Overview
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- very strong, works well both in and out of trick room thanks to average speed
- good bulk on both sides, further boosted by assault vest
- stays alive for a while thanks to solid bulk and recovery from its main stab, drain punch
- stab mach punch is good for killing off low health mons
- two good abilities: iron fist boosts the power of a lot of conks moves, and guts is great for doing well against pokemon that like to use status such as rotom-w and trevenant
- good choice of coverage moves to choose from
- above 2 points make it a versatile mon
Assault Vest
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name: Assault Vest
move 1: Drain Punch
move 2: Mach Punch
move 3: Knock Off
move 4: Ice Punch
ability: Iron Fist / Guts
item: Assault Vest
evs: 108 HP / 152 Atk / 104 Def / 144 SpD
nature: Adamant
Moves
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- drain punch is main stab, recovers hp which is very useful, but often doesnt do enough damage thanks to relatively low power
- mach punch is useful for revenge killing low health pokemon
- knock off provides solid coverage against ghost types and psychic types, is rly strong and gets rid of the opponents item which is awesome
- ice punch is also very good coverage against stuff like bulky grounds and flying types
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- assault vest boosts special defense to high levels, so conk can take special hits all day while recovering health with drain punch
- the evs allow conk to live LO latios psyshock and 2 timid zardy heat waves in sun while keeping as many evs as possible left over for attack
- adamant for maximum powa
- if using in trick room, use 0 speed ivs and brave nature
- iron fist boosts the power of all its attacks except knock off which is useful
- guts turns burns and stuff against your opp
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- works well both in and out of trick room, but the trick room support is still useful
- drain punch does a shit ton of damage especially w/ iron fist boost
- conk can easily take hits and do loads of damage back vs stuff like ludicolo
- use mach punch to finish off low health mons even in tr, cos they might have priority (dont do this if they have a possible quick guard user tho)
- if the opp can be killed by any move except mach punch, check their team. if they have no fighting resist alive use drain punch. if they do, use knock off.
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- trick room users (cresselia, chandelure, jellicent, dusclops etc.). they also appreciate conkeldurr removing dark types like ttar and bisharp which otherwise are annoying
- cress in particular can provide useful helping hand support, set up reflect to soften physical attacks, psyshock deals with a lot of conks checks
- intimidate mons (salamence, gyarados, lando-t, mawile)
- steel types can take psychic and flying moves aimed at conk. follow me jirachi in particular is good at this, as it can redirect them completely and absorb the hit with ease. heatran is another good one as it compeltely beats talonflame, a big pain for conk
Trick Room Attacker
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name: Trick Room Attacker
move 1: Hammer Arm / Drain Punch
move 2: Mach Punch
move 3: Ice Punch / Knock Off
move 4: Protect
ability: Iron Fist / Guts
item: Life Orb
evs: 96 HP / 252 Atk / 80 Def / 80 SpD
ivs: 0 Spe
nature: Brave
Moves
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- hammer arm is your strongest stab, boosted by iron fist. it also lowers your speed so you can outslow even more stuff in trick room
- drain punch is another strong fighting stab move that can be used over hammer arm if you dont need as much power, but want some sort of recovery
- mach punch is useful for revenge killing low health pokemon, and gives conkeldurr a better chance outside of trick room
- protect can shield you from attacks for a turn so your partner can take out an annoying opponent, scout for moves and stall field conditions
- ice punch is good coverage against stuff like bulky grounds and flying types
- knock off gives good coverage vs ghost and psychic types, and is easily spammable thanks to removing the foes item
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- life orb boosts your power so you can hit as hard as possible
- the evs let you survive a max attack metagross zen headbutt after taking life orb damage, with the rest thrown into spD
- adamant for maximum powa
- iron fist boosts the power of all its attacks except knock off which is useful
- guts turns burns and stuff against your opp
- poison jab is an option over ice punch to hit fairies
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- works well in trick room, so that support is appreciated
- drain punch does a shit ton of damage especially w/ iron fist boost
- you can easily spam hammer arm as long as trick room is up, as it does loads of damage and lowers your speed so you can outslow even more stuff in tr
- conk can easily take hits and do loads of damage back vs stuff like ludicolo
- use mach punch to finish off low health mons even in tr, cos they might have priority (dont do this if they have a possible quick guard user tho)
- if the opp can be killed by any move except mach punch, check their team. if they have no fighting resist alive use drain punch. if they do, use knock off.
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- the same as the other set lol
- trick room users (cresselia, chandelure, jellicent, dusclops etc.). they also appreciate conkeldurr removing dark types like ttar and bisharp which otherwise are annoying
- cress in particular can provide useful helping hand support, set up reflect to soften physical attacks, psyshock deals with a lot of conks checks
- intimidate mons (mawile is good cos works in tr too). not as useful for this set as it is more offensive and not bulky, but still nice to have
- steel types can take psychic and flying moves aimed at conk. follow me jirachi in particular is good at this, as it can redirect them completely and absorb the hit with ease
Other Options
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- rock slide and eq as good spread moves, also provide good coverage
- stone edge is a more powerful alternative to rock slide, and it gets around wide guard cos no spread
- poison jab is an option to hit some fairies like sylveon and gardevoir, but only works on the switch unless trick room is up
- flame/toxic orb along with guts boosts attack up to high levels and also gives u a status absorber, but dies much faster thx to residual damage
- thunder punch provide additional coverage against stuff like gyarados, but not much else
- choice band fucking destroys. ice punch ohkos lando-t at -1 atk
- focus punch with follow me support is rly powerful, especially with iron fist + band
Checks & Counters
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- fairies take shit from anything except poison jab (togekiss is still hurt by ice punch, mawile+klefki by drain punch)
- outside of trick room, psychic, flying and fairies can outspeed and do a lot of damage
- burn on non guts conk is really useful for wearing it down and reducing the damage it does, but you should be sure its iron fist before you do that
- mega pokemon take shit from knock off, so if they resist fighting they can do quite well vs conk (mega venu, mega garde, mega pinsir)
- TALONFLAME THE DESTRUCTINATOR
- togekiss and amoonguss manipulate what move conkeldurr goes for by basically forcing it to use ice punch, which works to conks disadvantage
- basically any intimidate mon is annoying, but scrafty has to watch out for drain punch, lando-t has to be scared of ice punch and hitmontop is still hit for a decent amount of damage at -1
- while not a direct counter to conkeldurr, preventing trick room from going up reduces conkeldurrs effectiveness
do I have to use those dumb tags 9.9
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