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Pokémon Conkeldurr

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Has anyone come up with a magic number split for SpD and Hp yet? It seems that a proper split can keep pretty much most of the bulk that full SpD investment had but still allowing to have an improvement in Def bulk.

Generally damage from special attacks decreases as you put more investment into SpDef, but there are points where it actually increases (which is bad considering you are guaranteed to be taking more damage from physical attacks if you are decreasing HP). Most notably, the line seems to almost level off at around 164 SpDef EVs. Simply, using Phychic from Alakazam here, you are taking almost the same damage with 164 SpDef EVs as you are with 252. Also worth noting that the biggest improvement over a small EV change is from 4SpDef to 8 SpDef.

http://oi57.tinypic.com/znohsp.jpg graph shows HP left after taking a physical and a special attack at full HP (EVs considered, assuming 252 attack, then varying ratios of HP/SpDef for the remaining 256).
 
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Is façade not worth the move slot to go with guts?
Wondering that with throh too.

It's probably not worth the coverage move slot; what would Conk give up for it? 140BP is not that incredible when it's Normal coverage, when an elemental punch or Stone Edge can give you 4X SE coverage on key threats.

Facade is terrifying on Swellow/Ursaring because while 140BP isn't that terrifying, 210BP is pretty damn scary.
 
I think an all out attack set on Conk is one of his best spreads as it makes use of his great 140 base attack stat and diverse movepool. This set focuses on maximizing coverage and getting an added bonus from Iron Fist as all his moves are punch attacks.

(Conkeldurr) @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Fire Punch
- Ice Punch
- Thunder Punch
- Mach Punch

The stat spread focuses on increasing his already massive attack and substantial bulk. I think putting 252 on HP makes sense as damage from Life Orb isn’t quite as costly. Trying to increase speed is somewhat pointless IMO as Conk already has access to a great priority move and suffers from a debilitating base 45 stat anyway.

As for the movepool itself, each punch attack helps to deal with some of the top threats in the OU metagame. Mach Punch is boosted to a solid 80 power between STAB, Iron Fist and Life Orb while also having priority. This is great for dealing with bulky Heatrans, Mamoswines, Mega T-tars or Blisseys while also being a great attack to fall back on for neutral damage against pokemon like Rotom Wash.

Fire punch has great use in getting rid of Galvantula and Ferrothron early on before they establish too many hazards, should you choose to lead with Conk. It is also useful for dealing with viable steel types like Aegislash, Scizor, and Bisharp who wouldn’t expect to see FP on Conkledurr. Ice punch gives great coverage against Garchomp, Dragonite, Landorus and Gliscor who all have 4x weakness while Thunder punch deals with Gyarados, Manaphy and pesky Keldeos who Conk can check quite well. Overall, the use of the three elemental punches helps Conkeldurr be unpredictable in battle while also hitting a large percentage of popular threats for super effective damage and possible, albeit slim, status ailments.

As usual, Conk can’t deal with flying and psychic types. This means even though he has a movepool that would let him hit Talonflame and Latios/Latias super effectively, they still out speed him and will OHKO with Brave Bird and Psyshock respectively. Other pokemon can be troublesome here as well like Extrasensory Greninja. Although he could hit with TP or MP for a OHKO, Greninja outspeeds Conk and can use Protean to his advantage. That being said, Greninja also makes a great teammate for Conkledurr as he can absorb psychic attacks for no damage and return a Dark Pulse to Latios, Latias, or Slowbro. In this sense, this set is utilized best on hyper offensive teams or on teams that lack enough ice, fire or electric attacks.

Overall, this set can be great to lead off with as the movepool is diverse and provides great coverage. Conk can also act as a great pivot as he can switch in to a wide variety of attacks and shrug off the damage with his bulky HP. An alternative option would be to use Guts and Flame Orb over Iron fist and Life Orb, resulting in the same 1.5x total boost. However, the difference here would be that instead of losing 1/10 max HP Conk is taking 1/8 per turn regardless of whether he deals damage. This can be beneficial for absorbing status moves like Rotom-W’s Wil-o-Wisp as Conk is already statused and lacks an attack drop from his ability.

I have been using this set with a great deal of success and, although I am still relatively new to competitive play, I think Conk is underutilized in the metagame. While flying types like Talonflame are rampant and can single handedly deal with Conk, he is still an effective addition to any team so long as he is given the support needed to neutralize his main threats.
 
I think an all out attack set on Conk is one of his best spreads as it makes use of his great 140 base attack stat and diverse movepool. This set focuses on maximizing coverage and getting an added bonus from Iron Fist as all his moves are punch attacks.

(Conkeldurr) @ Life Orb
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Fire Punch
- Ice Punch
- Thunder Punch
- Mach Punch

The stat spread focuses on increasing his already massive attack and substantial bulk. I think putting 252 on HP makes sense as damage from Life Orb isn’t quite as costly. Trying to increase speed is somewhat pointless IMO as Conk already has access to a great priority move and suffers from a debilitating base 45 stat anyway.

As for the movepool itself, each punch attack helps to deal with some of the top threats in the OU metagame. Mach Punch is boosted to a solid 80 power between STAB, Iron Fist and Life Orb while also having priority. This is great for dealing with bulky Heatrans, Mamoswines, Mega T-tars or Blisseys while also being a great attack to fall back on for neutral damage against pokemon like Rotom Wash.

Fire punch has great use in getting rid of Galvantula and Ferrothron early on before they establish too many hazards, should you choose to lead with Conk. It is also useful for dealing with viable steel types like Aegislash, Scizor, and Bisharp who wouldn’t expect to see FP on Conkledurr. Ice punch gives great coverage against Garchomp, Dragonite, Landorus and Gliscor who all have 4x weakness while Thunder punch deals with Gyarados, Manaphy and pesky Keldeos who Conk can check quite well. Overall, the use of the three elemental punches helps Conkeldurr be unpredictable in battle while also hitting a large percentage of popular threats for super effective damage and possible, albeit slim, status ailments.

As usual, Conk can’t deal with flying and psychic types. This means even though he has a movepool that would let him hit Talonflame and Latios/Latias super effectively, they still out speed him and will OHKO with Brave Bird and Psyshock respectively. Other pokemon can be troublesome here as well like Extrasensory Greninja. Although he could hit with TP or MP for a OHKO, Greninja outspeeds Conk and can use Protean to his advantage. That being said, Greninja also makes a great teammate for Conkledurr as he can absorb psychic attacks for no damage and return a Dark Pulse to Latios, Latias, or Slowbro. In this sense, this set is utilized best on hyper offensive teams or on teams that lack enough ice, fire or electric attacks.

Overall, this set can be great to lead off with as the movepool is diverse and provides great coverage. Conk can also act as a great pivot as he can switch in to a wide variety of attacks and shrug off the damage with his bulky HP. An alternative option would be to use Guts and Flame Orb over Iron fist and Life Orb, resulting in the same 1.5x total boost. However, the difference here would be that instead of losing 1/10 max HP Conk is taking 1/8 per turn regardless of whether he deals damage. This can be beneficial for absorbing status moves like Rotom-W’s Wil-o-Wisp as Conk is already statused and lacks an attack drop from his ability.

I have been using this set with a great deal of success and, although I am still relatively new to competitive play, I think Conk is underutilized in the metagame. While flying types like Talonflame are rampant and can single handedly deal with Conk, he is still an effective addition to any team so long as he is given the support needed to neutralize his main threats.

Hey Jack! I did also use an all out attacker in BW era and with your current set, I would suggest changing your ability to Sheer Force (SF), why? well since you are running all the elemental punches SF+LO outdamage Iron Fist+LO in all of your attacks but Mach Punch plus you get no recoil damage when using your main attacks. Now, reducing the recoil you take is important because you are not running Drain Punch and with Conkeldurr blazing speed you will most likely take a hit before you can land one, reducing your poke's life span; so changing your ability will help your poke keeping alive longer and punishing anything that switch if you predict correctly. The only reason why you should run Iron Fist over SF is when using Drain Punch over Fire Punch, which gives you a more potent move against Chansey at the cost of losing the OHKO against Ferrothorn, Scizor and Forretress.

About the Elemental Punch set, it has never received any love from smogon an IMO is only useful as a wall braker as it can OHKO or 2HKO almost any wall in-game (including Landorus-T, Skarmory and Hippowdon) but oh well, still a fun yet difficult set to use.
 
Hey Jack! I did also use an all out attacker in BW era and with your current set, I would suggest changing your ability to Sheer Force (SF), why? well since you are running all the elemental punches SF+LO outdamage Iron Fist+LO in all of your attacks but Mach Punch plus you get no recoil damage when using your main attacks. Now, reducing the recoil you take is important because you are not running Drain Punch and with Conkeldurr blazing speed you will most likely take a hit before you can land one, reducing your poke's life span; so changing your ability will help your poke keeping alive longer and punishing anything that switch if you predict correctly. The only reason why you should run Iron Fist over SF is when using Drain Punch over Fire Punch, which gives you a more potent move against Chansey at the cost of losing the OHKO against Ferrothorn, Scizor and Forretress.

About the Elemental Punch set, it has never received any love from smogon an IMO is only useful as a wall braker as it can OHKO or 2HKO almost any wall in-game (including Landorus-T, Skarmory and Hippowdon) but oh well, still a fun yet difficult set to use.

Well as much as I like the 80 power Mach Punch it seems like Sheer Force is worth some consideration. And yeah I have run it with Drain Punch instead of FP to give him some longevity but on the team I currently use the added fire attack is a substantial help. Thanks Lolme.
 
AV Conk is the only viable Conk set this gen imo and even that is easy to wall, but fairly good vs Offense.

I find it funny that a poke with StoneQuake, Boltbeam and Fight-dark coverage can be walled at all. IMO Mach Punch is not as useful this gen (lucario and terrakion now strugle against other priority users, the Hydra is low in usage and the meta is full of flying and fairy types) and replacing it with poison jab or an elemental Punch would do better for Conkeldurr.
 
Not at all. You'll be happy you have Mach Punch once Mega Tyranitar and Mega Gyarados start Dragon Dancing. Not to mention for a pokemon as slow as Conk, you'd be surprised how often you need that Mach Punch to clinch a KO without taking another turn of damage. And Fighting/Dark is no longer good coverage as it's walled by Fairies.
 
Well, I completly forgot about ttar which is OHKO by most sets with Mach Punch, although what can ttar do to Conkeldurr that Drain Punch can't fix? Against Mega Gyara you would do better gong for Drain Punch as i'm pretty sure you won't ko without guts boost (neither terrakion, mamo nor the Hydra were OHKO without a boost as far as I remember)

About that Mach Punch to avoid a hit/revenge, no one can argue the utility of that; but what i'm pointing is whether you find yourself more often needing a quick revenge or losing momentum do to being walled you could slash a move in that spot.
 
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Mach punch is really good because with all the abuse conkeldurr takes while also being statused, you will be gratefull, when your mach punch takes out faster frail threats. I don't see how life orb conk is more helpful, than assvest conk.
 
I find it funny that a poke with StoneQuake, Boltbeam and Fight-dark coverage can be walled at all. IMO Mach Punch is not as useful this gen (lucario and terrakion now strugle against other priority users, the Hydra is low in usage and the meta is full of flying and fairy types) and replacing it with poison jab or an elemental Punch would do better for Conkeldurr.

It doesn't realistically have edge quake coverage as earthquake is never used on conk and stone edge is rarely used.

Dark/Fighting isn't bad coverage, but it does very little to megas that resist fighting (most notably M-Venusaur) as they take a pittance from 65 bp non stab knock off, it has to mindgames with Aegislash due to knock off being a contact move.

Mach Punch is essential to threaten Mega Gyarados, (Mega) Tyranitar and Bisharp as well as dealing some last ditch damage as you're about to die.

This leaves 1 moveslot, which is generally used for Ice Punch or stone edge but could be used for thunder punch or earthquake in very specific cases.

Poison Jab doesn't do too much, it hits clefable, sylveon and azumarill but conk gets outsped by all of them so unless you nail them on the switch this is of little consequence.

At any rate bulk up isn't viable this gen due to the abundance of strong se moves in the tier (almost all of which are faster) and Conkeldurr needs all the coverage moves it can get and it's also much too slow to get away with other sets than AV in ou as it's uninvested special bulk is extremely poor.
 
I don't see how life orb conk is more helpful, than assvest conk.

I don't see how life orb could be superior to AV either besides OHKOing stuff like Multiscale-Dnite, Landus-T at -1 or breaking some other walls (I wrote some calcs in Conkeldurr Analysis), in fact I never mentioned it to be more helpful; I just give some advice to a fellow player about the set he was using.

It doesn't realistically have edge quake coverage as earthquake is never used on conk and stone edge is rarely used.

Dark/Fighting isn't bad coverage, but it does very little to megas that resist fighting (most notably M-Venusaur) as they take a pittance from 65 bp non stab knock off, it has to mindgames with Aegislash due to knock off being a contact move.

Mach Punch is essential to threaten Mega Gyarados, (Mega) Tyranitar and Bisharp as well as dealing some last ditch damage as you're about to die.

This leaves 1 moveslot, which is generally used for Ice Punch or stone edge but could be used for thunder punch or earthquake in very specific cases.

Poison Jab doesn't do too much, it hits clefable, sylveon and azumarill but conk gets outsped by all of them so unless you nail them on the switch this is of little consequence.

At any rate bulk up isn't viable this gen due to the abundance of strong se moves in the tier (almost all of which are faster) and Conkeldurr needs all the coverage moves it can get and it's also much too slow to get away with other sets than AV in ou as it's uninvested special bulk is extremely poor.

Mach Punch is clearly useful to get rid off Bisharp and as I said before getting the last mach punch is situational as of april statistics 9/20 of the most used pokes resist figthing and 3/20 don't really care about that move with only Greninja and Bisharp being better be taken off with Mach Punch over Drain Punch. Against Mega Ttar, Conk resist both stabs and gets almost the same amount of health back as damage taken if going for Drain Punch. In Mega Gyarados case, well I really hope you don't use Conk as your only answear to it because it can't OHKO:
* 252+ Atk Guts Conkeldurr Mach Punch vs. 4 HP / 0 Def Mega Gyarados: 212-252 (63.8 - 75.9%) -- guaranteed 2HKO after Stealth Rock
Also, I do find this situation kind of unrealistic as the opponent would not Mega as long as Conkeldurr is still alive and in Conkeldurr case you would do better going for Drain Punch and regaining half the damage taken (even if expecting a switch) unless Mega Gyara has some prior damage...then again you wouldn't need Conkeldurr as with prior damage Talonflame and Breloom can get the KO.

About "nailing on the switch", Conk usually force switches on the opposite team and with the so predictalbe D-punch/Knock-Off/Mach Punch/I-Punch set, changing the utility of Knock Off / Mach Punch for a coverage move can help you getting rid off a troublesome wall.

Finally Bulk Up was already bad last gen so let's agree not to mention it.
 
Against Mega Ttar, Conk resist both stabs and gets almost the same amount of health back as damage taken if going for Drain Punch.

It doesn't really matter I suppose, as Ttar isn't gonna set up against a healthy Conkeldurr anyway, but if he scouted you not to have Mach Punch then being below 66% (72% if SR is up) HP with conk puts you in range of being 2HKO'd by both Ice Punch and Stone Edge coming off of Jolly max Atk Mega Ttar or being below 92% (or 98% if SR is up) HP puts you in range of being 2HKO'd by Adamant max Atk CB Ttar's Stone Edge, having Mach Punch is simply nice for either picking off weakened threats, dealing (significant) damage to a few faster threats that could take you out after some prior damage (which is fairly common due to how Conk gets used) or to which you have no good switch ins.

In Mega Gyarados case, well I really hope you don't use Conk as your only answear to it because it can't OHKO:
* 252+ Atk Guts Conkeldurr Mach Punch vs. 4 HP / 0 Def Mega Gyarados: 212-252 (63.8 - 75.9%) -- guaranteed 2HKO after Stealth Rock
Also, I do find this situation kind of unrealistic as the opponent would not Mega as long as Conkeldurr is still alive and in Conkeldurr case you would do better going for Drain Punch and regaining half the damage taken (even if expecting a switch) unless Mega Gyara has some prior damage...then again you wouldn't need Conkeldurr as with prior damage Talonflame and Breloom can get the KO.

Gyarados needs his Mold Breaker ability to beat certain threats, meaning against a team with a Conkeldur (carrying Mach Punch) he can't really Mega Evolve/Set up safely and considering Gyarados is weak to SR it will likely be weakened enough to at least put it in range for Mach Punch to kill it, furthermore Talonflame and Breloom can revenge (Mega-)Gyarados sure, but neither of them really wants to switch in on it, which Conkeldurr could do if needed.


About "nailing on the switch", Conk usually force switches on the opposite team and with the so predictalbe D-punch/Knock-Off/Mach Punch/I-Punch set, changing the utility of Knock Off / Mach Punch for a coverage move can help you getting rid off a troublesome wall.

What coverage move though? Thunderpunch for Gyarados maybe, but other than that there's not really any better options than Knock Off (which is the most spammable attack in the meta right now and punishes most switches without needing to predict) on top of that Conkeldurr simply lacks the coverage moves to hurt things like Mega Venusaur regardless of what moves it chooses to use, so you'll always be walled by some things.
 
It doesn't really matter I suppose, as Ttar isn't gonna set up against a healthy Conkeldurr anyway, but if he scouted you not to have Mach Punch then being below 66% (72% if SR is up) HP with conk puts you in range of being 2HKO'd by both Ice Punch and Stone Edge coming off of Jolly max Atk Mega Ttar or being below 92% (or 98% if SR is up) HP puts you in range of being 2HKO'd by Adamant max Atk CB Ttar's Stone Edge, having Mach Punch is simply nice for either picking off weakened threats, dealing (significant) damage to a few faster threats that could take you out after some prior damage (which is fairly common due to how Conk gets used) or to which you have no good switch ins.



Gyarados needs his Mold Breaker ability to beat certain threats, meaning against a team with a Conkeldur (carrying Mach Punch) he can't really Mega Evolve/Set up safely and considering Gyarados is weak to SR it will likely be weakened enough to at least put it in range for Mach Punch to kill it, furthermore Talonflame and Breloom can revenge (Mega-)Gyarados sure, but neither of them really wants to switch in on it, which Conkeldurr could do if needed.




What coverage move though? Thunderpunch for Gyarados maybe, but other than that there's not really any better options than Knock Off (which is the most spammable attack in the meta right now and punishes most switches without needing to predict) on top of that Conkeldurr simply lacks the coverage moves to hurt things like Mega Venusaur regardless of what moves it chooses to use, so you'll always be walled by some things.

Sorry it took me so long to reply, RL stuff gets on my way to be the very best and catch em all...now after such a bad joke, will it be possible to see your calculations or HP investment on the Ttar vs Conk situation? I'm really impressed on how much damage Conks takes from banded stone edge.

Against Gyarados, I would really prefer to run T-punch over Mach Punch as Gyara is a well known counter to Conk and having bouth T-punch and Drain punch would fully counter Gyara instead. T-punch allows Conk to hit Togekiss and Azumarril on the switch/set-up move as well.

Finally, not being able to pass through Mega Venusaur doesn't really means Conk has bad coverage IMO considering that the only weakness M-Venusar has are psychic and flying. This moves are rarely seen as coverage unless the pokemon using them gets stab. M-Venusaur is such a good pokemon because it has few weakness, good defenses and recovery move, making it hard to take down for anything not carrying a super effective move.
 
The viability thread strongly disfavors Conkeldurr largely due to its lack of power, 4MSS (resulting in a very predictable moveset), most of its moves having contact (against Ferrothorn and Aegislash), presence of flying spam (and especially Mega Pinsir and set-up variants of Talonflame that can set-up on it) and powerful Psychic coverage moves to beat Mega Venusaur, and low speed. Its low speed makes it practically unsalvageable, and even if one maxes out its attack to deal with Mega Mawile with Earthquake, it has the disadvantage of being faster than Aegislash. The low speed prevents it from apply any offensive pressure to most dedicated physical walls, particularly Skarmory and Mandibuzz, but it can outspeed Chansey, Hippowdon, and Blissey (and perhaps Fairies if they are really considered "walls") by trying toying with the EVs to creep them. (It can, thankfully, outspeed Gastrodon, Tangrowth, Slowbro, and Ferrothorn). This lack of pressure from its low speed prevents it from killing even a weakened wall in range for Conkeldurr's Drain Punch (25%-30% for a AV unstatused Conkeldurr) or a Supereffective elemental punch (32-39%). Conkeldurr's low speed, however, can be a redeeming factor against common Roost users, since, if it predicts the Roost can score a STABs super-effective hit while also healing itself (but watch out for Rocky Helmet).

I was trying to replace Landorus-T on a team with Azumarill, Thundurus-I, Latios, Heatran, and Scizor. The problem is that Lando-T has a rather nasty Water and 4x Ice weakness, as there are two other Ice weaknesses and Heatran being weak to Water. The Water weakness is relevant since Greninja could just use a Water attack on Lando-T thus making it resistance to my priority users. In other words, the team is weak against special sweepers (e.g. Thundurus-I, Manectric, Starmie, and Greninja, and to a lesser extent, Latios if it wins a speed tie against my Latios or is strong enough to take an HP Ice from my Thundurus).

Keldeo would not work as a fighting type since it is weak to electricity and adds a weakness to Latios. Since Latios and Thundurus have Life Orbs as the are coverage sweepers, Tyranitar is strongly discouraged. Ferrothorn may work but it depends on the presence of Focus Blast on Thundurus and fails against Manectric. So, Conkeldurr seems to be the best option. Now, with Lando-T gone, I do not have a check to Mega Mawile (Adamant Max Attack Earthquake with Intimidate can take a 2+ Sucker Punch and KO the bulkiest variant) or something that can deal with Aegislash aside from Heatran.

This set is slower than Aegislash and can take a Shadow Ball, however, its efficacy relies on it being faster than Mega Mawile:

Conkeldurr @ Assault Vest
Ability: Guts
Happiness: 0
EVs: 252 Atk / 204 SDef / 52 Spd
Adamant Nature
- Mach Punch
- Drain Punch
- Earthquake
- Knock Off

The calcs:


252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 180-212 (55.5 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Mega Mawile: 210-248 (69 - 81.5%) -- guaranteed 2HKO


Without Ice Punch, it does not cleanly KO Landorus-T/I (requiring another Pokemon necessary to clean up after it uses Knock Off while Lando-I/T could just retreat and come back when it is safer but at least their item is removed) or allow it to play mind games with Pokemon such as Zapdos and Mandibuzz as it can threaten Drain Punch on the Roost turn while threatening a super-effective hit (in the case of Zapdos using Knock Off occasionally might be necessary to preserve Drain Punch/Ice Punch PP), but the damage from Earthquake is enough for Mega Scizor's to finish the job or speed creeping Azumarill.

For the Fairies if they switch in or if you outspeed them:
252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Sylveon: 180-212 (45.6 - 53.8%) -- 2.3% chance to 2HKO after Leftovers recovery
252+ Atk Conkeldurr Earthquake vs. 252 HP / 252+ Def Sylveon: 119-141 (30.2 - 35.7%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Azumarill: 153-180 (37.8 - 44.5%) -- guaranteed 3HKO
252+ Atk Conkeldurr Earthquake vs. 252 HP / 252+ Def Clefable: 111-131 (28.1 - 33.2%) -- 91.7% chance to 4HKO after Leftovers recovery

You also lose the ability to hit Togekiss on the switch.

Now, the question is how desperate I am to defeat the possible Mega Mawile with a Conkeldurr? The 1695 usage statistics indicate around 40% invested only 4 points or less in its speed, with ~15% with either 124 or 132 to outspeed non-Mega Scizor's Bullet Punch. We can assume that those the other spreads are used to outspeed things such as Sylveon before it can use Heal Bell or Wish as its way to make a productive sacrifice. If one is willing to invest enough to outspeed the Mawile that outspeed Scizor, then what is the additional cost of additional speed and boosting items and abilities to outspeed Mandibuzz and Skarmory worth it relative to the lost bulk and lack of Guts?

Die, Skarmory, Die? (Conkeldurr) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spd
Jolly Nature
- Drain Punch
- Thunder Punch
- Earthquake
- Knock Off

Mach Punch is omitted because it is weak and Conkeldurr is now so fast that it is unnecessary... I do not know the practical merit of speedy, lure Conkeldurr. Unfortunately, it cannot outspeed 44 Speed Rotom-W.

Here are the relevant damage offensive calcs:

252 Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Mandibuzz: 205-244 (48.3 - 57.5%) -- 51.6% chance to 2HKO after Leftovers recovery
252 Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 232+ Def Skarmory: 169-200 (50.5 - 59.8%) -- guaranteed 2HKO
252 Atk Life Orb Conkeldurr Earthquake vs. 252 HP / 0 Def Mega Mawile: 250-294 (82.2 - 96.7%) -- guaranteed 2HKO
252 Atk Life Orb Conkeldurr Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 211-250 (65.1 - 77.1%) -- guaranteed 2HKO after Leftovers recovery


Now some sample defensive damage calcs:

252 SpA Life Orb Protean Greninja Ice Beam vs. 0 HP / 4 SpD Conkeldurr: 231-273 (65.8 - 77.7%) -- guaranteed 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 4 SpD Conkeldurr: 281-331 (80 - 94.3%) -- guaranteed 2HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 4 SpD Conkeldurr: 263-309 (74.9 - 88%) -- guaranteed 2HKO

Now, relative to the Assault Vest:
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 4 SpD Assault Vest Conkeldurr: 175-208 (42.2 - 50.2%) -- 0.4% chance to 2HKO

As one can see, this Conkeldurr is not really Conkeldurr anymore as the speedy Conkeldurr takes ~1.6 times more per special attack. It forfeited its ability to check special attackers, and this set is of dubious value.
 
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The viability thread strongly disfavors Conkeldurr largely due to its lack of power, 4MSS (resulting in a very predictable moveset), most of its moves having contact (against Ferrothorn and Aegislash), presence of flying spam (and especially Mega Pinsir and set-up variants of Talonflame that can set-up on it) and powerful Psychic coverage moves to beat Mega Venusaur, and low speed. Its low speed makes it practically unsalvageable, and even if one maxes out its attack to deal with Mega Mawile with Earthquake, it has the disadvantage of being faster than Aegislash. The low speed prevents it from apply any offensive pressure to most dedicated physical walls, particularly Skarmory and Mandibuzz, but it can outspeed Chansey, Hippowdon, and Blissey (and perhaps Fairies if they are really considered "walls") by trying toying with the EVs to creep them. (It can, thankfully, outspeed Gastrodon, Tangrowth, Slowbro, and Ferrothorn). This lack of pressure from its low speed prevents it from killing even a weakened wall in range for Conkeldurr's Drain Punch (25%-30% for a AV unstatused Conkeldurr) or a Supereffective elemental punch (32-39%). Conkeldurr's low speed, however, can be a redeeming factor against common Roost users, since, if it predicts the Roost can score a STABs super-effective hit while also healing itself (but watch out from Rocky Helmet).

I was trying to replace Landorus-T on a team with Azumarill, Thundurus-I, Latios, Heatran, and Scizor. The problem is that Lando-T has a rather nasty Water and 4x Ice weakness, as there are two other Ice weaknesses and Heatran being weak to Water. The Water weakness is relevant since Greninja could just use a Water attack on Lando-T thus making it resistance to my priority users. In other words, the team is weak against special sweepers (e.g. Thundurus-I, Manectric, Starmie, and Greninja, and to a lesser extent, Latios if it wins a speed tie against my Latios or is strong enough to take an HP Ice from my Thundurus).

Keldeo would not work as a fighting type since it is weak to electricity and adds a weakness to Latios. Since Latios and Thundurus have Life Orbs as the are coverage sweepers, Tyranitar is strongly discouraged. Ferrothorn may work but it depends on the presence of Focus Blast on Thundurus and fails against Manectric. So, Conkeldurr seems to be the best option. Now, with Lando-T gone, I do not have a check to Mega Mawile (Adamant Max Attack Earthquake with Intimidate can take a 2+ Sucker Punch and KO the bulkiest variant) or something that can deal with Aegislash aside from Heatran.

This set is slower than Aegislash and can take a Shadow Ball, however, its efficacy relies on it being faster than Mega Mawile:

Conkeldurr @ Assault Vest
Ability: Guts
Happiness: 0
EVs: 252 Atk / 204 SDef / 52 Spd
Adamant Nature
- Mach Punch
- Drain Punch
- Earthquake
- Knock Off

The calcs:


252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 180-212 (55.5 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Mega Mawile: 210-248 (69 - 81.5%) -- guaranteed 2HKO


Without Ice Punch, it does not cleanly KO Landorus-T/I (requiring another Pokemon necessary to clean up after it uses Knock Off while Lando-I/T could just retreat and come back when it is safer but at least their item is removed) or allow it to play mind games with Pokemon such as Zapdos and Mandibuzz as it can threaten Drain Punch on the Roost turn while threatening a super-effective hit (in the case of Zapdos using Knock Off occasionally might be necessary to preserve Drain Punch/Ice Punch PP), but the damage from Earthquake is enough for Mega Scizor's to finish the job or speed creeping Azumarill.

For the Fairies if they switch in or if you outspeed them:
252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Sylveon: 180-212 (45.6 - 53.8%) -- 2.3% chance to 2HKO after Leftovers recovery
252+ Atk Conkeldurr Earthquake vs. 252 HP / 252+ Def Sylveon: 119-141 (30.2 - 35.7%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Conkeldurr Earthquake vs. 252 HP / 0 Def Azumarill: 153-180 (37.8 - 44.5%) -- guaranteed 3HKO
252+ Atk Conkeldurr Earthquake vs. 252 HP / 252+ Def Clefable: 111-131 (28.1 - 33.2%) -- 91.7% chance to 4HKO after Leftovers recovery

You also lose the ability to hit Togekiss on the switch.

Now, the question is how desperate I am to defeat the possible Mega Mawile with a Conkeldurr? The 1695 usage statistics indicate around 40% invested only 4 points or less in its speed, with ~15% with either 124 or 132 to outspeed non-Mega Scizor's Bullet Punch. We can assume that those the other spreads are used to outspeed things such as Sylveon before it can use Heal Bell or Wish as its way to make a productive sacrifice. If one is willing to invest enough to outspeed the Mawile that outspeed Scizor, then what is the additional cost of additional speed and boosting items and abilities to outspeed Mandibuzz and Skarmory worth it relative to the lost bulk and lack of Guts?

Die, Skarmory, Die? (Conkeldurr) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spd
Jolly Nature
- Drain Punch
- Thunder Punch
- Earthquake
- Knock Off

Mach Punch is omitted because it is weak and Conkeldurr is now so fast that it is unnecessary... I do not know the practical merit of speedy, lure Conkeldurr. Unfortunately, it cannot outspeed 44 Speed Rotom-W.

Here are the relevant damage offensive calcs:

252 Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Mandibuzz: 205-244 (48.3 - 57.5%) -- 51.6% chance to 2HKO after Leftovers recovery
252 Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 232+ Def Skarmory: 169-200 (50.5 - 59.8%) -- guaranteed 2HKO
252 Atk Life Orb Conkeldurr Earthquake vs. 252 HP / 0 Def Mega Mawile: 250-294 (82.2 - 96.7%) -- guaranteed 2HKO
252 Atk Life Orb Conkeldurr Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 211-250 (65.1 - 77.1%) -- guaranteed 2HKO after Leftovers recovery


Now some sample defensive damage calcs:

252 SpA Life Orb Protean Greninja Ice Beam vs. 0 HP / 4 SpD Conkeldurr: 231-273 (65.8 - 77.7%) -- guaranteed 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 4 SpD Conkeldurr: 281-331 (80 - 94.3%) -- guaranteed 2HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 4 SpD Conkeldurr: 263-309 (74.9 - 88%) -- guaranteed 2HKO

Now, relative to the Assault Vest:
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 4 SpD Assault Vest Conkeldurr: 175-208 (42.2 - 50.2%) -- 0.4% chance to 2HKO

As one can see, this Conkeldurr is not really Conkeldurr anymore as the speedy Conkeldurr takes ~1.6 times more per special attack. It forfeited its ability to check special attackers, and this set is of dubious value.

lol, kind of an interesting concept. like you said, this conkeldurr outright loses to any rotom-w and most any special attacker, but lures and beats skarmory 1v1. it still doesn't have any way to touch its more common counters, namely m-venusaur (who incidentally threatens your whole team).

replays speak a lot louder than theorymon, and it'd be good to see how this conk actually plays against opposing fairies.

i mostly wanted to point out that only scrubby greninjas aren't carrying extrasensory rn [65%+ of high ladder] so hydro pump / ice beam calcs aren't really pertinent
252 SpA Life Orb Protean Greninja Extrasensory vs. 0 HP / 4 SpD Conkeldurr: 408-484 (116.2 - 137.8%) -- guaranteed OHKO
252 SpA Life Orb Thundurus Hidden Power Flying vs. 0 HP / 4 SpD Conkeldurr: 351-416 (100 - 118.5%) -- guaranteed OHKO
252 SpA Life Orb Thundurus Psychic vs. 0 HP / 4 SpD Conkeldurr: 351-413 (100 - 117.6%) -- guaranteed OHKO

EDIT: As a M-Mawile check, which seems to be what you're going for, you need to nail it on the switch or it wins 1v1. If it comes in clean, and god forbid it hasn't Mega'd yet, you're cooked.
 
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Necrobump. (yes I've been really bored)

DoUEvenLiftBruh? (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 228 Atk / 64 Def / 172 SpD / 44 Spe
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch

Been playing around with far to many calcs and this is what I came up with. It avoids the 2hko from Specs Keldeo's Sacred Sword or Hydro Pump after rocks if you're drain punching while 2hkoing with double drain + mach in return. The speed EVs are to outspeed uninvested base 50s. Most importantly Chansey. I know it looks derpy as heck including not running max attack but it's a pretty cool surprise Keldeo RK.
228+ Atk Conkeldurr Mach Punch vs. 4 HP / 0 Def Bisharp: 304-360 (111.7 - 132.3%) -- guaranteed OHKO
252+ Atk Bisharp Iron Head vs. 0 HP / 64 Def Conkeldurr: 136-162 (38.7 - 46.1%) -- guaranteed 3HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 4 HP / 252+ Def Eviolite Chansey: 372-440 (57.9 - 68.5%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Ice Punch vs. 216 HP / 0 Def Multiscale Dragonite: 196-232 (51.9 - 61.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
64+ Atk Dragonite Dragon Claw vs. 0 HP / 64 Def Conkeldurr: 126-148 (35.8 - 42.1%) -- guaranteed 3HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 0 HP / 4 Def Excadrill: 422-498 (116.8 - 137.9%) -- guaranteed OHKO
228+ Atk Conkeldurr Mach Punch vs. 0 HP / 4 Def Excadrill: 224-266 (62 - 73.6%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Mold Breaker Excadrill Earthquake vs. 0 HP / 64 Def Conkeldurr: 180-213 (51.2 - 60.6%) -- guaranteed 2HKO after Stealth Rock
252 Atk Garchomp Earthquake vs. 0 HP / 64 Def Conkeldurr: 160-189 (45.5 - 53.8%) -- 92.6% chance to 2HKO after Stealth Rock
228+ Atk Conkeldurr Ice Punch vs. 0 HP / 0 Def Garchomp: 392-464 (109.8 - 129.9%) -- guaranteed OHKO
252 SpA Life Orb Gengar Sludge Bomb vs. 0 HP / 172 SpD Assault Vest Conkeldurr: 144-172 (41 - 49%) -- 10.9% chance to 2HKO after Stealth Rock
228+ Atk Conkeldurr Knock Off (97.5 BP) vs. 28 HP / 0 Def Gengar: 366-432 (136.5 - 161.1%) -- guaranteed OHKO
0 Atk Gliscor Earthquake vs. 0 HP / 64 Def Conkeldurr: 102-120 (29 - 34.1%) -- 54.8% chance to 3HKO after Stealth Rock
228+ Atk Conkeldurr Ice Punch vs. 244 HP / 0 Def Gliscor: 312-368 (88.6 - 104.5%) -- guaranteed OHKO after Stealth Rock
252+ SpA Gothitelle Psyshock vs. 0 HP / 64 Def Conkeldurr: 228-270 (64.9 - 76.9%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Knock Off (97.5 BP) vs. 0 HP / 0 Def Gothitelle: 252-298 (89.6 - 106%) -- guaranteed OHKO after Stealth Rock
+1 192+ Atk Mold Breaker Mega Gyarados Waterfall vs. 0 HP / 64 Def Conkeldurr: 231-273 (65.8 - 77.7%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 88 HP / 4 Def Mega Gyarados: 260-308 (73.6 - 87.2%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Mach Punch vs. 88 HP / 4 Def Mega Gyarados: 140-168 (39.6 - 47.5%) -- 40.6% chance to 2HKO after Stealth Rock
0 SpA Heatran Lava Plume vs. 0 HP / 172 SpD Assault Vest Conkeldurr: 82-97 (23.3 - 27.6%) -- 100% chance to 4HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 248 HP / 0 Def Heatran: 270-318 (70.1 - 82.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
228+ Atk Conkeldurr Mach Punch vs. 248 HP / 0 Def Heatran: 144-170 (37.4 - 44.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 172 SpD Assault Vest Conkeldurr: 202-238 (57.5 - 67.8%) -- guaranteed 2HKO after Stealth Rock
252 SpA Choice Specs Keldeo Secret Sword vs. 0 HP / 64 Def Conkeldurr: 202-238 (57.5 - 67.8%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 0 HP / 0 Def Keldeo: 153-181 (47.3 - 56%) -- guaranteed 2HKO after Stealth Rock
^Conk cannot be 2hkoed with drain punch recovery
252 SpA Life Orb Sheer Force Landorus Psychic vs. 0 HP / 172 SpD Assault Vest Conkeldurr: 231-273 (65.8 - 77.7%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Ice Punch vs. 0 HP / 4 Def Landorus: 408-484 (127.8 - 151.7%) -- guaranteed OHKO
4 Atk Landorus-T Earthquake vs. 0 HP / 64 Def Conkeldurr: 145-172 (41.3 - 49%) -- 15.2% chance to 2HKO after Stealth Rock
-1 228+ Atk Conkeldurr Ice Punch vs. 252 HP / 252+ Def Landorus-T: 196-232 (51.3 - 60.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Magnezone Thunderbolt vs. 0 HP / 172 SpD Assault Vest Conkeldurr: 183-216 (52.1 - 61.5%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 172 HP / 0 Def Magnezone: 252-296 (77.7 - 91.3%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Mach Punch vs. 172 HP / 0 Def Magnezone: 134-158 (41.3 - 48.7%) -- 10.9% chance to 2HKO after Stealth Rock
^Conk cannot be 2hkoed with drain punch recovery
244 Atk Life Orb Mamoswine Earthquake vs. 0 HP / 64 Def Conkeldurr: 207-243 (58.9 - 69.2%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 0 HP / 0 Def Mamoswine: 338-398 (94.1 - 110.8%) -- guaranteed OHKO after Stealth Rock
^Conk cannot be 2hkoed with drain punch recovery
252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 172 SpD Assault Vest Conkeldurr: 142-168 (40.4 - 47.8%) -- 2.3% chance to 2HKO after Stealth Rock
228+ Atk Conkeldurr Ice Punch vs. 0 HP / 4 Def Thundurus: 248-294 (82.9 - 98.3%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Terrakion Close Combat vs. 0 HP / 64 Def Conkeldurr: 247-292 (70.3 - 83.1%) -- guaranteed 2HKO after Stealth Rock
228+ Atk Conkeldurr Drain Punch vs. 0 HP / 0 Def Terrakion: 306-362 (94.7 - 112%) -- guaranteed OHKO after Stealth Rock
0 Atk Tyranitar Earthquake vs. 0 HP / 64 Def Conkeldurr: 90-107 (25.6 - 30.4%) -- 82.3% chance to 3HKO after Stealth Rock and sandstorm damage
228+ Atk Conkeldurr Drain Punch vs. 248 HP / 252+ Def Tyranitar: 376-448 (93.3 - 111.1%) -- guaranteed OHKO after Stealth Rock
68 SpA Zapdos Thunderbolt vs. 0 HP / 172 SpD Assault Vest Conkeldurr: 94-112 (26.7 - 31.9%) -- 1.2% chance to 3HKO after Stealth Rock
228+ Atk Conkeldurr Ice Punch vs. 252 HP / 168+ Def Zapdos: 162-192 (42.1 - 50%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
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