Attack is increased by 50% when afflicted with status.
Sheer Force
Increases power of moves with secondary effects by 30%, but removes the effects.
Iron Fist
Increases the power of punching moves by 20%.
Type Tier
Fighting OU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
- 180 212 -
144 160 192 211
103 115 147 161
67 75 107 117
76 85 117 128
58 65 97 106


Conkeldurr draws many comparisons to its fatter cousin Hariyama. Both are bulky, slow Fighting-types with access to Guts and priority, and both make excellent attackers. Conkeldurr's main draws over Hariyama are STAB Mach Punch and a bone-shattering Base 140 Attack stat. Conkeldurr does have problems against common Psychic-types however, and is very easy to wear down through recoil damage. Due to its low base Speed, Conkeldurr functions best on a Trick Room team, where its teammates can more effectively deal with fast Psychic-types such as Latios that can make life difficult for Conkeldurr. It can be difficult to use, but Conkeldurr's raw power will often make up for the effort needed to utilize it.

Name Item Ability Nature

Status Orb

Flame Orb Guts Brave / Adamant
Moveset IVs
~ Drain Punch / Hammer Arm
~ Rock Slide / Payback
~ Mach Punch
~ Detect
0 Spe
212 HP / 252 Atk / 44 Def

Guts is a fantastic ability in VGC. With a status Orb equipped, Conkeldurr gains an immunity to sleep and a permanent boost in Attack, a major advantage over Gems. Guts also negates the decrease in Attack burn causes, making Flame Orb the preferable item over Toxic Orb, as switching is often disadvantageous in VGC. This means that in the long run a burn will generally do less damage to Conkeldurr than severe poisoning. Drain Punch helps offset the burn recoil damage, and is also a decently powerful STAB move. Hammer Arm hits much harder, though, and makes Conkeldurr "faster" under Trick Room. Rock Slide provides good coverage, especially on Flying-types. Payback is an option on a set being used outside of Trick Room, as it is Conkeldurr's strongest option against Latios. Mach Punch is a powerful priority move and is Conkeldurr's main niche. Detect is an excellent move in VGC, being less likely to be shut down by enemy Imprison users than Protect. It is also essential for guaranteeing that Conkeldurr has a turn for Flame Orb to activate.

Team Options & Additional Comments >>>

Other Options

Conkeldurr can use an Iron Ball and Fling to deal tremendous damage to Psychic- and Ghost-types, but this is often an impractical choice as Guts is one of Conkeldurr's biggest draws. Conkeldurr has considerable physical bulk, so Counter can be used to get the upper hand against physical attackers. Coba Berry is a gimmicky option alongside Counter, as with it Conkeldurr can survive an Acrobatics and KO back in retaliation. Brick Break isn't any stronger than Drain Punch, but its ability to remove the effects of Reflect and Light Screen can be very useful in certain situations. Earthquake is also a possible coverage move, but Rock Slide is generally superior in terms of the targets that it hits, and does not have the unwanted side-effect of hurting Conkeldurr's grounded teammates. Foresight takes away a Ghost-type Pokemon's immunity to Fighting-type attacks, but VGC is generally too fast-paced for Conkeldurr to make any use of this.

Checks and Counters

Reuniclus is the biggest threat to this set, not being overly bothered by Conkeldurr's standard moves and OHKOing with Psychic. Psychic-types in general, such as Latios, and other fast special attackers also provide problems, as Conkeldurr does not have the special bulk required to take repeated special attacks, especially when considering burn damage. Ghost-types can often deal with Conkeldurr with little risk as well, assuming that they aren't as frail as Gengar. A Flying Gem-boosted Acrobatics from most Pokemon will OHKO or severely damage Conkeldurr, and burn damage is soon to finish it off almost immediately if Conkeldurr does survive. Intimidate diminishes Conkeldurr's Attack and therefore its usefulness, meaning Conkeldurr can become dead weight, especially if the opponent brings out two Pokemon with Intimidate at the same time. Lastly, if Conkeldurr is burned and a damaging weather is in effect, then it will be losing 3/16th of its HP per turn, causing it to faint fairly quickly.


Conkeldurr's Dream World ability is Iron Fist. Mach Punch and Drain Punch are both strengthened by this ability, but generally the superior boost in power from Guts and the correlating pseudo-immunity to status make Guts a much more useful ability.