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If you have a good competitive moveset for Aggron, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Aggron Pokédex and learnset for reference.

PLACEHOLDER sprite

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Aggron can combat all its weaknesses because of the large amount of tms it can learn. it can learn a lot of move tutor moves aswell like ice punch, thunder punch, fire punch, dragon pulse and aqua tail.

38 Answers

0 votes

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Dragon Tail
- Rest
- Sleep Talk
- Stealth Rock

I use this set on showdown a lot, and it works very well!

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Mwahahahaha... the mighty Aggron. I like using this set, as no one - at all - sees it coming. Go figure.

Aggron (M) @ Weakness Policy / Focus Sash
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Automize
- Iron Head
- Head Smash
- Stealth Rock / Earthquake / Superpower

  • Automize (Sharply raises your speed! Great set up move with Focus Sash, or if you get a chance)
  • Iron Head (STAB, accurate, the whole shebang)
  • Head Smash (Same as Iron Head, except with 150 power. Wow)
  • Stealth Rock / Earthquake / Superpower (Really up to you here)

Works great in doubles with a Fake Out user to stall the biggest threat while Aggron sets up. He can sometimes take super effective hits to activate Weakness Policy, but fighting or special attacks are a problem. Play him well, and all the shops will be wreaked.

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Here's my personal aggron.

Aggron Bulky Melee Smasher

Aggron @ Rocky Helmet
Ability: Sturdy
EVs: 252 Atk / 252 Def / 4 SpD
Calm Nature
- Iron Defense
- Automize
- Heavy Slam
- Stone Edge / Iron Head

Lets take a Gallade/ Salamence.

Gallade's naturally high attack is cut down by aggron's high defence, making a 1-hit difficult, with sturdy preventing fighting from taking it down immediately, and with gallade being 6-7X less weight then aggron, it will be the equivalent of, well, getting stepped on by an aggron with the power 120 based on weight and gallade's weak defences.

Next is salamence. Many salamence are melee based, so using iron defense as you tank damage will bring your damage to almost nothing. when its max, automize until its full, allowing your speed to rival/ surpass salamence, depending on said salamence's nature, with stone edge dealing a 2X 120 move, and if you don't have it using a 100 power heavy slam. using stone edge right away is also helpful if it decides to use a special like flamethrower, as sturdy will not let it get killed off right away, while the bonus spec defense aids in the process.

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Gen VI
Aggron @ Aggronite
Ability: Sturdy
EVs: 252HP / 112 Atk / 24 SpA / 120 SpD
Brave Nature
- Heavy Slam
- Low Kick
- Fire Blast
- Stone Edge

I use this with a Sylveon that passes Calm Minds and Wishes. At +2, you always KO Scizor with Fire Blast(unless it's specially bulky Assault Vest Scizor something weird), and I think that goes for Ferrothorn, too. Low kick hits heavy Pokemon like Terrakion for more than Heavy Slam. It also has more Pokemon 4x weak to it than Earthquake. I also like to use this set with a secondary Wish passer, namely Alomomola with Healing Wish.

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Aggron @ Aggronite
Ability: Rock Head / Heavy Metal
EVs: 252 Attack / 252 Def or 252 Atk / 252 SpD
Adamant / Brave / Impish / Careful Nature
- Curse / Stealth Rock
- Dragon Rush / Double Edge
- Heavy Slam
- Earthquake

Curse up for high def and attack or stealth rock for switch damage for enemy
Dragon Rush for high power or Double edge if you have rock head
Heavy Slam op even more so with heavy metal
Earthquake, just an awesome move

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Aggron @ Leftovers
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Def
Adamant / Impish Nature
- Double-Edge
- Stealth Rock
- Ice Punch
- Protect

  • Double-Edge - Strong with Rock Head
  • Stealth Rock - YAY Hazards!
  • Ice Punch - Coverage
  • Protect - Stalling
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0 votes

Might not be the best, but this is what I could think up of for my Aggron.

Aggron @ Aggronite
Ability: Sturdy / Rock Head / Heavy Metal
EVs: 4 HP / 252 Atk / 252 SpD
Careful Nature
- Heavy Slam
- Stealth Rock
- Dragon Tail / Roar
- Earthquake / Aqua Tail

Stealth rock to damage Pokemon that switch in and extra damage to fire types. Heavy Slam will be Mega Aggron's main stab (Since Mega Aggron is heavy) Dragon Tail/Roar can be used to switch through multiple opponents; you can damage them with stealth rock and avoid danger at the same time. Earthquake for huge amounts of damage and super effective hits (Ground-type moves are super-effective to 5 types) Aqua tail can be used to cover fire and ground types. (Not fighting types due to Aggron lacking psychic, fairy and flying type moves.

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Aggron-Mega @ Aggronite
Ability: Filter
EVs: 4 HP / 252 Atk / 252 Def
Relaxed / Adamant Nature
- Stealth Rock
- Dragon Tail / Roar
- Rock Slide / Stone Edge
- Heavy Slam

  • Stealth Rock: I don't really think this needs an explanation, it's a good move on a tank like Aggron.
  • Dragon Tail / Roar: If there's a type disadvantage on your half, this move can kinda cover that. Another thing is, this move is great to use after Stealth Rock due to it being a switch hazard, and this move forces switching.
  • Rock Slide / Stone Edge: Both are remarkable moves that can cover M-Aggron's Fire weakness. They unfortunately aren't STAB because of the pure Steel-type, but they're still powerful.
  • Heavy Slam: This is probably the best STAB Steel move Aggron can learn. It's not the heaviest Steel-type ever, but it'll still do a lot of damage.

I wouldn't say this is the best moveset for Aggron, but I'll explain how it works. Set up with Stealth Rock, use Dragon Tail, and KO any Pokemon that your type is good against. It's kinda simple, but it works well for me.

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I swear alot of you people dunno how to run an Aggron... anyways, i'm here with one of my favorite setups, Mega and Non Mega version

Normal Aggron:

Aggron @ Leftovers
Ability: Heavy Metal / Rock Head
EVs: 252 HP / 252 Atk
Careful Nature
- Heavy Slam / Head Smash
- Curse
- Rest
- Sleep Talk

Item: Leftovers For extra bit of HP while setting up
Ability: Heavy Metal Boost Heavy Slams power/Rock Head to Nullify Head Smash's Recoil
Careful Nature, Because Def and Attack are high enough, especially with Curse

  • Heavy Slam w Heavy Metal/Head Smash w Rock Head, Heavy slam for STAB, paired with Heavy metal and Aggron's already really high weight, it normally does absurd Damage, Head Smash has STAB and Insane Damage, and with Rock head you take no Recoil from it

  • Curse, Aggron was never fast in the first place so -Speed doesn't matter, sends attack and Def through the roof, use as MUCH as possible

  • Rest, Gunna need to heal up every now and then, no matter how high its Def it still looses HP

  • Sleep Talk, No time to spend sleeping when you can be spamming Curse!

Mega Aggron, and my preferred route:

Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 252 Atk / 4 SpD
Careful Nature
- Iron Tail / Iron Head
- Curse
- Rest
- Sleep Talk

  • Iron Tail/Iron Head, M-Aggron doesn't weigh quite as much as Heavy metal Aggron, and with the attk, its un needed anyway, here its mainly a Choice between accuracy or Power

  • Curse, Physical attackers be gone, thou shall not break through

  • Rest, healing of course, Extra cancer, make the opponent quit before you can even team wipe them

  • Sleep Talk, No time to Sleep! raise the Defences!

Welp, time to Rant about the setup
You've probably noticed the big Fatal flaw already... the non existent Sp. Def, and the fact that it can take awhile to set up, and to that my response... The Sp. Def never existed in the First place, its something you must accept about Aggron, and as for Curse, good things come to those who wait, besides, who doesn't love to watch as the Hope on your opponents faces drops, as their attacks do Less and less damage, knowing that in a matter of time their entire team is going to Disappear as if Thanos walked into the room and snapped his fingers. and as for Stat erasing moves.... well, its best to try and finish it off before you setup, and if it catches you while you have completed your setup, well... say goodbye to your Stats I guess. I don't put EV's or + nature into its defense because, well... Its high enough as it is, those who do are are just adding bricks to a Titanium wall, theres no point. its HP however isn't that high, and something i've learned is that no matter how much Def you have, if you have too little HP, there's no point, and Vise Versa, anyways, to finish this off, As long as your opponent Doesnt have many, if any Sp attackers, and they cant finish you off early, its practically Indestructible, and all shall fall to this Absolute Beast, Even fighting moves such as close combat will TICKLE if you have its Def stat high enough

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Gen 8 PU

Aggron @ Focus Sash
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Autotomize
- Head Smash
- Earthquake / Heavy Slam

Hone Claws boosts your attack and accuracy. Automize is to raise your speed. Head Smash is STAB and has better accuracy after a +1 Hone Claws boost. Earthquake is for the EdgeQuake combo, or you could run Heavy Slam for Steel type STAB.

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0 votes

Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rest
- Sleep Talk
- Metal Burst
- Roar / Dragon Tail / Earthquake / Stone Edge

So while I was bored, I came up with this set while trying to make one for nat dex uu.
Its so physically bulky that even after a cc from most mons it survives and kills with metal burst. Roar/dragon tail is gor set uppers. Eq and stone edge is coverage. Rest talk heals him so he no dies. If it gets taunted then too bad. Its as slow as possible as metal burst doesnt hv negative priority.

EDIT:
alternative spread suggested by swastik.
252sp.def/252hp/4def + careful nature

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252 SpD better on this. It already has a ton of physical Defense.
What nature u recomend then
252 HP/ 252 SpD/ 4 Def along with Careful Nature.
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Aggron @ Leftovers
Ability: Heavy Metal
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Body Press
- Heavy Slam
- Substitute
- Iron Defense

This is set is very unique to say the least. I just wanted to try something different. Essentially the whole purpose is to be defensive. Body press does massive damage because of his defense stat, and heavy slam is stab. iron defense is for doing more damage with body press, and substitute is for setting up.

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0 votes

Gen 7 UU

Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heavy Slam
- Curse
- Rest
- Sleep Talk

Heavy Slam is STAB. Curse is to boost your attack and defense. Rest is for healing. Sleep Talk is so you can attack or boost your stats while in your sleep.

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I think your should use iron head instead of heavy slam because it is not dependent on the opponent's weight. It is more practical in most cases.
Heavy Slam is dependant on your weight not opponents...
Actually, Heavy Slam depends on the weight of both you and your opponent.  It takes the percentage of the weight your opponent is compared to you to calculate the BP.
https://m.bulbapedia.bulbagarden.net/wiki/Heavy_Slam_(move)
Heavy Slam inflicts more damage the heavier the user compared to the opponent.

Aggron is heavy. Almost always it's gonna get a nicer power than Iron Head.
0 votes

Gen 8 PU


Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature

  • Head Smash
  • Heavy Slam
  • Earthquake
  • Ice Punch

Head Smash is absolutely ludicrious STAB with no recoil because of Rock Head. Heavy Slam is another STAB which goes well with Aggron's weight. Earthquake is coverage, most notably hitting Togedemaru. Ice Punch covers bulky Ground types (Claydol, Palossand, Sandaconda, etc...) and is chosen over Aqua Tail for its ability to hit Palossand instead of boosting its defense.

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Aron >DragoniteMagearnaPorygon-ZTapu LeleKommo-oZeraora
1v1 Aron Set
Aron @ Shell Bell
Level: 1
Ability: Sturdy
EVs: No EVs are needed
IVs: You can use any amount of IVs, it doesn't matter.
Brave Nature
- Endeavor
- Sandstorm
- Metal Burst
- Protect
You want to be attacked, survive on Sturdy, and use Endeavor or Metal Burst. They will heal you up to full due to Shell Bell giving you back HP, allowing you to use Sandstorm and kill them. If they are immune to Endeavor and Sandstorm, then slowly kill them with Metal Burst. Protect lets you beat things with Fake Out. No IVs or EVs are needed. A bit gimmicky, but really funny, and when it works, it works well.

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0 votes

There's an old saying... "You must win with your favorites."

Role: OU Sweeper.

Aggron (M) @ Life Orb
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Head Smash
- Hone Claws
- Magnet Rise
- Autotomize

You can't missplay with this thing. Aggron, despite having immense power, suffers from his weaknesses. You'll have to play smart. Head Smash is STAB with 150 base power, 80% accuracy and no recoil, thanks to Rock Head. With Adamant nature, its attack reaches 350, and with Life Orb, it becomes deadly. However, despite such firepower, Aggron can still suffer OHKO if you just throw him on the field. You must play smart; he is no different than any other Sweeper. If you see any opportunity to set up, go. Try to force something out. There are also certain Pokemons that can't do much damage to Aggron, so you can set in front of them. You can also set against slow enemies, like Hippowdow. Let me explain: with 252 EV's at speed, Aggron's speed reaches 199. this makes it faster than Hippowdow, and some other slow Pokemon. Thanks to Magnet Rise, you can become immune to ground moves for a few turns. The opponent will either be forced to switch, or resort to moves that do not cause as much damage. In any case, you should have at least one chance to set; and you don't need anything else. Use Automatize and Aggron's speed will go to 398, surpassing Greninja, Gengar, Infernape, Tapu Koko, Crobat, Garchomp, and many others. With the power of Head Smash and now amazing speed, Aggron may well do serious damage to the enemy team. But, if you want to turn this iron dinosaur into a killing machine, use Hone Claws. His attack goes to 525, and the accuracy of Head Smash goes to 106%. This means that, under normal conditions, you can't miss. Just imagine a STAB with 150 base power, with a 525 attack status, and a Life Orb. This thing is capable of OHKO almost anything that has no resistance; hits Mega-Scizor, Corviknight and Skarmory in neutral, causing their deaths. And even against the ground types, you have the advantage, since they cannot use their STAB on you thanks to Magnet Rise, and you can use the extremely powerful Head Smash to remove at least 50% of the HP. And don't worry; you don't need coverage if you have the power. Of course, you're still doomed to suffer from certain evils, like Prankster Burn, Focus Sash, Taunt, being outspeed by Zera-Ora, Dragapult, Mega-Beedril, Mega Loppuny and Zacian, being potentially walled by Ferrothorn, and other things. but so far, which Pokemon is perfect in every way? Aggron is a very good driving force, and can cause severe damage to the enemy team if used wisely and with the support of your team.

GET YOURSELF A M-F** AGGRON.

PS: Don't even think on using it on doubles.

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Any Generation

Game mode can be any singles format where Aggron is legal.

Aggron @ Weakness Policy
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Iron Head
- Earthquake

If Aggron can tank a hit it has a good chance of sweeping or taking out more than one Pokemon.

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I haven't seen many curse Mega Aggron sets here yet.

Format is any generation 7 singles where Mega Aggron is allowed.

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Substitute/Thunder Punch
- Heavy Slam
- Rest
- Curse

Full physical defense.

Substitute is for if you want to be even more of a wall and beat almost any physical attacker, while thunder punch is useful for anything that resists steel and doesn't have a secondary type that resists/is immune to electric.

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If Thunder Punch is for dealing with Steel types that resist your STAB, wouldn't it be best to run Earthquake on the set, as that's super effective against 3/4 types that resist Steel?
That is a good idea, but it does make you walled by some flying types and levitate Pokemon that resist steel. In the end the coverage move is up to the user.