Aggron is known as the “Iron Armor” Pokemon. It gets its food by digging tunnels through bedrock with its horns made of steel. It is the third and final form of Aron and Lairon. Gameplay-wise, Aggron has a dual typing of Steel and Rock. This causes him to take quadruple damage from fighting and ground type moves, which are so prevalent in competitive play that Aggron is seldom used. A pity, as Aggron as an amazing defense stat combined with a great attack stat and nice move selection to back it up.
STATS
Movement Speed: 2/10
Traction: 8/10 (While he doesn’t have to decelerate much, his tail causes him to fumble around slightly. It still won’t be enough to really be noticeable)
Attack Speed: 3/10 (Pretty much every move has lag on one or both ends of the attack)
Attack Strength: 8/10 (Overall, a power/speed ratio comparable to Ike, though Aggron breaks the mold more often)
Range: 8/10 (Nice reach with his tail and arms, and he has a few attacks that move him around while performing them. While he does have some energy or elemental attacks, these tend to be ranged disjointed hitboxes rather than true projectiles. Take that as you will)
Priority: 7/10 (Mostly good, Aggron doesn’t have to worry too much about clashing with enemy attacks.)
Weight: A little lighter than Bowser. Aggron will stay on the stage for a while.
Jump Strength: 6/10 (His first jump is surprisingly above average)
Second Jump Strength: 5/10
Aerial Mobility: 6/10 (When you have to retreat, it is much better to do it by air than by the ground with Aggron)
Fall Speed: 8/10 (He’s gonna sink like the rock and steel and he’s made of)
Size: Similar in height to Charizard but wider. Aggron’s tail does in fact have a hurtbox.
Sturdy: This is an ability in Pokemon that makes OHKO moves not affect Aggron. He carries a version of this trait over to Brawl. In Brawl, any attacks that deal more than 15% in a single hit will deal .75x knockback against Aggron. This includes charged smashes, making it even harder to send the iron Pokemon off the stage. Of course, most moves that can deal this much damage won’t be seen very often in competitive play, so Aggron won’t be shooting up the tier list with this ability any time soon.
MOVE SET
STANDARD ATTACKS
Standard A: Bucking Bronco
Aggron lowers his head to the ground and then he swings it up like a bull bucking something with its horns, hence the name of the attack. This has below average startup lag and deals 7% with set average vertical knockback, and has below average priority.
Upon the second press of A, Aggron jumps upwards with its horns outstretched. He jumps high enough to hit his side horns against a victim of the first part of the attack, which is essentially the distance of Aggron’s short hop. This is a grab-hitbox that catches opponents on his horns as he falls down with them, dealing 5% as he does so.
When he catches someone on his horns, the victim stays stuck on his horns for half as long as they would remain in a grab. Aggron can move around like normal with the enemy in his horns, but in order to deal anymore damage he will have to press A again to swing them off with his head, dealing 5% and average knockback. This command will replace aerial attacks if Aggron jumps with the enemy on his horns. Aggron cannot perform this part of the move if he does not catch someone on his horns with the second part of the attack.
Forward Tilt: Anger Slash
Aggron does a simple swipe with a claw that has below average startup and end lag, good priority, and deals 2%...lol wut?
Well, you see, every 10% in damage Aggron takes, this move deals 2 more damage the next time he uses this attack. The power-up stops after taking 100% damage, at which point the attack would deal a whopping 22%, though the knockback is always average. Once Aggron performs the move, whether he connects or not, the damage is reset and it has to build up again. Graphics-wise, Aggron will have a more reddish “angry” tint as he performs stronger variations of the attack accompanied with some growling.
Down Tilt: Hot Steam
Aggron harshly blows a plume of steam from his mouth that covers an area the size of a crouching Dedede. The steam is in fact a mildly strong gust of wind that pushes enemies, and Aggron himself is even pushed backwards as far as 1/6 of battlefield. He will go off the edge if possible. There is average startup and end lag to the breath.
Up Tilt: Iron Tail
Aggron looks behind himself as he whips his tail upwards. This has virtually no startup lag, and covers a great area behind Aggron due to the length of his tail. His tail is the only hitbox of the move, and it has decent priority while dealing 12% with average vertical knockback. The tail ends up at an 80 degree upwards angle when this part of the move ends.
After Aggron lifts his tail, his tail will start to shine before Aggron harshly swings it back down. There is average startup lag between the two tail swings. This time the tail has good priority, and it deals 15% with high downwards knockback. The force of the knockback is so great that it implants enemies into the ground with a pitfall effect, even if they are in the air when they are struck by the move, they will be pitfalled when they hit the ground. There is average end lag after this part of the move is over.
Dash Attack: Iron Head
Aggron gets on all fours and quickly skid along the ground as far as ¼ of battlefield while sticking his head straight ahead. All of his horns will be shining brightly as he does this. If he hits someone with the middle horn, they will take 12% and above average knockback, and it has decent priority. The side horns have their own hitbox that deal 10% and average knockback, but have good priority. Low startup lag with average end lag.
Due to the way Aggron is positioned while he performs this attack, other characters can actually ride on top of him. If Aggron doesn’t like these hitchhikers, he can press A to immediately cancel out of his slide as he fiercely swings up his body back into an upright position. Enemies hit by his backside will take 14% and above average knockback, and he has super-armor in his back while he does this. Of course, he is still vulnerable in the front and on his tail, and this variation of the move has above average end lag as Aggron readjusts his balance after such a fierce attack.
SMASH ATTACKS
Forward Smash: Focus Punch
Aggron pulls back its arm and delivers a powerful fiery hook! Now, this move has low startup lag, but in order to actually unleash the attack, you have to charge up all the way. If you don’t, Aggron simply lowers his arm for below average end lag. When you do charge up all the way, Aggron delivers his mighty punch as stated, and it has above average priority. But the best part is the damage; 30% with Falcon Punch knockback. Yikes! However, besides having to charge up all the way to use it, the actual hook has above average end lag as Aggron recovers from the momentum of his punch. Still, this is a nice move for fake-outs when you consider its ability to be a smash attack that can cancel charging.
Down Smash: Metal Burst
Aggron gets down on all fours and roars fiercely. This has low startup lag, and above average end lag, and the roar does…absolutely nothing on first glance.
This is where charging the move comes into play. Aggron can charge this move for up to 3x as long as a normal smash attack, and he has super armor while he charges. When the charge is released, if Aggron has taken damage while he was charging, a silver-colored shockwave of energy will radiate outwards from his body as he roars, taking up an area the size of Bowser before fizzling out. This shockwave is disjointed, and deals 1.5x the total damage he took while charging, but will always deal overall average knockback. Due to the length of time you can stall before releasing the attack, this move is great for countering slower attacks from your opponent, and you could always delay releasing the charge for a few moments if your opponent attempts to power-shield the attack.
Up Smash: Hyper Beam
Aggron looks straight up as white lightning pulsate between all of his horns and energy gathers inside his mouth. After .7 seconds (that’s nearly as much startup lag as a Falcon Punch), Aggron opens his jaws wide as he fires a huge energy beam straight upwards. It is as thick as the beam in Lucario’s Aura Storm, and goes infinitely high, even passing through solid ground. The beam is disjointed and lasts for 2 seconds. It deals 2% for every tenth of a second an enemy is caught in the beam (for a total of 40% if all the hits connect), is impossible to DI out of, and ends with high knockback. There is average end lag as the beam fizzles out and Aggron returns to his basic stance.
Despite being a smash attack, you cannot charge when you input for the beam. However, after firing the beam, Aggron will have a new idle animation where he appears tired. This does not affect anything other than this move, but it gives you an idea as to what you now have to with this move. When you input for this move again, Aggron will start to concentrate as he begins to flash like a normally charging smash attack, with virtually no startup lag to initiate this. If you don’t charge up all the way, Aggron will simply exhale with no other effects but below average end lag. However, if you do charge up all the way, Aggron growls as white lightning pulsates over his entire body for a moment, signifying that he has “recharged”. This animation counts as average end lag, but if he hit out of the animation he is still recharged. Once Aggron is recharged, his idle animation will return to normal and the input for this move will go back to actually firing the hyper beam.
AERIAL ATTACKS
Neutral Aerial: Horn Drill
Aggron rotates his body so that his head is pointing straight down and he starts to spin around like he was doing an upside down Mach Tornado for .6 seconds. During this time his tail is outstretched, making him a VERY tall vertical hitbox. His entire body has average priority and deals up to 6 hits of 2% with the final one dealing above average knockback. There is low startup lag , and below average end lag if it ends in the air.
What happens if Aggron hits the ground while doing it? If he hits a drop-through platform with his horn, Aggron will stop his aerial movement as he drops straight down and actually drills a hole straight through it as wide as he is (or just chip off the side if that’s where he hit the platform), and then instantly end the move for the same end lag. The hole lasts for 5 seconds, and then the platform instantly repairs itself in a cloud of dust. If Aggron hits s solid platform, he will get his horn stuck in the ground and the move will have above average end lag as he pulls it out.
Forward Aerial: Avalanche
Aggron leans back slightly as he opens his jaws and icy energy begins to form inside. He then lurches his head forwards and looks slightly downwards as he spews a stream of icy breath from his mouth at a 40 degrees downwards angle. The stream of ice goes as far as a 65% charged Bowser fire-breath and is disjointed. Aggron fires the ice for 1 second, dealing 1% for every tenth of a second someone is caught in the ice (total of 10%), and it is moderately difficult to DI out of. There is above average startup lag to the move, but low end lag. If Aggron hits the ground before the move finishes, he will abruptly stop firing, making this move difficult to punish even if Aggron does not get to unleash the full attack.
If this is the next move Aggron uses after taking damage, the ice stream will be in a deeper shade of blue, and it will deal 2% each hit (for a total of 20% if all the hits connect). There is no time limit between taking damage and using this move for the bonus to take effect, but if Aggron uses a different move first, the effect will not take place, and Aggron will have to take damage again for another chance to use this special effect. You also cannot take advantage of this effect if you took damage through super-armor such as with Iron Head or Metal Burst. Shielding and dodging will not count against you.
Back Aerial: Stone Edge
Aggron will perform an x-slash with his arms that has infinite non-disjointed priority, below average startup and end lag, and deals 12% with average knockback…
Now, if any of Aggron’s moves are ever outprioritized, you will see a little blue glint in Aggron’s eyes. The glint remains until Aggron performs this move. The slash he performs will have bits of gravel falling off his claws as a graphical effect, and the slash will deal 15% with the same knockback.
If 2 moves of Aggron were outprioritized, he will have a red glint in his eyes. When he performs this move now, after doing the slash, Aggron will immediately lash out his tail as more gravel falls of it. This has nice horizontal range as you’d expect, and it deals 13% with good horizontal knockback and has good priority. However, if he connected with the first hit, they will not be hit by the second. There is below average end lag after the tail whip.
Up Aerial: Earthquake
Aggron stomps downwards with both of his feet. This has average startup and end lag, good priority, and the stomp will deal 14% and above average downwards knockback. ZOMG a UAir that spikes!
If you hit the ground right as Aggron performs the stomp, he will not just auto-cancel the move. The force of the stomp will actually propel Aggron back into the air as high as his first jump, and his midair jump will be reset, allowing Aggron to prolong his aerial game. The strength of the stomp will create an earthquake that shakes the screen slightly and affects the entire platform Aggron landed on. Anybody on that platform when the earthquake occurs will take set average vertical knockback, and the move deals great damage to shields. You can still roll or spotdodge the earthquake for some reason.
Down Aerial: Thunder Wave
Aggron will perform a half-flip through the air as he points straight downwards and his tail is wrapped around his body. Electricity begins to pulsate between Aggron’s horns as he plummets straight down until he hits the ground. Anybody who hits his horns while he falls will take 11% and average knockback, and his horns have good priority.
When Aggron hits the ground, his horns stick into the ground and discharge their electrical current. This creates a small wave of electrical energy to hit quickly radiate as far as ¼ of battlefield on both sides of Aggron, and it is as tall as a white Pikmin. The thunder wave will stop at the edge of platforms, is disjointed, and deals 7% with average knockback. However, the main threat of the electricity is that it creates a shocked effect in enemies hurt by it. Enemies who are shocked have small lightning bolts coursing over their body, and take 1.2x hitstun. This lasts for the rest of their current stock. While Aggron is too slow to really take advantage of this, more offensive teammates can use this for some combo-****. There is low startup lag to the move, but above average end lag as Aggron pulls his horns out from the ground.
SPECIAL MOVES
Neutral Special: Thunder
This is a move that Steven’s Aggron actually knows, via TM. When you input for this move, Aggron begins concentrating as electrical energy gathers in his middle horn before an electrical bolt fire out of it straight ahead. It goes as far as Ganondorf’s legs before separating from the horn and continuing onwards until it hits something, and it moves as fast as Wolf’s blaster shots. When it passes by an opponent on a different vertical level than itself, the bolt will actually bend in a 90 degree angle to aim at the enemy and the bolt will now follow this adjusted path, making it look like an L shape while it follows this new course. The bolt can only bend once. The bolt has above average priority and deals 8% with average knockback. Below average startup and end lag.
If you hold B when you input for this move, Aggron will begin to gather energy in his side horns as well. If you charge in this way for .6 seconds (starting after the initial startup lag), the energy will be fully formed in his side horns, and when you release, Aggron fires a second bolt of lightning straight upwards simultaneously with the regular horizontal bolt. This one has the same properties as the horizontal bolt except its moving vertically and it will bend when it passes by someone on a different horizontal level, essentially making it the inverse of the first bolt. What’s nice about the charging is that you can pre-emptively release the charge for just the first bolt if you wish, and you can also hold the charge as long as you’d like after it finished before releasing B and firing. These two nuances give this move some nice fake-out capabilities on top of its stage controlling function, making this move an integral part of Aggron’s game.
Side Special: Smelling Salt
Aggron leans forwards and does a fierce exhale/snort from his nose, which causes a small puff of white steam to shoot from his nostrils. This steam puff covers an area the size of Meta Knight before disappearing, and is disjointed. Enemies hit by the steam take 8% and average knockback. However, if they are under the shock effect caused by Thunder Wave, the attack deals double damage, though with the same overall knockback, and it will actually remove the shock effect from the enemy. Low startup lag with average end lag.
If this move is performed in the air, it works a bit differently. Rather than exhale from his nose, Aggron will open his mouth and exhale a larger cloud of vapor that ends up taking up an area the size of Bowser before disappearing. This one deals up to 8 hits of 1% each, with the final one dealing below average knockback. Each hit will deal double damage if the enemy is under a shock effect, and the final hit will deal double knockback as well, and once again the enemy will be cured of the shock. There is the same startup and end lag, but now the move lasts longer due to the size the cloud expands to before the move ends.
Up Special: Rock Slide
This move can only be performed in the air. Aggron’s aerial momentum stops as he looks upwards and roars. As he does this, a bunch of rocks fly upwards from the ground underneath him (or from the pit if he is over one) and come together to form a solid platform as wide as Bowser right underneath Aggron’s feet. This takes 1 second, and if Aggron is hit out of the animation the platform still comes together. The platform lasts for 5 seconds, during which time nothing happens with this move input. After the 5 seconds are up, the platform crumbles apart into dust. This is a great recovery since it pretty much returns all of Aggron’s jumps, but it is possible for the enemy to meet you on the platform and knock you off of it, where you would be closer to the blast zone.
Down Special: Stomp / Body Slam
Aggron lifts up one foot before harshly stomping the ground. There is below average startup lag and low end lag to the stomp. You can charge up the stomp by holding B, and Aggron’s foot will glow slightly before stomping to show that he is charging. It takes 1 second to fully charge a stomp and like a smash attack the charge auto-releases upon finishing. The stomp itself barley reaches ahead of Aggron, but it has high priority and deals 16-27% depending on how long you charge, with good knockback even without any charging. When Aggron stomps the ground, he also kicks up dust particles. The cloud of dust particles goes from Mario’s height to twice Bowser’s height vertically depending how long you charge, though it only reaches as far as Olimar’s height sideways no matter how much you charge. The dust particles are disjointed and deal 10% with average knockback.
If you use this move in the air, Aggron will perform a different move, Body Slam! He will stop his aerial momentum for a moment (which equates to average startup lag) spread his limbs and fall belly-first straight down at his regular fall speed (which is already really high to begin with). His entire body is a hit box of high priority that deals 16% and high downwards knockback. There is average end lag when Aggron hits the ground as he gets back up to his feet. Aggron can sweetspot ledges as he’s performing this move.
And now we connect the two! If you press B right as Aggron’s about to hit the ground, he will suddenly stop in midair as he curls into a ball and rolls around in place for a moment, and when he is aligned properly he will stomp onto the ground, striking a pose similar to Ganondorf when he hits the ground from an aerial Wizzerd’s Foot. This is the equivalent of a half-charged Stomp, including the low end lag. Of course, the time it takes for Aggron to roll into position means that the move actually a little longer to finish than just regularly landing from the Body Slam, but the stomp’s own unique properties makes this a viable secondary option and yet another fake-out opportunity for the iron dinosaur.
GRAB AND THROWS
Grab Animation
Aggron reaches fowards with both hand in an animation similar to Bowser's grab. It has mediocre range but decent speed.
Pummel: Curse
Aggron starts charging up as he holds the foe in his grasp, looking up to the sky and letting out a slight roar, pulsing with energy. This does no damage to the foe, but causes the next throw he does will gain 25% more knockback and 3% damage for every second Aggron charges like this. However; after the throw, Aggron’s attack lag will be increased by 30% for 15 seconds.
Aggron won’t get to use the attack bonus at all if the foe breaks out before he throws them, so don’t get too greedy unless the foe is at a high percentage and you’re beefing a throw up for a KO. This is best used for getting powerful enough to KO the foe and then switching to a damage racker, removing the after effect of curse.
Forward Throw: Double Edge
Aggron pushes the foe forwards and quickly headbutts them with all his might in an animation like Bowser’s fsmash. This does a nice 17% and above average knockback, but also deals 15% back to Aggron. This is best used if your percentage is already too high to really care about having additional damage.
Back Throw: Outrage
Aggron roars angrily and stamps his foot in an angry fashion, then swings the foe around behind him and claws them away for 5% and low knockback. A rather pathetic throw and it’s pretty slow to boot…
After doing this throw, Aggron’s idle animation becomes the same as the one when he performs this throw. If he grabs the foe again, he’ll automatically be forced to use this throw again, not even having time for a pummel. The second use has 10% and average knockback, but the third and final use is the big payoff, doing 17% and high knockback. After the third outrage, though, Aggron will become confused the next time he grabs the foe, them having a full 3 seconds to escape the grab before Aggron can do anything. After the fourth grab, Aggron is no longer outraged.
Up Throw: Dynamic Punch
Aggron lets go of the foe with one hand then prepares for a big wind up punch, his fist becoming engulfed in flame slightly, then smacks the foe upwards. This does 12% and above average upward knockback. In addition to the high damage, the foe will have their horizontal movement controls reversed until they hit the ground
Down Throw: Rock Polish
Aggron roars, summoning a rock formation in front of him. He throws the foe onto the rock formation for 4%, then slams onto the foe for an additional 7% and above average vertical knockback.
The rock formation sticks around for 10 seconds after being formed, acting as a wall against projectiles and being invulnerable. If you use your neutral A, Bucking Bronco, against the rock three times, Aggron’s head will sparkle slightly as he “polishes” it against the rock formation. This does nothing. . .Unless you’re under a curse, which will bring you back up to full speed hastily. This allows cursing to be used for potential damage racking in combination with this throw.
If you use your dash attack, Iron Head, against the rock, Aggron’s head will shine slightly as a metal sound effect is heard. This trades Aggron’s Sturdy ability for the Rock Head ability. Having Rock Head removes the large recoil damage of Aggron’s otherwise excellent fthrow, Double Edge, allowing you to use it much more freely.
SITUATIONALS
Lying Down Attack (Either Side): Glimmering Sheen
Aggron’s body suddenly shines brightly for .5 seconds before pulling himself to his feet over .8 seconds. If anybody touches him during this time, they will be dizzied for 1.4 seconds, long enough for Aggron to hit them with a quick attack if he dizzied them right as the move ends. Aggron has super armor during the entire move animation
Ledge Attack Under 100%: Horn Toss
Aggron pulls his head above the edge and then he lurches his head forwards a short distance. If he hits someone with his horn (this counts as a grab), he will swing his head backwards and toss them backwards over the edge for 12% and average knockback. Aggron does not pull himself up to solid ground after performing the move, making this a pretty nifty edgeguarding technique. The primary weakness of the move is that it only really reaches horizontally, so an enemy could simply jump off the stage and hit Aggron from above or behind.
Ledge Attack at 100%: Ground Shake
Aggron harshly slams his tail against the platform. This causes the entire platform to shake for a brief moment, tripping anybody who happens to be on it during that time. Aggron then scrambles to pull himself over the edge. This move happens relatively quickly with little startup lag and below average end lag, but it deals no damage and can be avoided by simply staying off the platform Aggron is holding onto.
Tripped Attack: Tail Slam
Aggron will simply smash his tail behind himself, dealing 14% and average knockback to anybody in his way. Not-so-simply, any characters who try to dodge it through rolling will find themselves pitfalled instead of taking damage.
FINAL SMASH - FISSURE
Upon activating the smash ball, Aggron leaps straight upwards as high as Falco’s first jump, and then he crashes back down onto the stage at a high velocity. If he was over a pit, you just lost a stock, yay! If you were actually over a platform, you’re in for a treat. The platform Aggron lands on will get fiery cracks running along through it, and after 3 seconds (Aggron can move once he hits the platform)…it shatters apart into dust. No matter how big the platform is, it will be removed from play, even if it was a solid platform. This does in fact mean that using this move on Final Destination results in an empty void. The destroyed platform will reform after 10 seconds.
PLAYSTYLE
To a casual player, Aggron would appear to play like a Bowser clone. They have similar body structures, they both tend to have a lot of power. The both have surprisingly good aerial mobility for their size, and both want to play defensively. But see, here’s where the differences start to creep in.
First, unlike Bowser who has average attack speed, Aggron could actually legitimately be called slow. Many of his moves have punishable startup or end lag. And Aggron also has a problem with moving on the ground. Not fun. So if Bowser is garbage tier, then Aggron must be “you’re a scrub for hovering your cursor over him” tier, right?
Not quite. Aggron has one huge advantage over Bowser that helps with his defensive playstyle; he can camp. Thunder is an amazing camping move. Just let loose with a bolt, and even if your opponent jumps over it, they can still be damaged as the bolt turns! Or they could shield it and come closer to being dizzied (and you do NOT want to be dizzied with Aggron on the field). Or they roll away so you can camp some more. Or they roll towards you so that you attack them as the roll ends. Seriously, forget Pit, Aggron is the spam king.
As said, Aggron has no shortage of powerful moves. He has a highly damaging jab combo, and moves like Earthquake and Stomp serve to severely punish enemies for mistakes. Iron Tail and Iron Head are more strong options, and Hyper Beam can completely demolish somebody who botches a recovery. Focus Punch is amazing for punishing a broken shield, and you could occasionally throw it out normally since you can cancel out of the move.
Another major part of Aggron is that he turns his good survivability into a real threat to characters who can’t finish him off quickly. Anger Slash, Metal Burst, Stone Edge, and Avalanche all wield stronger benefits as Aggron takes damage. You’ll probably want to take advantage of Avalanche whenever you take a hit and need to retreat, whereas with Anger Slash you should wait till you and your enemy are both in high percents from your battle then finish them off with a full-powered attack. Stone Edge won’t see a lot of action due to Aggron being a bit of a challenge to outprioritized, but it’s still there.
Aggron’s grab game is weird enough to warrant its own section. Curse is a high-risk/high-reward move that will be your undoing if you cannot KO the enemy with the throw tied to it. If you are good at landing Aggron’s grab, you should stick to Outrage so that you can build up to the powerful third throw. In matches where Aggron’s Sturdy ability won’t be of use, use Rock Polish and get the Rock Head ability asap so you can spam Double Edge.
Overall, Aggron is a character who takes the “tank” archetype to new levels. He wants to barrage his enemy with distanced attacks via thunder, and laugh as his enemy tries to move him even the slightest inch, only for that damage to come around and make Aggron even more powerful. His slowness will prevent him from truly dominating, but the amount of raw options Aggron has for wreaking havoc means that he can land hits when they matter.
EXTRAS
Up Taunt: Aggron stomps the ground angrily. Run for your life!
Side Taunt: Aggron punches his fists together like Ganondorf, but he only does it once. As his fists hit each other, a small shockwave emits from the ground from the raw power. This does not affect gameplay, it just makes your enemy piss himself.
Down Taunt: Aggron lets out a mighty roar. The entire screen shakes slightly from this awesome display of might, but it probably won’t affect a good player.
Win Animation 1: All of the losers are seen running past the screen as Aggron chases them with his head lowered like an angry bull. If one player lost significantly (i.e being 3-stocked in a 2-player game), Aggron will catch them on his horns and fling them over his shoulders before stopping in place and snorting as steam comes out of his nose.
Win Animation 2: Aggron is seen stomping the ground in triumph as the losers clap like normal…Suddenly, Aggron jumps up and stomps the ground with both feet, causing a small earthquake that knocks over all of the losers.
Win Animation 3: Aggron is seen standing with Steven, who pats Aggron on the side and says “Ah, splendid work, Aggron!”