I didn't see a thread for Aerodactyl, so here is one for your enjoyment:
#142: Aerodactyl
Typing: Rock / Flying;
Abilities: Rock Head, Pressure, Unnerve (DW)
Resistances: Normal, Fire, Poison, Flying, Bug
Weaknesses: Water, Electric, Ice, Steel, Rock
Overview:#142: Aerodactyl
Typing: Rock / Flying;
Abilities: Rock Head, Pressure, Unnerve (DW)
Resistances: Normal, Fire, Poison, Flying, Bug
Weaknesses: Water, Electric, Ice, Steel, Rock
Code:
Stats
HP: 80
Atk: 105
Def: 65
SpA: 60
SpD: 75
SpD: 130
Level-Up Moves:
Lv--: Ice Fang
Lv--: Fire Fang,
Lv--: Thunder Fang,
Lv--: Wing Attack,
Lv--: Supersonic,
Lv--: Bite,
Lv--: Scary Face,
Lv09: Roar,
Lv17: Agility,
Lv25: Ancientpower,
Lv33: Crunch,
Lv32: DragonBreath,
Lv37: Zen Headbutt,
Lv41: Take Down,
Lv49: Sky Drop,
Lv57: Iron Head,
Lv65: Hyper Beam,
Lv73: Rock Slide,
Lv81: Giga Impact,
Egg Moves:
Whirlwind,
Pursuit,
Foresight,
Steel Wing,
Dragonbreath,
Curse,
Assurance,
Roost,
Tailwind,
Learnable TMs:
TM01 - Hone Claws,
TM02 - Dragon Claw,
TM05 - Roar,
TM06 - Toxic,
TM10 - Hidden Power,
TM11 - Sunny Day,
TM12 - Taunt,
TM15 - Hyper Beam,
TM17 - Protect,
TM18 - Rain Dance,
TM21 - Frustration,
TM23 - Smack Down,
TM26 - Earthquake,
TM27 - Return,
TM32 - Double Team,
TM35 - Flamethower,
TM37 - Sandstorm,
TM38 - Fire Blast,
TM39 - Rock Tomb,
TM40 - Aerial Ace,
TM41 - Torment,
TM42 - Facade,
TM44 - Rest,
TM45 - Attract,
TM46 - Thief,
TM48 - Round,
TM58 - Sky Drop,
TM59 - Incinerate,
TM66 - Payback,
TM68 - Giga Impact,
TM69 - Rock Polish,
TM71 - Stone Edge,
TM78 - Bulldoze,
TM80 - Rock Slide,
TM87 - Swagger,
TM90 - Substitute,
TM94 - Rock Smash,
HM02 - Fly,
HM04 – Strength
Good old Aerodactyl is back for another round in Gen V. Unfortunately, nothing really seems new for the flying dinosaur. Its movepool is still as shallow as it always was, and its just as predictable as before. It seems that for Aerodactyl, life will be just more of the same.
However, Aerodactyl got a new niche in gen V with the Unnerve ability. What Unnerve does is it prevents the opponent from activating their berry. This will make Aerodactyl an even better lead, being able to safely kill Shuca Berry Heatran and Metagross. He also finally received a good boosting move in Hone Claws, which has the unique perk of boosting Stone Edge's shaky accuracy.
Sadly, Aerodactyl may not be as popular as he was in Gen IV. With all the new priority, Prankster Taunts, and the decreasing popularity of Suicide Leads, Aerodactyl has a few roadblocks in his way. However, he is still the best at what he does; fast Stealth Rocks, almost guaranteed.
Pros:
- Blistering 130 Base Speed: This is Aerodactyl's main attraction. His speed is one of the highest in the game, being outsped by only a select few. Aerodactyl will strike before almost any opponent other than Scarf users.
- Decent 105 Base Attack: With his decent Attack stat, Aerodactyl can do some damage in his lead set or with a powerful and speedy Life Orb.
- Stealth Rocks + Taunt: Aerodactyl's flagship set in DPPt, this allows Aerodactyl to be one of the best suicide leads in Black/White
- EdgeQuake Coverage: Aerodactyl has access to STAB Stone Edge and Earthquake, one of DPP's best combinations. Due to his shallow offensive movepool, Aerodactyl needs the coverage.
Cons:
- Mediocre Defenses:80/65/75 defenses definitely aren't terrible, but Aerodactyl will still take a lot of damage from Neutral hits.
- Weakness to Stealth Rocks: When he's not a lead, Aerodactyl takes a hefty 25% on switch in, hindering his sweeping oppurtunities.
- Terrible Offensive Movepool: Other than Stone Edge and Earthquake, Aerodactyl's movepool is incredibly shallow, and Aero may sometimes need to resort to using the Fang attacks (of which he luckily gets all)
- Bad Defensive Typing: Aerodactyl's Rock/Flying typing gives him weaknesses to the common Water, Electric, Ice, and Rock moves. In addition, he has a severe weakness to Bullet Punch.
Possible Sets:
Suicide Lead
Aerodactyl @ Focus Sash
Ability: Unnerve
Jolly Nature
EVs:252 Atk/ 252 Spe
- Stone Edge
- Earthquake
- Taunt
- Stealth Rock
He's back. The suicide lead, a relic from the mid DPP days. He was one of the few who could almost always get up Rocks (but he would usually die in the process). The only change from last generation is Unnerve, which has a situational but otherwise handy effect. In any case, its better than the absolutely useless Rock Head (if only he got Head Smash) and Pressure.
Offensively Oriented
Aerodactyl @ Life Orb / Choice Band
Ability: Pressure / Unnerve
Jolly Nature
EVs:252 Atk/ 252 Spe
- Stone Edge
- Earthquake
- Roost / Aqua Tail
- Taunt / Fire Blast / Ice Fang
Again, this set is almost identical to Gen IV, with the only difference being the option to use Unnerve. The first three most slots are givens, while the last is for coverage. If you elect to use a Choice Band, you may use Aqua Tail or Ice Fang over one of your non-attacking moves. Fire Blast may seem out of place, but it is useful for catching Ferrothorn and Forretress off guard, both of which would otherwise wall this set.
Hone Claws
Aerodactyl @ Life Orb
Ability: Pressure
Jolly Nature
EVs:252 Atk/ 252 Spe
- Hone Claws
- Earthquake
- Stone Edge / Aqua Tail
- Ice Fang / Fire Fang
This is Aerodactyl's new set in Black and White. Its a simple set: use Hone Claws to boost your Attack and boost Stone Edge's accuracy, and sweep. With Scarf users out of the way and Walls weakened, Aerodactyl actually has a good chance of a cleaning up your opponent's team. EdgeQuake is obvious, but you may use Aqua Tail since its accuracy is patched up by Hone Claws. Sadly, thats where the good ends for this set. Aerodactyl must choose between Ice Fang for Gliscor and Dragons or Fire Fang for Ferrothorn and Forretress because of his terrible movepool. Additionally, you may use a Focus Sash for a surprise kill on a Scarfed pokemon, but you must be wary of SR if you aren't a lead.
Other Possible Movesets:
SubRoost, Agility (don't know why you would want to do this), Pressure Stall