well first off, i'd like to point out that dark is really really fucking good. So naturally people will flock to fighting types. Of these, our tier is rather lacking in viable ones. Keldeo automatically pops up, but after that its a pretty rocky road. You either have to use your mega slot (medi, gallade, hera, lop) or the really specific options like terrakion, cobalion, infernape, emboar, toxicroak, and of course, conkeldurr. Of all of the options i listed, you'll notice that conk is the one of the best tanks. Cobal doesn't do jack shit back and keldeo i would consider too fast to be a tank.
But we mostly care about physical bulk here. After all, we're switching into iron heads and knock offs and icicle crashes and stone edges, we can leave dark pulses to fairies. and conk, av or not, does that job well.
So.
fleggum has expressed distaste for the sheer force set, which is the one i'll mainly be vouching for, so lets try to defend that.
You mentioned that
sheer force set is complete balls when it comes to being able to switch into anything and having any form of longevity
Which i don't really agree with :S its typing and stats are pretty well made for one another, but I question more what you even expect from wallbreakers?
Yeah, conk is the slowest of them all, but you don't exactly see wallbreakers switching into the offensive threats in the meta very often. They're not really expected to. But conk does it fairly well to make up for its speed and it can be used to tank shit, which is helpful in teambuilding.
So the sheer force itself that i run is
Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Superpower
- Poison Jab
- Ice Punch
- Mach Punch
I think the biggest thing that stands out is being a fairy lure. There really aren't a lot of effective ones. We've all seen the iron head dragonites around 1100 on the ladder and the iron tail mega gyarados that's walled by nape, but the only effective ones are really gunk shot nape (that's pretty much just for mega altaria), kyu-b iron head (pretty much just for clef), and maybe the super occasional sludge wave goodra/thundurus/whatever.
But you really do even see mega gardevoir super confident about switching into conk, not to mention azu and clef and malt, just to get ohko'd. Yeah, even clef. It does this job very well.
252+ Atk Life Orb Sheer Force Conkeldurr Poison Jab vs. 252 HP / 160 Def Clefable: 364-429 (92.3 - 108.8%) -- 50% chance to OHKO
its other moves aren't exactly weak either
252+ Atk Life Orb Conkeldurr Superpower vs. 252 HP / 252+ Def Quagsire: 238-281 (60.4 - 71.3%) -- guaranteed 2HKO after Leftovers recovery (you can abuse unaware this time, quag ignores your attack drops)
252+ Atk Life Orb Conkeldurr Superpower vs. 252 HP / 252+ Def Skarmory: 168-199 (50.2 - 59.5%) -- 78.5% chance to 2HKO after Leftovers recovery (forced to roost)
Its checks come down to bulky psychics and mega sableye. The former still have to be wary of knock off (even thunderpunch is viable just for slowbro) but i can admit the latter will be hard checks. Poison types like venu get annoying too.
And we obviously shouldn't forget the mach punch it has; it's fairly powerful priority.
Basically, conk is a much better fairy lure than the other shit that's available. And getting rid of fairies+checking darks gives it some consideration on a team. Which is honestly the reason I think it should stay where it is.