There's a lot of problems with this analysis.
1. This thing is sold as a wallbreaker and not what it's truly supposed to do: Trick Room sweeper. I feel that the fact that this thing is a star in TR should be the first and foremost thing that should be mentioned (and heavily encouraged to use in TR). Great, you mentioned OTR Reuniclus, but that's not really promoting TR as much as I would like (since it's only a partner, not a playstyle). Everyone has had success with it because they've tried TTar / Reu / Conk, but Conk is not as great as he should be without TR and I'll tell you why: it's bulk is not that great as it needs to be without TR support. Drain punch heals, but if you can't heal in time (switch ins, mis predictions, tanks a U-turn, etc.), or tank that one attack you need to, he often ends up dying much earlier than most would like (at least, if he doesn't have a TR partner).
2. Status Orb is really bad. I personally have never found many opportunities to "spam" Drain Punch, which case I can heal all that health I'm losing. Conkeldurr takes LOTS of damage from spikes, and SR + 1Spike is really common in OU right now. Status Orb + Sand Damage (if any) + Hazards really hampers on it's ability to do much of anything. Also, Payback is really lackluster under TR, which is another reason I don't like Status Orb (the calcs show that Sheer Force does more with ThunderPunch, and Payback only OHKO's if it goes last). I can see how Status Orb might be better without TR, but it remains that Sheer Force is best at spamming its power under TR, and should be mentioned that it does it better than any other Conk set.
3. Scizor, Jirachi, and Forretress are mentioned as viable physical walls..... when you could just slash Fire Punch with Mach Punch. In TR, I find myself using Mach less and less, and Fire Punch is nice to have when you want to fuck Jirachi, Forrey, or Scizor, so I suggest a slash on Mach Punch over an OO mention.
4. Mention these calcs:
252Atk Life Orb Sheer Force Conkeldurr (+Atk) ThunderPunch vs 4HP/0Def Levitate Gengar (Neutral): 92% - 109% (243 - 286 HP). Guaranteed 2HKO. 55% chance to OHKO. OHKO'd after SR damage
252Atk Life Orb Sheer Force Conkeldurr (+Atk) Ice Punch vs 4HP/0Def Levitate Latias (Neutral): 115% - 136% (350 - 412 HP). Guaranteed OHKO.
252Atk Life Orb -1 Sheer Force Conkeldurr (+Atk) Ice Punch vs 4HP/0Def Landorus Therian (Neutral): 146% - 173% (468 - 556 HP). Guaranteed OHKO.
252Atk Life Orb Sheer Force Conkeldurr (+Atk) ThunderPunch vs 252HP/252Def Water Absorb Jellicent (+Def): 71% - 84% (290 - 342 HP). Guaranteed 2HKO. (Easily worn down with some hazard support or V-Switch / U-turning for the OHKO, especially since its hard to keep Jellicent bulky midgame / lategame, and ultimately you could predict the switch in too.)
252Atk Life Orb Sheer Force Conkeldurr (+Atk) Ice Punch vs 4HP/252Def Celebi (Neutral): 73% - 87% (252 - 298 HP). Guaranteed 2HKO [OHKO'ed after SR and Spikes].
The point is this: Conkeldurr murders under TR. It has enough bulk to live most priority if you can keep its HP in check. If this pokemon is used outside of TR, it struggles to survive to kill most of the shit you want it to. Granted, Wish support alongside U-turning / V-Switching could make this work as well, but I would ultimately suggest Status Orb or Leftovers BU Conk for most of these teams anyway.
252Atk Life Orb Sheer Force Conkeldurr (+Atk) Fire Punch vs 4HP/0Def Jirachi (Neutral): 94% - 110% (322 - 378 HP). Guaranteed 2HKO. 64% chance to OHKO. (OHKO'd after SR)
Please slash Fire Punch
Also, please mention that if this thing is used in TR, TTar's abilities are really unnecessary since Conk can kill (mostly) all of its checks and counters after some hazard damage under TR.
EDIT:
On the note of bluffing: it can be mentioned, but be sure to tone it down. Keldeo has much more success at bluffing with EB than anything else in OU atm. Bluffing with Conk (if pulled successfully) will only manage to get you a surprise hit or so; it's not actually killing off things it normally wouldn't (whereas Keldeo fucks Celebi, Lati twins, etc. if it pulls off its bluff that normally beat it otherwise, so naturally that'd be the pros of using EB Keldeo, whereas there really isn't a pro to bluffing with Conk and more of an unexpected hit, and a good player can play around such things. It's possible, but I really wouldn't advertise this at the sets purpose when it's purpose should be TR Sweeper, for reasons mentioned above).
Basically, what BKC said.
Also, I'd mention how much this thing seriously hates walking in on a Scald and getting burned. I would mention it at least three times so people get the point :[
People underestimate Conk's insurance when using Guts. I've found that not using Guts has left me prone to Scald burns or random Toxics from Chansey / Blissey, etc. (Especially since I mentioned earlier how much Spikes damage with SR does to this thing).