It doesn't learn Bullet Punch.
Uuuuops, I was reading learnset of another pokemon, sorry ^^"
It doesn't learn Bullet Punch.
I wouldn't exactly call it inefficient - rather a preference is chosen.so your evs on the assault vest set are inefficient. It is true on basically any pokemon that running 0/0/252 evs will give more special bulk than 252/0/0, but you lose more physical bulk than you gain special bulk. Assault vest mitigates the loss here, but it still does exist somewhat. Especially as a tank, maximizing overall bulk is better than just upping one stat, and so the spread that maximizes overall bulk (per x-act def evs calculator http://pokestudio.altervista.org/defevs.php ) is 200 hp and 56 sdef.
no, its not inefficient to run max attack, all that says is that one point of attack is more useful than one point of either defense, which is almost certainly true because you should attack roughly as often as you get hit, and every attack should come from your attack, but not every attack coming in is the same. the question is purely a matter of how to most efficiently use the bulk evs available...I wouldn't exactly call it inefficient - rather a preference is chosen.
Random example - if we really wanted to maximize Conkeldurr's bulk the spread would already be inefficient as Attack investment is being made instead.
Still I think the one thing is taking Special hits is a bit more important than physical hits. I mean if I put the preference for a neutral nature it actually suggests going Impish (which is crazy since we're going Adamant). I'll calculate it out and see the differences though. I guess even though taking both sides are great I personally had a huge preference for taking as much SpA abuse as possible.
Which is why I still question the validity of using your spread as well. Though Conkeldurr's capability of taking physical hits increases; however, taking special hits also decreases.no, its not inefficient to run max attack, all that says is that one point of attack is more useful than one point of either defense, which is almost certainly true because you should attack roughly as often as you get hit, and every attack should come from your attack, but not every attack coming in is the same. the question is purely a matter of how to most efficiently use the bulk evs available...
It is physically impossible to recover all of Life Orb recoil as, after using Drain Punch, you still suffer from Life Orb recoil. In a way it is slightly counterproductive but not entirely. I will word this better when written.Life Orb and Drain Punch are counterproductive? I don't understand why they would, as Drain Punch can often times recover any and all Life Orb recoil.
You're saying a 10% chance to freeze is better than a permanent 10% power buff as well as negating Life Orb damage?This is just my opinion, but I think that Iron Fist should be slashed before Sheer Force on the all-out attacker set, as it not only benefits all the moves on the set (bar Earthquake) as opposed to Sheer Force only buffing a couple, but it keeps your secondary effects too, and I think a buff on all your moves plus secondary effects is a better payoff than a minor increase in power to your coverage moves, no buff to your STABs, and no secondary effects.
Thunder Punch does a number to Zard Y on the switch (252+ Atk Conkeldurr Thunder Punch vs. 4 HP / 0 Def Mega Charizard Y: 234-276 (78.5 - 92.6%) -- guaranteed 2HKO) and if they dare run Hasty they risk a 25% chance of a OHKO. Most Zard Ys don't pack Roost anymore since having Dragon Pulse, Focus Blast, or Earthquake is too crucial (and even Air Slash to a lesser extent). Still, I have no issue mentioning Rock Slide in the Moves section if only because Zard Y is a popular threat and regular Charizard still can take negligible damage from Drain Punch (252+ Atk Conkeldurr Drain Punch vs. 4 HP / 0 Def Charizard: 87-103 (29.1 - 34.5%) -- 7.3% chance to 3HKO).Could Stone Miss or Rock Slide merit a mention on the AV set? Both let you hit Mega Charizard Y on the switch (who otherwise walls and 2HKOes you). Yes you can OHKO it with Knock Off + Mach Punch, but you need rocks for that (and Mega Charizard Y almost always comes with Defog/Rapid Spin support these days). Talonflame is in the same boat (but not nearly as hard to counter).
EDIT: Also wanted to say that Rock Slide has the added benefit of making people think you are Sheer Force, FWIW.
Oh, right, forgot about the negating Life Orb recoil thing. I wasn't saying that the Freeze chance was better, I was saying that the minor coverage increase in power did not justify lowering the power of your spammable STABs, with keeping the side effects being a nice bonus, but the Life Orb recoil loss on boosted moves is pretty important, so I withdraw my initial point.You're saying a 10% chance to freeze is better than a permanent 10% power buff as well as negating Life Orb damage?
Even without the Life Orb recoil being negated Sheer Force would still be better than Iron Fist. As Jaroda had stated, a permanent 10% power boost is better than a 10% chance at status. That 10% is far from being minor.Oh, right, forgot about the negating Life Orb recoil thing. I wasn't saying that the Freeze chance was better, I was saying that the minor coverage increase in power did not justify lowering the power of your spammable STABs, with keeping the side effects being a nice bonus, but the Life Orb recoil loss on boosted moves is pretty important, so I withdraw my initial point.
Nice, didn't think of ThunderPunch. That is probably better since you can hit Gyara hard even if it is a Mega (though I doubt it will OHKO, even with Mach Punch factored in, without rocks). The only thing I could think of Rock Slide being better for is Volcarona (which no one uses since Talonflame is a thing), MegaZard X (who you can obliterate on the switch with TPunch before it Mega-Evolves) and Talonflame (who isn't that hard to have a counter to anyway). Also you can technically OHKO any MegaZard with TPunch since Mach Punch will do around 10-15% to Y and at least 20% to X (more if you are Iron Fist or have Guts active) and finish it off (and Charizard literally knows no priority move). I also have been questioning Knock Off as of late, since the only real thing I use it on is Aegislash (who is not OHKOed and 90% of the time has a Weakness Policy nowadays). Sure it hits Gengar and Latias (among others) but Gengar really cannot hurt you and Latias is not OHKOed by Knock Off and can use Psyshock to ignore your Assault Vest. I also found that it makes you setup bait for Mega Scizor/Mega Lucario (who also packs Justified, on a scarier note).The only reason to use Iron Fist is because you want to either boost Drain Punch or use Hammer Arm (applicable in Trick Room). Even then you likely would want to use a different item with Iron Fist since Life Orb recoil can get out of hand. The secondary effects from all of the Sheer Force boosted moves are negligible due to Conkeldurr's low Speed and their abysmal chance of activating.
Thunder Punch does a number to Zard Y on the switch (252+ Atk Conkeldurr Thunder Punch vs. 4 HP / 0 Def Mega Charizard Y: 234-276 (78.5 - 92.6%) -- guaranteed 2HKO) and if they dare run Hasty they risk a 25% chance of a OHKO. Most Zard Ys don't pack Roost anymore since having Dragon Pulse, Focus Blast, or Earthquake is too crucial (and even Air Slash to a lesser extent). Still, I have no issue mentioning Rock Slide in the Moves section if only because Zard Y is a popular threat and regular Charizard still can take negligible damage from Drain Punch (252+ Atk Conkeldurr Drain Punch vs. 4 HP / 0 Def Charizard: 87-103 (29.1 - 34.5%) -- 7.3% chance to 3HKO).
You don't just use Knock Off on those that are weak to it, though. It also denies things of Leftovers recovery, neuters those that are reliant on items such as Choice users. Knock Off is a beautiful beautiful move. Also, not all Lucarios are physically oriented. Many have found success in special sets, which can be taken care of by Conk.I also have been questioning Knock Off as of late, since the only real thing I use it on is Aegislash (who is not OHKOed and 90% of the time has a Weakness Policy nowadays). Sure it hits Gengar and Latias (among others) but Gengar really cannot hurt you and Latias is not OHKOed by Knock Off and can use Psyshock to ignore your Assault Vest. I also found that it makes you setup bait for Mega Scizor/Mega Lucario (who also packs Justified, on a scarier note).
It's better on the moves BOOSTED by it, but the important thing is that Drain Punch and Mach Punch get a 20% boost by Iron Fist, but not by Sheer Force, while the punches + Poison Jab still get a buff, so without the fact that Life Orb isn't factored in on coverage, it's still not superior imo, considering that the 20% buff to your STABs is worth the 10% loss to your coverage.Even without the Life Orb recoil being negated Sheer Force would still be better than Iron Fist. As Jaroda had stated, a permanent 10% power boost is better than a 10% chance at status. That 10% is far from being minor.