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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Mega Aggron holds a 0.29% usage rate in singles, ranked 118th, placing it on the fringe. Its niche lies in the 110 Attack and 180 Defense combination, paired with Filter to reduce 4x weaknesses (Fighting, Ground) to 3x, allowing it to survive mid-game exchanges that would otherwise one-shot it. It primarily functions as a Stealth Rock setter and a physical wall that almost always moves last at 50 Speed.
Playstyle:In singles, the playstyle centers on laying Stealth Rock (13.6%) and stacking Iron Defense (9.9%) to power up Body Press (20.2%). Heavy Slam (18.4%) handles Fairy and Ice-types, while Metal Burst (7.9%) punishes setup sweepers. Spreads cluster around two philosophies: Sassy 32/0/21/0/13/0 pushes special bulk for special attackers, while Impish 32/0/23/0/0/11 keeps 11 Speed to outspeed specific threats. Protect at only 6% indicates the set does not rely on stall tactics.
Mega Aggron sits at 0.24% usage in doubles, ranked 131st. It serves as a Filter-bodied defensive pillar, leveraging 110 Attack and 180 Defense to apply consistent physical pressure with Body Press and Heavy Slam. At 50 Speed it moves last in most matchups, leaning on Protect (23.2%) to buy turns.
Playstyle:In doubles, Protect is the most common move (23.2%), followed closely by Body Press (22.8%) and Heavy Slam (21.3%), with Iron Defense (20.9%) fueling Body Press damage. Spreads favor Careful 32/2/0/0/32/0 and 32/0/2/0/32/0, dumping EVs into HP and special defense to mitigate the 4x weaknesses. Rock Slide at only 1.2% shows doubles builds do not rely on spread damage, instead focusing on single-target heavy hitters.
Aggron sits at a 0.02% usage rate and rank 231 in singles play. Its Steel-Rock typing grants enormous physical bulk, yet it takes a four times multiplier from both Ground and Fighting, a structural weakness that is nearly impossible to paper over. With 50 Speed it always moves last, meaning it almost never gets to dictate a one on one exchange on its own terms.
Playstyle:Chople Berry dominates at 73.9%, picked almost entirely to eat one Fighting hit and retaliate with Heavy Slam or High Horsepower. Heavy Metal sits at 62.3% to double its weight and supercharge Heavy Slam. Leftovers at 18.8% patches its staying power in longer games. Head Smash shows up only at 4.3%, kept alive by the 17.1% Rock Head builds that nullify recoil. The whole identity is built around taking one hit and throwing one back.
Double battles show a 0.00% usage rate with no rank entry. Fighting and Ground attackers are far more common in doubles, so the four times weakness is exposed far more often. Combined with a Speed of 50 that never wins a priority duel, there is essentially no role left for it in this format.