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Doubles BW Conkeldurr

DaAwesomeDude1

waiting for a moment
is a Top Tiering Contributor Alumnusis a Top Contributor Alumnus
[SET]
name: Physical Attacker
move 1: Hammer Arm / Drain Punch
move 2: Mach Punch
move 3: Ice Punch
move 4: Detect
item: Life Orb
ability: Iron Fist
nature: Brave / Adamant
evs: 144 HP / 252 Atk / 112 SpD
ivs: 0 Spe

[SET COMMENTS]
  • Iron Fist with excellent Fighting- and Ice-type coverage makes Conkeldurr one of the best physical attackers in the tier, only being walled by Jellicent. In addition, its low Speed makes it an excellent Trick Room attacker, while its decent bulk and priority move can allow it to function well outside of Trick Room too, making it great at trading against faster, non-Trick Room attackers.
  • Hammer Arm is a strong STAB attack, with the Speed drop drawback oftentimes being a positive for Conkeldurr, allowing it to underspeed Amoonguss under Trick Room. Drain Punch can be used over Hammer Arm for increased longevity in exchange for raw power.
  • Mach Punch allows Conkeldurr to finish off weakened foes. Ice Punch can hit common Fighting-resistant foes, such as Landorus-T, Thundurus, and Amoonguss.
  • Detect is preferred over Protect in the rare chance the foe is using Imprison.
  • A Brave nature with 0 Speed IVs is recommended, if using Hammer Arm, so that Conkeldurr can underspeed Amoonguss after using Hammer Arm. If using Drain Punch, an Adamant nature with 31 Speed IVs can be used, which allows Conkeldurr to outrun faster paralyzed threats such as Choice Scarf Genesect and Choice Scarf Kyurem-B.
  • This spread maximizes Conkeldurr's Attack while allowing it to live Expert Belt Cresselia Psychic
  • Life Orb is the preferred item because it gives a consistent boost to all of Conkeldurr's attacks, notably allowing it to OHKO bulky Thundurus with Ice Punch.
  • Conkeldurr benefits greatly from any type of speed control, although it can be more effective under Trick Room due to its low Speed. It is worth noting that, depending on the chosen STAB move, Conkeldurr can have a different role on the team. With Hammer Arm, Conkeldurr acts as a dedicated Trick Room attacker. With Drain Punch, it can focus more on whittling down the opposing team, exchanging raw damage output for better damage trading and health recovery.
  • Cresselia and Jellicent are two common Trick Room setters that benefit from Conkeldurr's ability to beat Dark-types, such as Tyranitar and Bisharp. Thundurus can provide speed control with its Prankster Thunder Wave while also threatening Jellicent. Tyranitar can threaten Psychic-types, such as Cresselia and Latios, and Jellicent.
  • Thunder Punch is an option over Ice Punch to hit Jellicent; however, this would greatly reduce Conkeldurr's coverage, as it loses the ability to reliably damage Landorus-T and Amoonguss. Conkeldurr's low Speed in combination with common Fighting-resistant foes, such as Landorus-T, Thundurus, and Amoonguss, makes it easy to chip Conkeldurr if using Life Orb; therefore, Fighting Gem is an option to increase its longevity while maintaining a strong Fighting-type attack.
  • Another option is a bulky set with a 252 HP / 4 Atk / 252 SpD EV spread, an Adamant nature, Drain Punch over Hammer Arm, and Sitrus Berry for the item. This set focuses on Conkeldurr's excellent coverage and passable bulk to force trades and can be more functional outside of Trick Room.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/daawesomedude1.228280/
Quality checked by:
https://www.smogon.com/forums/members/yoda2798.243662/
https://www.smogon.com/forums/members/memoric.215000/
Grammar checked by:
https://www.smogon.com/forums/members/adeleine.517429/
 
Last edited:
  • Add 0 Speed IVs to the set since you're supposed to be min Speed (and need that to underspeed Amoonguss at -1).
  • You can shift 4 EVs from Sp Def to HP (for slightly better physical bulk while still avoiding a Life Orb number) and still hit the same benchmark: 252+ SpA Expert Belt Cresselia Psychic vs. 144 HP / 112 SpD Conkeldurr: 324-384 (83.7 - 99.2%) -- guaranteed 2HKO
  • First bullet point is too big, split it into different ones.
  • When mentioning underspeeding Amoonguss in Trick Room, add that this means Conkeldurr can Ice Punch before it Spores.
  • You should talk about the downside of using Thunder Punch, losing the coverage of Ice Punch is really rough. Also Jellicent is more than just a "common switch-in", you should explain here how it does otherwise wall Conkeldurr, and is the one relevant thing to resist both Fighting and Ice.
  • "Conkeldurr's main role is to do damage. Due to its slow speed, one should preserve Conkeldurr until Trick Room is up." - The first sentence is a bit obvious, like it only has attacking moves plus Detect, I'd just remove it. The second one is phrased a bit weirdly to me, I'd change it more to being about how Conkeldurr is most effective under Trick Room due to its low Speed. You could add that it can also function well outside of Trick Room later game, with Mach Punch putting in work against weakened teams.
  • Personally I find it a bit odd mentioning the Trick Room setters beat Landorus-T when Conkeldurr has Ice Punch, I'd instead say how Conkeldurr can beat Dark-types like Tyranitar in return for them.
  • Just say Tyranitar for a teammate rather than "Dark-types, such as Tyranitar", the other relevant one is Scrafty which you aren't using together with Conkeldurr. I'd remove the sentence about sand damage too since that isn't specific to Conkeldurr.
  • I don't think low Speed has much to do with Life Orb chip, I think you can condense down the point of Fighting Gem avoiding Life Orb recoil.
  • You don't quite say but should that bulky is better outside of Trick Room.
  • "if there is a reliable Trick Room setter" feels weirdly worded to me, I'd say something like 'when paired with a Trick Room setter' instead.
Do for QC 1/2.
 
Extra comments since you asked for it:
  • If you're slashing Drain Punch, and saying to use Adamant with Drain Punch, then you should slash Adamant too.
  • Add to the first point how Fighting / Ice covers everything neutrally aside from Jellicent, and remove the explanation later when talking about Thunder Punch (condense that into one sentence from the two currently). Since this is the thesis statement of the analysis, I'd also include a bit more about how strong Conkeldurr is under Trick Room, and having access to strong priority.
  • I'd split up the point about attacks, into one for Hammer Arm and Drain Punch, then one for Ice Punch and Mach Punch. In which case it would probably be better to remove the part of "so that it can Ice Punch Amoonguss before it can use Spore" which I told you to add before.
  • You make it sound like Mach Punch is only useful for cleaning if you have Drain Punch which I don't think is true, I'd rephrase that a bit.
 
balls

[SET]
name: Physical Attacker
move 1: Hammer Arm / Drain Punch
move 2: Mach Punch
move 3: Ice Punch
move 4: Detect
item: Life Orb
ability: Iron Fist
nature: Brave / Adamant
evs: 144 HP / 252 Atk / 112 SpD
ivs: 0 Spe

[SET COMMENTS]
  • Iron Fist in combination with excellent Fighting / Ice coverage makes Conkeldurr one of the best physical attackers in the tier, only being walled by Jellicent due to its immunity to Fighting-type attacks and resistance to Ice. In addition, its slow Speed makes it an excellent Trick Room attacker while its passable bulk and access to a priority move can allow it to function well outside would use a different adjective instead of passable to describe its bulk, it actually is quite decent with special defense investment. final idea here seems cut off as well, would probably say something about how it generally is great at trades / 1-for-1s against faster, non-TR attackers
  • Hammer Arm is a strong STAB attack with the Speed drop drawback oftentimes being a positive for Conkeldurr, allowing it to underspeed Amoonguss under Trick Room. Drain Punch can be used over Hammer Arm for increased longevity in exchange for raw power.
  • Mach Punch gives Conkeldurr a priority move that allows it to finish off weakened opponents. Ice Punch can hit common Fighting-type resists, such as Landorus-T, Thundurus, and Amoonguss.
  • A Brave nature with 0 Speed IVs is recommended if using Hammer Arm so that Conkeldurr can underspeed Amoonguss after using a Hammer Arm. If using Drain Punch, an Adamant nature with 31 Speed IVs can be used which allows Conkeldurr to outrun faster paralyzed threats, such as Choice Scarf Genesect and Choice Scarf Kyurem-B.
  • Life Orb is the preferred item because it gives a consistent boost to all of Conkeldurr's attacks, notably allowing it to OHKO bulky Thundurus with Ice Punch.
  • This spread maximizes Conkeldurr's Attack while allowing it to live Expert Belt Cresselia Psychic.
  • Conkeldurr benefits greatly from any type of speed control although it can be more effective under Trick Room, due to its slow Speed. It is worth noting that depending on the Fighting-type STAB of choice, Conkeldurr can have a different role on the team. With Hammer Arm, Conkeldurr acts as a dedicated Trick Room attacker whereas with Drain Punch, it can act more as a breaker, whittling down the opposing team while being able to regenerate some health.
  • Cresselia and Jellicent are two common Trick Room setters that benefit from Conkeldurr's ability to beat Dark-types, such as Tyranitar. might as well mention Bisharp too, considering if you're using group terms like "Dark-types" it's better to have more than one example. Thundurus can provide speed control with its Prankster Thunder Wave while also threatening Jellicent. Tyranitar can threaten Psychic-types, such as Cresselia and Latios, and Jellicent.
  • Thunder Punch is an option over Ice Punch to hit Jellicent; however, this would greatly reduce Conkeldurr's coverage, as it loses the ability to reliably damage Landorus-T and Amoonguss. Conkeldurr's slow speed in combination with common Fighting resists, such as Landorus-T, Thundurus, and Amoonguss, makes it easy to chip Conkeldurr if using Life Orb; therefore, Fighting Gem is an option that can increase its longevity while maintaining its strong Fighting-type attacks. Another option is a bulky set with a 252 HP / 4 Atk / 252 SpD spread, an Adamant Nature, Drain Punch over Hammer Arm, and Sitrus Berry for the item. This set focuses on Conkeldurr's excellent coverage and passable bulk to force trades and can be more functional outside of Trick Room.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/user1.101/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
2/2
 
Add/Fix Remove Comment (AC)/(RC): Add/Remove Comma
[SET]
name: Physical Attacker
move 1: Hammer Arm / Drain Punch
move 2: Mach Punch
move 3: Ice Punch
move 4: Detect
item: Life Orb
ability: Iron Fist
nature: Brave / Adamant
evs: 144 HP / 252 Atk / 112 SpD
ivs: 0 Spe

[SET COMMENTS]
  • Iron Fist in combination with excellent Fighting / Ice with excellent Fighting- and Ice-type coverage makes Conkeldurr one of the best physical attackers in the tier, only being walled by Jellicent due to its immunity to Fighting-type attacks and resistance to Ice. In addition, its slow low Speed makes it an excellent Trick Room attacker, (AC) while its decent bulk and access to a priority move can allow it to function well outside of Trick Room too, making it great at trading against faster, non-Trick Room attackers.
  • Hammer Arm is a strong STAB attack, (AC) with the Speed drop drawback oftentimes being a positive for Conkeldurr, allowing it to underspeed Amoonguss under Trick Room. Drain Punch can be used over Hammer Arm for increased longevity in exchange for raw power.
  • Mach Punch gives Conkeldurr a priority move that allows it allows Conkeldurr to finish off weakened opponents. foes. Ice Punch can hit common Fighting-type resists, Fighting-resistant foes, such as Landorus-T, Thundurus, and Amoonguss.
  • (would like a bullet briefly covering detect + imprison thing for new players - which i assume is why you run detect?)
  • A Brave nature with 0 Speed IVs is recommended, (AC) if using Hammer Arm, (AC) so that Conkeldurr can underspeed Amoonguss after using a Hammer Arm. If using Drain Punch, an Adamant nature with 31 Speed IVs can be used, (AC) which allows Conkeldurr to outrun faster paralyzed threats, (if you want to you can remove this comma) such as Choice Scarf Genesect and Choice Scarf Kyurem-B.
  • The listed bulk EVs allow Conkeldurr to survive Expert Belt Cresselia's Psychic. (moved from below and tinkered)
  • Life Orb is the preferred item because it gives a consistent boost to all of Conkeldurr's attacks, notably allowing it to OHKO bulky Thundurus with Ice Punch.
  • This spread maximizes Conkeldurr's Attack while allowing it to live Expert Belt Cresselia Psychic.
  • Conkeldurr benefits greatly from any type of speed control, (AC) although it can be more effective under Trick Room (RC) due to its slow low Speed. It is worth noting that, (AC) depending on the Fighting-type STAB of choice, chosen STAB move, Conkeldurr can have a different role on the team. With Hammer Arm, Conkeldurr acts as a dedicated Trick Room attacker, (AC) whereas with Drain Punch, it can act more as a breaker, wallbreaker, whittling down the opposing team while being able to regenerate regenerating some health.
  • Cresselia and Jellicent are two common Trick Room setters that benefit from Conkeldurr's ability to beat Dark-types, such as Tyranitar and Bisharp. Thundurus can provide speed control with its Prankster Thunder Wave while also threatening Jellicent. Tyranitar can threaten Psychic-types, such as Cresselia and Latios, and Jellicent.
  • Thunder Punch is an option over Ice Punch to hit Jellicent; however, this would greatly reduce Conkeldurr's coverage, as it loses the ability to reliably damage Landorus-T and Amoonguss. Conkeldurr's slow speed low Speed in combination with common Fighting resists, Fighting-resistant foes, such as Landorus-T, Thundurus, and Amoonguss, makes it easy to chip Conkeldurr if using Life Orb; therefore, Fighting Gem is an option that can to increase its longevity while maintaining its a strong Fighting-type attacks. attack. (i imagine this makes sense, bc single use boost and all?)
  • (made this its own bullet) Another option is a bulky set with a 252 HP / 4 Atk / 252 SpD EV spread, an Adamant Nature, nature, Drain Punch over Hammer Arm, and Sitrus Berry for the item. This set focuses on Conkeldurr's excellent coverage and passable bulk to force trades and can be more functional outside of Trick Room.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/daawesomedude1.228280/
Quality checked by:
https://www.smogon.com/forums/members/yoda2798.243662/
https://www.smogon.com/forums/members/memoric.215000/
Grammar checked by:
https://www.smogon.com/forums/members/adeleine.517429/
Adeleine-1.gif
GP Team done
 
Adeleine whenever you have time if you can take a look at the sentence I added about Detect! Also I was discussing with a few people from the QC team regarding this change: "whereas with Drain Punch, it can act more as a breaker --> wallbreaker." I know that breaker technically isn't a term but we don't think wallbreaker is necessarily the right word to describe its role with Drain Punch. We can't think of a better term that describes its role other than breaker so we'd like to keep that in if possible.
 
breaker has been used before as a term in this really old article for singles frameworks. I also do agree that wallbreaker isn't the word we usually want for a doubles context, which doesn't really have dedicated "walls" to wallbreak against. would prefer breaker or another alternative if possible
 
for imprison sentence, “opponent” -> “foe”.

what do you mean by “breaker” in this context? something to the effect of your answer to that question might be a good substitution, bc otherwise i dont get what you mean when you use it
Something that chips at the opponent's team, not necessarily with strong moves but moreso with trades
 
how about something like this (very changeable)

With Hammer Arm, Conkeldurr acts as a dedicated Trick Room attacker. With Drain Punch, it can focus more on whittling down the opposing team, especially with trades as opposed to powerful moves, while regenerating some health.
 
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