I've lurked for a while. This looks pretty fun.
Mega Conkeldurr
Fighting->Fighting/Steel
Guts/Iron Fist/No Guard->Decelerate- At the end of every turn, speed lowers by one stat stage and attack goes up by one. (Speed Boost clone- kinda, might need help coding.)
Stats:
HP: 105->105
Attack: 140->140 (+0)
Defense: 95->95 (+0)
Special Attack: 55->55 (+0)
Special Defense: 65->80 (+15)
Speed: 45->130 (+85)
New moves: Gyro Ball, Meteor Mash, Stealth Rock, Bullet Punch
So here's the deal. Conkeldurr has always stood out to me as an immensely strong wallbreaker that is lacking in the speed department. I wanted to make a mega that also has this concept as a competitive base, but executes it differently. The given stat changes make Conkeldurr far faster than before and capable of sweeping much more effectively since not only can it now dish out strong hits, but it can now outpace and kill offensive threats as well. Additionally, Conk is bulkier and has a better defensive typing, allowing it to tank more hits as well. This comes at a cost, however. First, compared to Guts Conk, he loses a ton of power. Second, the ability. Conk's ability ensures that even though he may be outspeeding key threats turn 1, he gets slower and slower, meaning that stuff like Vish, Cinderace, and other attackers suddenly become counters to Conk who gets outsped and revenge killed. Not all is bad here, though. Conk also gets an attack boost every turn, so he becomes more threatening as time goes on. I opted to not give Conk any more priority so he doesn't become unkillable (added Bullet Punch as a trade after I had to fix him so disregard), as Mach Punch takes several turns to become truly scary and even then he is kinda helpless against fast Ghosts with the right coverage. Steel typing ultimately was added to increase longevity, and give Conk a new STAB to replace Facade, which was commonly run as coverage on Guts sets. Meteor Mash is a flavor pick, while Gyro Ball can be used to abuse Decelerate. Also, I gave him rocks because he's good at forcing switches. The way he is designed means that he doesn't really work under Trick Room because it takes him several turns to be a monster there, and by then TR has already worn off. And yes, I am aware that I lowered Special Attack a ton so I could add more to other stats but honestly given the detriments of now being weak to common types like Fire, Fighting, and Ground on top of Deceleration, I think it's fine. All in all, I'd say he's balanced.
Sample set for fun:
Mega Conkeldurr
Fighting->Fighting/Steel
Guts/Iron Fist/No Guard->Decelerate- At the end of every turn, speed lowers by one stat stage and attack goes up by one. (Speed Boost clone- kinda, might need help coding.)
Stats:
HP: 105->105
Attack: 140->140 (+0)
Defense: 95->95 (+0)
Special Attack: 55->55 (+0)
Special Defense: 65->80 (+15)
Speed: 45->130 (+85)
New moves: Gyro Ball, Meteor Mash, Stealth Rock, Bullet Punch
So here's the deal. Conkeldurr has always stood out to me as an immensely strong wallbreaker that is lacking in the speed department. I wanted to make a mega that also has this concept as a competitive base, but executes it differently. The given stat changes make Conkeldurr far faster than before and capable of sweeping much more effectively since not only can it now dish out strong hits, but it can now outpace and kill offensive threats as well. Additionally, Conk is bulkier and has a better defensive typing, allowing it to tank more hits as well. This comes at a cost, however. First, compared to Guts Conk, he loses a ton of power. Second, the ability. Conk's ability ensures that even though he may be outspeeding key threats turn 1, he gets slower and slower, meaning that stuff like Vish, Cinderace, and other attackers suddenly become counters to Conk who gets outsped and revenge killed. Not all is bad here, though. Conk also gets an attack boost every turn, so he becomes more threatening as time goes on. I opted to not give Conk any more priority so he doesn't become unkillable (added Bullet Punch as a trade after I had to fix him so disregard), as Mach Punch takes several turns to become truly scary and even then he is kinda helpless against fast Ghosts with the right coverage. Steel typing ultimately was added to increase longevity, and give Conk a new STAB to replace Facade, which was commonly run as coverage on Guts sets. Meteor Mash is a flavor pick, while Gyro Ball can be used to abuse Decelerate. Also, I gave him rocks because he's good at forcing switches. The way he is designed means that he doesn't really work under Trick Room because it takes him several turns to be a monster there, and by then TR has already worn off. And yes, I am aware that I lowered Special Attack a ton so I could add more to other stats but honestly given the detriments of now being weak to common types like Fire, Fighting, and Ground on top of Deceleration, I think it's fine. All in all, I'd say he's balanced.
Sample set for fun:
Mega Conkeldurr
Ability: Iron Fist/Guts (Neither really helps... I guess you can run Iron Fist to revenge with Mach Punch and Mega evolve the next turn, or you can run Guts if you get statused on switch in so you can abuse it and play like normal Conk would. Just don't run No Guard so attacks might miss on switch.
Jolly Nature (calc'd it and Mega Conk outspeeds base Conk at -2 if base Conk runs Adamant while also being at +2 attack... also you speed tie with 252+ base 70 mons at -1 so probably run Jolly always idk)
252 Atk/4 SpD/252 Spe
Move 1: Meteor Mash/Close Combat/Hammer Arm
Move 2: Mach Punch
Move 3: Knock Off
Move 4: Bullet Punch/EQ/Stone Edge/Stealth Rock/fighting STAB
I figured that Close Combat doesn't go very well with Decelerate so yeah
Ability: Iron Fist/Guts (Neither really helps... I guess you can run Iron Fist to revenge with Mach Punch and Mega evolve the next turn, or you can run Guts if you get statused on switch in so you can abuse it and play like normal Conk would. Just don't run No Guard so attacks might miss on switch.
Jolly Nature (calc'd it and Mega Conk outspeeds base Conk at -2 if base Conk runs Adamant while also being at +2 attack... also you speed tie with 252+ base 70 mons at -1 so probably run Jolly always idk)
252 Atk/4 SpD/252 Spe
Move 1: Meteor Mash/Close Combat/Hammer Arm
Move 2: Mach Punch
Move 3: Knock Off
Move 4: Bullet Punch/EQ/Stone Edge/Stealth Rock/fighting STAB
I figured that Close Combat doesn't go very well with Decelerate so yeah
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