16 Defense EVs and an Impish nature hit a jump point and give Mega Aggron a high chance to survive two Choice Band-boosted Earthquakes from Krookodile. The remaining EVs are placed into Special Defense to help Mega Aggron take special attacks better.

Usage Tips
========

In certain situations, it is better to hold off on Mega Evolving Aggron. For example, if Aggron is up against Entei, not Mega Evolving it lets Aggron take less damage from an incoming Sacred Fire; due to Aggron's Rock typing, it will take neutral damage. When running Roar, predict switches wisely. Use an attack that would badly damage the predicted switch-in, or use Roar when you think that Mega Aggron can't do much damage to the predicted switch-in.

Team Options
========

Due to its lack of recovery, Mega Aggron partners well with Vaporeon, Blissey, Alomomola, Florges, and Aromatisse, as they can all heal it with Wish. Special walls such as Blissey and Florges form a great defensive core with Mega Aggron, as Mega Aggron tanks physical attacks, while the special wall can tank special attacks. Powerful sweepers such as Nidoking, Darmanitan, and Mienshao are good partners for Mega Aggron because they have an easier time sweeping late-game thanks to Stealth Rock. Bulky Water-types make good teammates for Mega Aggron, as they handle the Fire-types that threaten it. Grass-type Pokemon and Choice Band Guts Machamp can handle the bulky Water-types that threaten Mega Aggron and don't mind switching into Scald.

Other Options
########

Rest and Sleep Talk can be used alongside Heavy Slam and either Curse or Roar. If Mega Aggron is running Roar, having a Pokemon that can provide with entry hazard support is recommended. Dragon Tail is a damage-dealing phazing move, and it deals with Magic Bounce and Taunt users. Metal Burst can be utilized to tank hits and retaliate with 1.5x the damage taken. A Choice Band set consisting of Head Smash, Heavy Slam, Earthquake, and Double-Edge is viable but a lot less bulkier compared to Mega Aggron; Aggron's main niche in UU is provided by its Mega Evolution.

Checks & Counters
########

**Bulky Ground-types**: Mega Steelix and Hippowdon can take any one of Mega Aggron's attacks and either set up Stealth Rock or retaliate with an attack of their own.

**Bulky Water-types**: Bulky Water-types such as Mega Blastoise, Vaporeon, Suicune, Swampert, and Alomomola take minimal damage from Mega Aggron's attacks.

**Rapid Spin Users**: Mega Blastoise, Starmie, Forretress, and Donphan are able to get rid of Stealth Rock by using Rapid Spin and take very little damage from Mega Aggron's attacks.

**Strong Special Attackers**: Nidoking and Chandelure are both great examples of strong special attackers that can OHKO Mega Aggron. However, they have trouble switching into Earthquake.

**Powerful Fire-types**: Fire-types such as Entei, Rotom-H, Darmanitan, and Chandelure all threaten Mega Aggron with their powerful STAB attacks, which can OHKO or 2HKO it.
 

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