Competitive Information for Aerodactyl [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Aerodactyl aerodactyl
Base Stats for Aerodactyl

Rock / Flying

Abilities:
PressurePressure: If this Pokemon is the target of a foe's move, that move loses one additional PP.
,
Rock HeadRock Head: This Pokemon does not take recoil damage besides Struggle/Life Orb/crash damage.
,
UnnerveUnnerve: While this Pokemon is active, it prevents opposing Pokemon from using their Berries.


Evolutions / Family:
Aerodactyl
Aerodactyl-Mega

Weakness Chart for Rock/Flying-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
  
  
2x
  
  
0.5x
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
0x
2x
0.5x
0.5x
  
2x
2x
2x
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for AerodactylVisit Serebii's Pokedex for location, breeding, and other game details about AerodactylVisit Bulbapedia for more information about AerodactylVisit Pikalytics for competitive usage stats on Aerodactyl

Movesets for Singles


What is a good competitive moveset for Aerodactyl? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Aerodactyl in Pokemon Sun/Moon:

TorkoalVictiniDarmanitanHoundoom-MegaDragoniteLopunny-MegaTapu%20FiniVivillonKommo-oSpiritombHawluchaDitto


Aerodactyl is pretty popular Rock and Flying-typed Pokemon. It's pretty common to see Aerodactyl show up as a Sun/Moon opponent. Aerodactyl is weak to Electric, Ice, Rock, Steel, and Water-typed attacks.


Species: Aerodactyl
Item: Focus Sash
Ability: Rock Head
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Defog / Tailwind
- Roar
- Stealth Rock / Rock Tomb
- Taunt

Physical Sweeper Aerodactyl (Analytic)

Aerodactyl is an outstanding Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Focus Sash helps protect Aerodactyl from being one-shotted and allowing it to atleast use a crucial move when brought out. With Rock Head, Aerodactyl does not take recoil damage besides struggle/life orb/crash damage.

Defog is a status move (-1 evasion; clears Aerodactyl and target side's hazards).
Tailwind is a status move (for 4 turns, allies' speed is doubled).
Roar is a status move (forces the target to switch to a random ally).
Stealth Rock is a status move (hurts foes on switch-in. factors rock weakness).
Rock Tomb is a physical STAB-boosted 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).
Taunt is a status move (target can't use status moves its next 3 turns).




Species: Aerodactyl
Item: Normalium Z / Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Rock Slide
- Earthquake
- Sky Attack

Physical Sweeper Aerodactyl (Pressure)

Aerodactyl is pretty popular Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Focus Sash helps protect Aerodactyl from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Aerodactyl's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Aerodactyl is the target of a foe's move that move loses one additional pp.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Sky Attack is a physical STAB-boosted 140-base power Flying-type move (charges, then hits turn 2. 30% flinch. high crit).




Species: Aerodactyl
Item: Life Orb
Ability: Rock Head
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Hone Claws
- Stone Edge
- Fire Fang / Roost
- Aqua Tail

Aerodactyl Physical Sweeper (Hone Claw Aerodactyl)

Aerodactyl is an outstanding Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Aerodactyl's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Rock Head, Aerodactyl does not take recoil damage besides struggle/life orb/crash damage. Aerodactyl is one of the select few sweepers that can make efficient use of Hone Claws, and with its ability to force out many threats thanks to the threat of its blistering Speed, it's not difficult to pull off one boost. Additionally, Aerodactyl doesn't have to function with a Hone Claws boost; in any situation, it can simply fire off its already-strong attacks to revenge kill or clean up anything in its way. Taking one Hone Claws boost, Life Orb, and STAB in account, Stone Edge becomes an even mightier and accurate attack than it already is, which allows Aerodactyl to 2HKO even physically defensive Skarmory after Stealth Rock damage. Aqua Tail is the preferred secondary attacking option, which, after the boost, 2HKOes all variants of Gliscor and Hippowdon and OHKOes any defensive Tyranitar with prior damage. Additionally, both Aqua Tail and Stone Edge already provide decent coverage with each other, so Roost is an option in the last slot to heal off any damage previously taken. However, Fire Fang might be appealing for invaluable coverage against Ferrothorn (and to an extent, Scizor), who walls the aforementioned attack combination.

Hone Claws is a status move (raises your Aerodactyl's attack and accuracy by 1 stage).
Stone Edge is a physical STAB-boosted 100-base power Rock-type move (high critical hit ratio).
Fire Fang is a physical 65-base power Fire-type move (10% chance to burn. 10% chance to flinch).
Roost is a status move (heals 50% hp. flying-type removed until turn ends).
Aqua Tail is a physical 90-base power Water-type move that deals a great amount of damage.




Species: Aerodactyl
Item: Leftovers
Ability: Rock Head
Nature: Lonely (+Atk, -Def)
EVs: 200 Hp / 200 Atk / 104 SpD / 4 Spe
Moveset:
- Roost
- Dragon Claw
- Curse
- Rock Slide

Aerodactyl Physical Tank (Cursedactyl)

Aerodactyl is an outstanding Physical Tank. The purpose of this moveset is to take a considerable amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Aerodactyl last longer regaining it's HP every turn. With Rock Head, Aerodactyl does not take recoil damage besides struggle/life orb/crash damage.

Roost is a status move (heals 50% hp. flying-type removed until turn ends).
Dragon Claw is a physical 80-base power Dragon-type move that deals a good amount of damage.
Curse is a status move (curses if ghost, else -1 spe, +1 atk, +1 def).
Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).



Movesets for Doubles


What is a good doubles moveset for Aerodactyl? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Aerodactyl in Pokemon Sun/Moon:

TorkoalVictiniDarmanitanHoundoom-MegaDragoniteLopunny-MegaTapu%20FiniVivillonKommo-oSpiritombHawluchaDitto


Species: Aerodactyl
Item: Rockium Z / Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Rock Slide
- Earthquake
- Double-Edge / Return
- Sky Attack

Doubles Physical Sweeper Aerodactyl (Pressure)

Aerodactyl is a marvelous Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Focus Sash helps protect Aerodactyl from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Aerodactyl's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Aerodactyl is the target of a foe's move that move loses one additional pp.

Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Sky Attack is a physical STAB-boosted 140-base power Flying-type move (charges, then hits turn 2. 30% flinch. high crit).



Movepool


Wondering what moves can Aerodactyl learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Air Cutter
60
95%
25
High critical hit ratio. Hits adjacent foes.
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Dragon Breath
60
100%
20
30% chance to paralyze the target.
Dragon Pulse
85
100%
10
No additional effect.
Dragon Rage
--
100%
10
Deals 40 HP of damage to the target.
Earth Power
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Heat Wave
95
90%
10
10% chance to burn the foe(s).
Hyper Beam
150
90%
5
User cannot move next turn.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Ominous Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Razor Wind
80
100%
10
Charges, then hits foe(s) turn 2. High crit ratio.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Twister
40
100%
20
20% chance to flinch the foe(s).
Aerial Ace
60
--
20
This move does not check accuracy.
Aqua Tail
90
90%
10
No additional effect.
Assurance
60
100%
10
Power doubles if target was damaged this turn.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Bite
60
100%
25
30% chance to flinch the target.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Double-Edge
120
100%
15
Has 33% recoil.
Dragon Claw
80
100%
15
No additional effect.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Fly
90
95%
15
Flies up on first turn, then strikes the next turn.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Iron Head
80
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Sky Attack
140
90%
5
Charges, then hits turn 2. 30% flinch. High crit.
Sky Drop
60
100%
10
User and foe fly up turn 1. Damages on turn 2.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Steel Wing
70
90%
25
10% chance to raise the user's Defense by 1.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Wing Attack
60
100%
35
No additional effect.
Agility
--
--
30
Raises the user's Speed by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Celebrate
--
--
40
No competitive use.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defog
--
--
15
-1 evasion; clears user and target side's hazards.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Hone Claws
--
--
15
Raises the user's Attack and accuracy by 1.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Rock Polish
--
--
20
Raises the user's Speed by 2.
Roost
--
--
10
Heals 50% HP. Flying-type removed 'til turn ends.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Supersonic
--
55%
20
Causes the target to become confused.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tailwind
--
--
15
For 4 turns, allies' Speed is doubled.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Whirlwind
--
--
20
Forces the target to switch to a random ally.
Wide Guard
--
--
10
Protects allies from multi-target moves this turn.

Combo List


These are a list of several common move combinations Aerodactyl can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Aerodactyl

Create a build


Have an idea in mind for Aerodactyl that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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