Hmm. Difficulty ranking. I liek. Although I would down Durant's difficulty to intermediate, because it doesn't need to long to set up in order to be beast. Oh well, that's just me. Anyways, I'm putting up Aggron to add to Hoenn. I do honestly find Accelgor to be hard to use, so that's kept. Wait, why am I only mentioning my posts? Because I breeze threw to quickly look at some of them, also because I know about the pokemon I posted about... Yeah. So here's Aggron. If it's not good, add whatever you want to it.
Note: Adding Escavalier afterwards
#306: Aggron
Type: Steel/Rock
Abilities: Sturdy / Rock Head / Heavy Metal (Dream world)
Base stats: 70/110/180/60/60/50
Difficulty: Intermediate (change this if you want Wraith)
Aggron is to me a pretty sick looking Pokemon, but in a good way. This guy looks epic, and his physical stats are pretty darn good to boot. His movepool is quite vast too in the physical category to show that he can be pretty lethal. His physical stats can be boosted by curse, his speed can be ramped by rock polish/automotize (they do the same thing) and he can even use thunder wave! His movepool is more vast than some other physically sturdy pokes, but at this comes at a high price. Despite having good physical stats and a good movepool, Aggron suffers from the easily exploitable weaknesses he has, fighting, water and ground. Rock is a good offensive type, Steel is a good defensive type, but putting them together can add to some severe issues defensively. Aggron probably was a lot more valuable in the past, but now his shine is... Hard to find.
Now, like Muk in some ways, Aggron can do a number of things. It can simply be a hard hitting truck, a cursing machine, a stealth rock setter, or a physical wall that counters some other pokes weaknesses. Aggron's movepool is actually fairly good, and it lets you experiment a little. It can learn the elemental punches, payback (good with curse perhaps), stealth rock, magnet rise (although it's perhaps too slow for that.) It perhaps has the four moveslot syndrome, because if you give it curse, well... Give it Iron Head for sure, but the rest are up to you. (Even though stone edge may be calling you.) Indeed, there's quite a selection of moves to be had for this metal dinosaur. It's abilities are also great, Sturdy and Rock Head. Sturdy is no doubt one of the best abilities in the game, but if you manage to utilize it, Rock Head can be pretty dangerous too. The sole reason to have Rock Head is for the use of Head Smash, which he can learn. Despite being inaccurate, it will hurt truckloads and since it's stronger than Relicanth (who likely would use it with rock head), it will be dangerous. If the accuracy is a problem, it can learn hone claws, but it would need an entire set based around accuracy... Dragon Rush? Hmm... Whatever. It's got good abilities, but it's not like you're going to cry in amazement for it. It's dream world ability is interesting, but it's not amazing. Heavy metal makes your pokemon's weight doubled. Lovely. Now grass knot is going to probably OHKO the poor dinosaur, and low sweep... Nah, I kid, but the only reason you'd want to utilize this ability is for heavy slam, which while sounds promising, it's not as reliable as the other two abilities. Heavy slam is while strong, it's not as reliable as Iron Head, and it depends on how heavy your opponent is too... Unlike Iron head, this deals different amounts of damage. I'd suggest just to stick with Iron Head, but it's not illegal to use it if you wanted to.
Aggron is good for bringing on the pain train, as long as his weaknesses are kept away. Despite his huge weaknesses, he has as whole lot of resistances, and as such he can safely switch in to the likes of weavile, although if it has brick break then... Ouch. Aggron is also a good trap setter, and his extra physical bulk is great as he will be able to set up rocks easily. However, like some pokemon, Aggron isn't just good for that. He is a solid hard hitting truck that needs his weaknesses kept away. If not, Aggron will fall quickly. Also, Aggron doesn't like any form of special attacks, so... Keep them away, of course. He can counter most poison types except Toxicroak, and he can also be good on Choice Banded Slakings if they spam Giga Impact or return.
To counter it, well, bring on any fighting type, water or ground type and watch what happens. Aggron fears fighting in particular because there's no balloon or whatnot that'll prevent fighting types. As a result, Infernape is a good counter as long as it safely arrives onto the battlefield. Registeel is good too, because it resists it's STAB and although Earthquake may hurt, it's not STABBED so Registeel can hurt it bad. Jellicent could burn it or scald it, but should be weary of things like Thunder punch. Cofagrigus is probably the better ghost to use due to the insane defence and a random shadow claw won't hurt too bad. Payback may be nasty if Will=o-wisp misses, but due to the defence and the likelihood of being wisped, Cofagrigus shouldn't worry. Any Mach punch user (again infernape) will take him down fast, but probably should worry if it has sturdy. Conkeldurr... Will just decimate him, and so will Machamp. Hippowdon will tank most of the hits, except Ice punch, Aqua Tail or avalanche, and should worry about those only. Aggron should be taken down quickly it's going to boost itself with curse or rock polish, or otherwise it shouldn't scare the crap out of you. Be weary if it'll use Dragon Tail though, it might force you out of your switch in, and be an entire switch in game. Infernape should worry if he will survive an attack or if Aggron predicts such a switch in and uses Earthquake.
Notable Moves: Iron Head, heavy Slam, Stone Edge, Rock Slide, Stealth rock, Thunder Punch, Ice Punch, Fire Punch, Payback, Shadow Claw, Rest, Head Smash, Magnet rise, Avalanche, Brick Break, Aqua Tail, Rock Polish, Dragon Rush, Dragon Tail.
Useful Items: Chople Berry, Leftovers, Focus Sash, Air Balloon, add more here
Counters: Registeel, Hippowdon, Cofagrigus, Jellicent, Skarmory, add more if needed,