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Ktütverde

of course
is a Top Tiering Contributor Alumnusis a Former Smogon Metagame Tournament Circuit Champion

Aggron @ Leftovers
Ability: Sturdy
EVs: 28 HP / 228 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Taunt

- Heavy Slam
- Earthquake

My favourite set. Definitely the best HO lead, it always gets stealth rock up and can antilead mesprit, weezing, togedemaru, ferro, clef... It is also a big threat for balance if they don't have gastrodon or regirock. The HP evs give it a HP number divissible by 16 so stealth rock+leftovers = 100% health at the end of the turn. Ada was chosen because jolly doesn't KO aurorus with heavyslam anyway so outspeeding it isn't that useful, and more power is better so as to avoid dumb rolls and missing 1,2 or 3hkos. EQ hits aggron, pyroar and togedemaru, while dealing some damage to ferroseed and threatening lanturn.

It works like a suicide lead vs offense and as a tank vs balance, which is very useful since it it the main balance breaker in many teams.
 
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Aggron @ Leftovers
Ability: Rock Head
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Substitute
- Focus Punch
- Head Smash
- Heavy Slam

SubPunch Aggron
SubPunch Aggron aims to abuse its good match ups to the fullest by setting up free Substitutes on Ferroseed and Clefairy and threatens out certain pokemon like defensive Mesprit and Skuntank. Behind a Sub it’s free to spam STAB moves or throw off a Focus Punch to dent mons like Ferroseed, Regirock, or opposing Aggron. Eating up sound moves that go through Substitute such as Pyroar’s and Aurorus’ Hyper Voices is a plus. The HP investement means Togedemaru can never break your Sub with its STABs and you don’t lose out on many relevant speed tiers when compared to max speed.
 

Aggron @ Leftovers
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Toxic
- Fire Punch
- Heavy Slam

Subtoxic Aggron takes advantage of stuff that may normally switch in but cant break the sub such as defensive mesprit. Fire punch so steels dont just sit on this set and heavy slam as a more reliable form of stab
 
Aggron @ Leftovers
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Roar
- Head Smash
- Stealth Rock
- Heavy Slam

Live no longer in fear of Magnet Pulling trappers! With the popularity of Magnet Pull Probopass increasing slightly lately, Roar can be ran on Aggron to avoid getting trapped by Probopass. Once Aggron has it's hazards set up, it can also use roar to spread chip damage from hazards. This set is particularly useful on hazard stacking teams where multiple hazards can be set, as aggron can use the hazards to its advantage with powerful moves like Head Smash and Heavy Slam, and Roar can be used to force out its switch ins, chipping them and whatever Pokemon gets forced in.
 

JustoonSmitts

I draw stuff for a living
is a Top Artistis a Contributor to Smogon
Aggron @ Life Orb / Rockium Z
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Rock Polish
- Head Smash
- Heavy Slam
- Fire Punch / Earthquake

Pretty standard setup sweeping Aggron. Rock Polish to boost your speed, then proceed to sweep with your STABS since Aggron hits like a truck. Fire Punch is to nail Ferroseed, but Earthquake has better coverage against Magnet Pullers like Probopass and Alolan Golem.
 
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Screech Aggron

Aggron @ Expert Belt
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Earthquake
- Screech

General idea
Screech allows anything it can run this moves to overpower its traditional checks/counters. 85% accuracy is workable because we are talking about a powerful effect, which is basically an inversed Swords Dance on a pokemon with an high Atk stat such as Aggron, thus turning out neutral hits into supereffective ones.
The advantage over SD is that Aggron is still forced out quite often due to two common 4x weaknesses, but the effect of Screech still remains until the opposite threat switches out.

Screech is really good when paired with hazards support, because you are able to revenge kill easily pokemons with -2 Def.

Expert Belt may lead your opponent to think you are Choice Band locked....until you surprise him.
 
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Aggron @ Grassium Z
Ability: Rock Head
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Head Smash
- Fire Punch
- Solar Beam
- Heavy Slam

This is something I came up with during Exhibiton and basically it works as a great lure for Gastrodon and is cool when paired with mons such as Kingler, Hitmonchan, Primeape and Togedemaru who all struggle with Gastrodon.

4 SpA Aggron Bloom Doom (190 BP) vs. 252 HP / 4 SpD Gastrodon: 428-504 (100.4 - 118.3%) -- guaranteed OHKO after Leftovers recovery
 

Ampha

"They don’t call me Greed for nothing!"
is a Community Contributoris a Tiering Contributor
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Aggron @ Expert Belt
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Heavy Slam
- Fire Punch
- Head Smash
- Taunt
Aggron blufs band set by expert belt while having the ability to annoy walls like Spiritomb with taunt and be kinda annoying to switch in general
 

Darkinium

the mighty nuaguunibi

Aggron @ Assault Vest
Ability: Rock Head
EVs: 224 Atk / 140 SpD / 144 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Fire Punch
- Earthquake

Allows you to use your typing to check threats such as Oricorio-Sensu and Jynx. Speaking of, the EVs survive two +2 Jynx Ice Beams after SR. The Speed is for max Speed Modest Drampa. An alternative faster but weaker spread of 168 Atk / 140 SpD / 200 Spe outspeeds Adamant Crabominable, but I prefer the main spread. This set is good when you need a check to the aforementioned mons and the like but still want the Aggron-y stuff like a hard hitter.


Aggron @ Leftovers
Ability: Sturdy
EVs: 28 HP / 228 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Taunt

- Heavy Slam
- Earthquake

My favourite set. Definitely the best HO lead, it always gets stealth rock up and can antilead mesprit, weezing, togedemaru, ferro, clef... It is also a big threat for balance if they don't have gastrodon or regirock. The HP evs give it a HP number divissible by 16 so stealth rock+leftovers = 100% health at the end of the turn. Ada was chosen because jolly doesn't KO aurorus with heavyslam anyway so outspeeding it isn't that useful, and more power is better so as to avoid dumb rolls and missing 1,2 or 3hkos. EQ hits aggron, pyroar and togedemaru, while dealing some damage to ferroseed and threatening lanturn.

It works like a suicide lead vs offense and as a tank vs balance, which is very useful since it it the main balance breaker in many teams.

Aggron @ Leftovers
Ability: Rock Head
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Substitute
- Focus Punch
- Head Smash
- Heavy Slam

SubPunch Aggron
SubPunch Aggron aims to abuse its good match ups to the fullest by setting up free Substitutes on Ferroseed and Clefairy and threatens out certain pokemon like defensive Mesprit and Skuntank. Behind a Sub it’s free to spam STAB moves or throw off a Focus Punch to dent mons like Ferroseed, Regirock, or opposing Aggron. Eating up sound moves that go through Substitute such as Pyroar’s and Aurorus’ Hyper Voices is a plus. The HP investement means Togedemaru can never break your Sub with its STABs and you don’t lose out on many relevant speed tiers when compared to max speed.

Aggron @ Leftovers
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Toxic

- Fire Punch
- Heavy Slam

Subtoxic Aggron takes advantage of stuff that may normally switch in but cant break the sub such as defensive mesprit. Fire punch so steels dont just sit on this set and heavy slam as a more reliable form of stab
Aggron @ Leftovers
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Roar
- Head Smash
- Stealth Rock
- Heavy Slam

Live no longer in fear of Magnet Pulling trappers! With the popularity of Magnet Pull Probopass increasing slightly lately, Roar can be ran on Aggron to avoid getting trapped by Probopass. Once Aggron has it's hazards set up, it can also use roar to spread chip damage from hazards. This set is particularly useful on hazard stacking teams where multiple hazards can be set, as aggron can use the hazards to its advantage with powerful moves like Head Smash and Heavy Slam, and Roar can be used to force out its switch ins, chipping them and whatever Pokemon gets forced in.
Aggron @ Life Orb / Rockium Z
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Rock Polish
- Head Smash
- Heavy Slam
- Fire Punch / Earthquake

Pretty standard setup sweeping Aggron. Rock Polish to boost your speed, then proceed to sweep with your STABS since Aggron hits like a truck. Fire Punch is to nail Ferroseed, but Earthquake has better coverage against Magnet Pullers like Probopass and Alolan Golem.
Screech Aggron

Aggron @ Expert Belt
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Earthquake
- Screech

General idea
Screech allows anything it can run this moves to overpower its traditional checks/counters. 85% accuracy is workable because we are talking about a powerful effect, which is basically an inversed Swords Dance on a pokemon with an high Atk stat such as Aggron, thus turning out neutral hits into supereffective ones.
The advantage over SD is that Aggron is still forced out quite often due to two common 4x weaknesses, but the effect of Screech still remains until the opposite threat switches out.

Screech is really good when paired with hazards support, because you are able to revenge kill easily pokemons with -2 Def.

Expert Belt may lead your opponent to think you are Choice Band locked....until you surprise him.


Aggron @ Grassium Z
Ability: Rock Head
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Head Smash
- Fire Punch
- Solar Beam
- Heavy Slam

This is something I came up with during Exhibiton and basically it works as a great lure for Gastrodon and is cool when paired with mons such as Kingler, Hitmonchan, Primeape and Togedemaru who all struggle with Gastrodon.

4 SpA Aggron Bloom Doom (190 BP) vs. 252 HP / 4 SpD Gastrodon: 428-504 (100.4 - 118.3%) -- guaranteed OHKO after Leftovers recovery
View attachment 125436
Aggron @ Expert Belt
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Heavy Slam
- Fire Punch
- Head Smash
- Taunt
Aggron blufs band set by expert belt while having the ability to annoy walls like Spiritomb with taunt and be kinda annoying to switch in general

Aggron @ Assault Vest
Ability: Rock Head
EVs: 224 Atk / 140 SpD / 144 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Fire Punch
- Earthquake

Allows you to use your typing to check threats such as Oricorio-Sensu and Jynx. Speaking of, the EVs survive two +2 Jynx Ice Beams after SR. The Speed is for max Speed Modest Drampa. An alternative faster but weaker spread of 168 Atk / 140 SpD / 200 Spe outspeeds Adamant Crabominable, but I prefer the main spread. This set is good when you need a check to the aforementioned mons and the like but still want the Aggron-y stuff like a hard hitter.

Lots of heat sets this week, but there were a couple that could've deviated a bit more from the standard, so I wanted let people to get that out before the next round starts on Saturday.

Anyways, tough pick, but I'll settle for Jmash324's SubPunch Aggron. If there's one thing Aggron is good at, that's forcing switches, and Sub takes advantage of that. SubPunch also leaves you with 3 attacks instead of 2 if you opt for a utility move third slot, which is nice, and Punch is a nice blanket attack should you need to predict a switch.
 
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