SS OU conkeldurr set up

Gen 8 metagame is pretty new and on top of that i suck at making teams, but this is a team I have together that's done well for me so far.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Dark Pulse
- Flash Cannon
- Earth Power

Hydreigon has done really well acting as just something to do mixed damage. I run life orb for extra power and the ability over choice items to use different moves. Levitate is super useful especially for all of the toxapex running around setting up toxic spikes and can then fire off an earth power for some good damage. I ue flash canon to catch haterene and other fairy's on a switch or even to use under dynamax to boost defense, or earthpower to boost special defense.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Mach Punch
- Bulk Up
- Drain Punch
- Ice Punch

Guts conkeldurr has done really well for me so far by setting up two bulk ups and being able to sweep. The added defense it gets allows it to take extra hits so that I can run drain punch and recover health. It does have a problem with people running jellicent and ice punch not doing enough damage over their recovers, then getting killed by hex. However, I do like ice punch for dragapult and other new dragon types that may not be expecting the coverage.

Goodra @ Rocky Helmet
Ability: Gooey
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Fire Blast
- Hydro Pump
- Sludge Wave
- Life Dew

Goodra is my special wall without any special investment. It is just naturally bulky so I run max defense with rocky helmet and gooey. It does really well to stop some sweepers who rely on their speed to outpace other mons. It also has good mixed coverage to take add chip to mons like ferrothorn who might not expect the fireblast or a fairy with sludge wave. And life dew may not be a lot of recovery, but it definitely helps extend goodra for longer.

Arcanine @ Leftovers
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Def
Impish Nature
- Morning Sun
- Will-O-Wisp
- Extreme Speed
- Wild Charge

Run with full defense investment and intimidate, arcanine can slow down galar darmanitan, physical dragapult, or switch in on iron head excadrill. Willo wisp then helps to cripple their attack if they happen to not switch out. Wild charge is on for Toxapex and can help with chip to make it switch out. Morning sun is reliable recovery, although it is easy to run out of pp, and extreme speed is to get a final knock out since I do not have a lot of speed.

Weezing-Galar @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 Def / 252 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Haze
- Strange Steam
- Sludge Bomb

Something I just started running as a defogger, galar weezing is doing well to get rid of fairy's with sludge bomb, or as an extra check for dragons like kommo-o with strange steam. Max defense allows it to take hits well from most mons and levitate helps with its ground type weakness. I run it special over physical for attack just because of the mons I want it to hit and better move pool. It does well as a defogger but since it is levitate, It doesn't absorb toxic spikes on switch in. I

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 172 Def / 4 SpA / 80 SpD
Relaxed Nature
IVs: 0 Atk
- Volt Switch
- Thunder Wave
- Hydro Pump
- Trick

Rotom is just as reliable as last gen. My Ev's are weird but I'm trying to run it with good physical and special bulk. Volt switch is good for getting chip and helps build momentum for other pokemon, and hydro pump is for catching an excadrill trying to catch the switch. I use thunder wave to slow down fast sweepers in conjunction with goodra to slow down physical teams. As my third levitate pokemon, it does well staying away from spikes and ground moves, and switching to my other levitate mons.

Theres not a lot of new pokemon on this team but with all of the pokemon missing from gen 8 This team I think is ok.
 
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