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post #3110 of (permalink) Old 09-18-2013, 02:06 PM Thread Starter
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Re: Official Pokemon Discussion Thread!

So, what's your favorite Pokémon?


Because it sure as shit isn't as awesome as this here Aggron!


- Normal 4th Gen Sprite

- Shiny 4th Gen Sprite

Aggron is basically what you'd get if you put steel-plating on a dinosaur. WHAT TRAINER WOULDN'T WANT A FUCKING STEEL-PLATED DINOSAUR? (Seph, don't let me down here or I'm going to look like a tit..)

The 6'11", 793.7 lbs Iron Armor Pokemon is the final evolution of Aron and has the Abilities Sturdy, Rock Head and Heavy Metal (Hidden Ability).

Aggron sits quite comfortably in the Monster Breeding Group and has a 50/50 chance of being Male or Female when it is encountered in the Wild. (Only possible with a hacking device.)


Aggron was introduced to the Pokémon world in Generation 3 which leaves it at #306 in the National Pokédex and #072 in the Hoenn Dex with the following entries:

Ruby - Aggron claims an entire mountain as its own territory. It mercilessly beats up anything that violates its environment. This Pokémon vigilantly patrols its territory at all times.

Sapphire - Aggron is surprisingly protective of its environment. If its mountain is ravaged by a landslide or a fire, this Pokémon will haul topsoil to the area, plant trees, and beautifully restore its own territory.

Emerald - Its iron horns grow longer a little at a time. They are used to determine the Aggron's age. The gouges in its armor are worn with pride as mementos from battles.

FireRed / LeafGreen - It claims a large mountain as its sole territory. It mercilessly thrashes those that violate its space.

Diamond / Pearl / Platinum - While seeking iron for food, it digs tunnels by breaking through bedrock with its steel horns.

HeartGold / SoulSilver - You can tell its age by the length of its iron horns. It claims an entire mountain as its territory.

Black / White - While seeking iron for food, it digs tunnels by breaking through bedrock with its steel horns.

Black 2 / White 2 - It claims an entire mountain as its own. The more wounds it has, the more it has battled, so don't take it lightly.


HP - 70
Attack - 110
Defence - 180
Sp. Attack - 60
Sp. Defence - 60
Speed - 50


Start - Tackle
Start - Harden
Start - Mud-Slap
Start - Headbutt
4 - Mud-Slap
8 - Headbutt
11 - Metal Claw
15 - Iron Defense
18 - Roar
22 - Take Down
25 - Iron Head
29 - Protect
34 - Metal Sound
40 - Iron Tail
48 - Autotomize
57 - Heavy Slam
65 - Double-Edge
74 - Metal Burst


TM01 - Hone Claws
TM02 - Dragon Claw
TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM21 - Frustration
TM22 - SolarBeam
TM23 - Smack Down
TM24 - Thunderbolt
TM25 - Thunder
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM35 - Flamethrower
TM37 - Sandstorm
TM38 - Fire Blast
TM39 - Rock Tomb
TM40 - Aerial Ace
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM48 - Round
TM52 - Focus Blast
TM56 - Fling
TM59 - Incinerate
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM69 - Rock Polish
TM71 - Stone Edge
TM73 - Thunder Wave
TM78 - Bulldoze
TM80 - Rock Slide
TM82 - Dragon Tail
TM87 - Swagger
TM90 - Substitute
TM91 - Flash Cannon
TM94 - Rock Smash

HM01 - Cut
HM03 - Surf
HM04 - Strength


- Body Slam

- Curse

- Dragon Rush

- Head Smash

- Iron Head

- Screech

- Stomp

- Superpower


B2 / W2 - Aqua Tail
B2 / W2 - Block
B2 / W2 - Dark Pulse
B2 / W2 - Dragon Pulse
B2 / W2 - Earth Power
B2 / W2 - Endeavor
B2 / W2 - Fire Punch
B2 / W2 - Ice Punch
B2 / W2 - Icy Wind
B2 / W2 - Iron Defense
B2 / W2 - Iron Head
B2 / W2 - Iron Tail
B2 / W2 - Low Kick
B2 / W2 - Magnet Rise
B2 / W2 - Outrage
B2 / W2 - Sleep Talk
B2 / W2 - Snore
B2 / W2 - Spite
B2 / W2 - Stealth Rock
B2 / W2 - Superpower
B2 / W2 - ThunderPunch
B2 / W2 - Uproar

Smogon Set

Spoiler for Automotize:

Aggron -Life Orb / Chople Berry
Rock Head
Adamant [+Attack / -Sp. Attack] / Jolly [+Speed / -Sp. Attack]
4 HP / 252 Attack / 252 Speed

~Head Smash
~Aqua Tail
~Low Kick / Magnet Rise

Autotomize patches up Aggron's Speed, allowing it to pose more of a threat to offensive teams. Head Smash is obviously Aggron's STAB move of choice, and a powerful one at that. Aqua Tail covers Ground-types that resist Head Smash. Low Kick helps deal with most Steel-types, while Magnet Rise allows Aggron to beat walls that can only threaten it with Ground-type moves.

Because this set does not have the brute power that Choice Band provides, an Adamant nature is preferred to make Aggron as strong as possible. A Jolly nature is still an option for outpacing base 130 Speed Pokemon, but Aggron will still fail to outrun the majority of Choice Scarf users. A Life Orb boosts power significantly, but using a Chople Berry makes it easier for Aggron to set up. Substitute is an option for blocking status, especially burns and paralysis, while also providing a safety net against attacks.

My Moveset

Spoiler for Gary Motherfucking Oak:


Trick Room Aggron

Aggron -Choice Band
Rock Head
Adamant [+Attack / -Sp. Attack]
252 HP / 252 Attack / 4 Sp. Defence [0 Speed IV's]

~Head Smash
~Ice Punch

Aggron's main problem in OU play is that it's completely out of its depth if it faces anything that is faster than it. This set aims to completely remove that disadvantage and leave Aggron to do what it does best. Tear shit up.

The Head Smash / Rock Head Combo is the obvious choice here as Aggron can fire of a STAB boosted 150 Base Power move and completely eliminate any and all recoil damage that would be received. As Borat would say, Great Success.

Ice Punch covers Dragon, Flying, Grass and Ground types.
Earthquake covers Steel, Rock, Electric, Fire and Poison types.
Superpower covers Steel, Rock, Dark, Ice and Normal types.
Head Smash covers Flying, Bug, Fire and Ice types.

13/17 types are 2x weak to a move on this set.

Pair it up with:

Spoiler for Pair it up with:

Smogon UU

This set appreciates entry hazard support. For example, Spikes support gives Aggron a chance to OHKO offensive Suicune with Head Smash. Roserade makes a great partner, resisting some of Aggron's most common weaknesses while also providing Spikes. Mew can also provide Stealth Rock and burn opponents with Will-O-Wisp, making it easier for Aggron to set up. On that note, dual screen support is recommended. Uxie can set up both Reflect and Light Screen and has other support options that benefit Aggron, including Stealth Rock, Memento, and Yawn. This set greatly fears Choice Scarf users, so a Wynaut holding Eviolite is appreciated for trapping and killing them. Priority users are also a problem, especially Hitmontop and Azumarill. Slowbro handles both handily, resisting their STAB moves and outstalling them with a combination of its impressive bulk and Toxic.


A typical Trick Room Team.

Aggron is the Physical Attacker.
Reuniclus & Bronzong are your go to Trick Room users.
Slowbro is your Sp. Attacker.
Hippowdon, Eviolite Ferrothorn, Gigalith, Steelix, Forretress, Golem or Sudowoodo are your Entry Hazard layer.
Curse Snorlax is your backup Attacker / Wall.
Cofagrigus is your Rapid Spin blocker / Fighting move receiver.


Spoiler for Counters:

Honestly, it's less what counters Aggron and more what doesn't counter it. The only common type that Aggron resists is Dragon, who normally learn Earthquake anyways, so Aggron is more that useless here. Two 4x Weaknesses (Ground / Fighting) and one 2x Weakness (Water) don't leave Aggron much breathing room in OU.

Any Special Attack should tear through Aggron.


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