Credit to Zeurel
Do you even lift, bro? Well Conkeldurr does, and he will punch you. Boasting an impressive 140 base attack Conkedlurr can dish out a lot of damage, especially with it's type coverage from moves like Ice Punch, Knock Off and Rock Slide. Couple this with the guts ability and Conkeldurr becomes even more threating snce it isn't hindered by Will-o-Wisps. It's Defenses aren't jaw-droppingly amazing, but with the right invesment it can take more than a few hits while gaining some HP back from Dain Punch, and can finish off weakened opponents with a priority Mach Punch, which sort of makes up for is very low speed stat.
Type: Fighting
Base Stats: 105 HP / 140 Attack / 95 Defense / 55 Special Attack / 65 Special Defense / 45 Speed
Weaknesses: Psychic (X2), Flying (X2), Fairy (X2)
Resistances: Rock (X0.5), Bug (X0.5), Dark (X0.50
Immunities: None
Abilities: Guts -While the Pokémon with this Ability has a status condition, its Attack is increased by 50%. The Pokémon with this Ability does not lose Attack due to burn
Sheer Force - Sheer Force raises the base power of all attacking moves that have an additional effect by 30%, but the additional effects are ignored.
Sheer Force does not negate primary effects such as recoil, stat penalty or status condition for the user, increased critical hit rate, moves that never miss, moves that change power, two-turn moves, etc. Sheer Force will, however, negate all secondary effects, such as reducing the target's stats, increasing the user's stats, or causing a status condition to the target. Moves that have both a primary and secondary effect will have only their secondary effect negated (and gain the power boost). For example, Flare Blitz has both a primary recoil effect and a secondary chance to burn; its damage will be boosted by 30% (but not cause burn) and still inflict recoil to the user after attacking.
If (and only if) a move is boosted by the effect of Sheer Force, it will no longer trigger item or Ability effects that activate after attacking. This includes the effects of Eject Button, Shell Bell, and Red Card, as well as the Ability Color Change. If an item has two effects, only the effect(s) that activate after attacking will be negated. Therefore, if a Pokémon holds a Life Orb, it will gain the passive damage boost (because it is not activated after the attack) but the recoil effect afterward will be ignored.
List of moves affected by Sheer Force
Iron Fist (Hidden Ability) - Iron Fist causes the Base Power of affected punching moves to increase by 20%
Physical Attacker
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 96 HP / 172 Atk / 52 Def / 188 SpD
IVs: 15 Spe
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch / Rock Slide / Stone Edge
Conkeldurr can do well against a lot of Pokemon, and if you aren't prepared to face it you're going to have a bad time. This set is slightly more Physical orientated, while still having some decent bulk. Assault Vest really helps Conkeldurr out with his sub-par Special Defense, allowing it to take a lot of strong Special Attacks which you'll see in the calcs section.
The 15 Speed IVs allow it to underspeed Quiet, 0IV Speed Aegislash, meaning we can hit it in blade form and OHKO it.
Drain Punch and Mach Punch are a good combination, being able to heal back some damage and then finish off weakened opponents with priority, but the last two move slots depend on your team. Knock off is usually preferred to hit ghost types, and depending on how much Ice coverage you have you can opt for Rock Slie or Stone Edge to hit Charizard Y
Damage Calculations:
Defensive
Offensive
Bulky Physical Attacker
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 244 HP / 48 Atk / 124 Def / 92 SpD
Adamant Nature
IVs: 15 Spe
- Drain Punch / Superpower
- Mach Punch
- Knock Off
- Ice Punch / Rock Slide / Stone Edge
This set sacrifices a chunk of Physical Attack to make it a more defenively orientated build. There's not really much to say about it. It plays the same role as the previous build but with more defense.
Some benchmarks that it hits are surviving a Jolly 252 Attack Double Edge from a -1 Mega Salamence, an Adamant Return/Frustration at -1 and an Overheat from 252+ Special Attack Charizard Y in the sun. Superpower is an option to OHKO 4 HP Mega Kangaskhan.
Damage Calculatons;
Defensive
Offensive
Trick Room
Conkeldurr @ Sitrus Berry
Ability: Iron Fist / Guts
EVs: 108 HP / 252 Atk / 100 Def / 48 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch / Hammer Arm
- Mach Punch / Wide Guard
- Knock Off / Rock Slide / Stone Edge
- Protect
Thanks to naitre for the set. Unfortunately She can't remember what the spread does so I'll just add some damage calculations. Max attack to get as much damage done as possible while TR is set up.
Since we aren't running Assault Vest it opens up some options, mainly Protect which allows us to Protect Conkeldurr while TR gets set up. Wide Guard is also an option if you need protection from Hyper Voice and Earthquakes from Sylveon and Landorus-T while Conkeldurr's partner takes care of them
Iron Fist is a great ability to run, especially in TR since it boosts the damage of Drain Punch, Hammer Arm, Mach Punch and Ice Punch. Running Iron Fistt leaves him susceptible to burns, but that's something that will have to be played around.
Damage Calculations;
Defensive
Offensive (Using Iron Fist)
Potential Teammates include, but aren't limited to;
- Trick Room Setters, the obvious one being Cresselia
- Heatran to cover Conkeldurr's weaknesses. It can also be used in TR thanks to it's mid tier speed
- Intimidate and Snarl Supporters such as Landorus-T ad Arcanine to help keep Conkeldurr around as long as possible. Arcanine could even Will-o-Wisp your own Conkeldurr if you're running Guts
- Mega Kangaskhan - Conkeldurr can threaten Terrakion, and with Mega Kangaskhan and Conkeldurr out on the field, something is going to die.
Threats include but aren't limited to;
- Flying types - Mega Salamence and Talonflame for obvious reasons
- Cresselia - Although Conkeldurr has access to Knock Off, Cresselia is to bulky and will KO your Conkeldurr first
- Sylveon - Pixilate Hyper Voice will ruin your day.
- Being Double Targeted - Because of Conkeldurr's low base speed it's relly vulnreable to being double targeted and KO'd before it can do anything
Other Notable Moves
- Rock Tomb - Can be used as a form of speed control, although it only targets 1 opponents not 2.
- Low Sweep - Same as Rock Tomb only it has STAB
- Payback - Doubles in power if the user has already been damaged by the opponent. So you'll be hitting with a base 100 power Dark type mve since Conkeldurr usually is last to move
- Poison Jab - Fairy coverage, although I don't know why you'd stay in against one
- Helping Hand - If you want Conkeldurr to support a bit more. Not the most ideal HH user though
- Elemental Punches - If you need coverage on anything, although Ice Punch is usually the preferred choice
Other Notable Items
- Life Orb - Boost Conkeldurr's Attacking Power
- Flame Orb - Activate Guts to give a 50% Attack boost
- Expert Belt - Increase damage output by X1.2. May be able to pick up some KOs that you otherwise may miss out on
Thanks for reading! As always, you can tweak EVs to your liking.Conkeldurr can fit well on a lot of teams, especially with his strong attacking power and type coverage. If your opponents isn't prepared for him they'll have a bad time, but because of his low speed you need to Protect him from the strongest hits like DE from Mega Kangaskhan.
Hopefully some of these builds will help you, and if you have a build of your own please feel free to share it :]