conkeldurr (qc 2/3) being written

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taken over from steve angello


[OVERVIEW]
  • a respectable tank, boasting substantial attack, solid defense, and not-too-shabby special defense when equipped with an assault vest
  • can somewhat mitigate its low speed with its access to mach punch, which also lets conk act as a solid check to bisharp, mega lopunny, and sand offense
  • two great abilities in both sheer force and guts; one of which lets conk become a really strong wallbreaker, while the other lets it become a status absorber
  • its standalone fighting-typing is both a blessing and a curse, as while it may be a solid check to tyranitar, bisharp, and lopunny, its very susceptible to many common threats, such as talonflame,
  • really wide movepool, letting it pretty much pick and choose what switches into it. however, this leads to issues with 4mss

[Set]
name: Assault Vest
move 1: Drain Punch
move 2: Mach Punch
move 3: Knock Off / Ice Punch
move 4: Ice Punch / Stone Edge
ability: Guts
item: Assault Vest
EVs: 252 Atk / 236 SDef / 20 Spe
nature: Adamant

Moves
========
  • drain punch is your most important move, keeping up conkeldurrs health while dealing respectable damage
  • mach punch is a decently powerful priority move, and can let conkeldurr eliminate faster threats such as lopunny, weavile or excadrill
  • knock off hits psychics and ghosts super effectively, and removes the item of whatever non-mega takes the attack
  • ice punch is preferred in the last slot, as to hit bulky groumps like tankchomp or hippowdon. can be used over knock off if your team doesnt have troubles with slowbro
  • stone edge stops av conk from being fodder to volcorona, mega pinsir, or talonflame
  • pjab hits fairies, mostly clefable and azu
Set Details
========
  • this set focuses on being more of an offensive pivot than a wallbreaker, as opposed to the sheer force set
  • assault vest+almost max spdef lets conkeldurr be as bulky on the special side as possible, letting it become nearly impossible to ohko from a special attack
  • max attack adamant lets conk hit as hard as possible
  • 20 speed evs let you outspeed hippowdon and hit it with an ice punch
Usage Tips
========
  • should primarily be used to pivot into special attackers that conk checks, such as thundurus or kyurem-black, early game
  • can act as a status absorber thanks to guts, letting it more reliably check gengar and keldeo
  • keep conk around if you need it to revenge something later on, such as bisharp or mega gyarados
  • most of the time youre just going to want to spam drain punch to keep your hp up
Team Options
========
  • Pokemon that enjoy having a sponge for special Electric types and Gengar are good partners for Conkeldurr. Pokemon that come to mind include Rotom-W, Slowbro, Landorus-T, and Metagross.
  • klefki is a cool partner for more offensively oreinted teams, spreading para and spikes to support conk
  • flying checks, such as megaman or ttar
  • Pokemon that like having a status absorber pair well with Conkeldurr,. Landorus-T and Metagross fit this category as well as sweepers that often get cut off by Will-o-Wisp or Thunder Wave, such as Mega Altaria and Mega Gyarados.
  • av meta for DUAL AV with conk taking on dark types and absorbing status, while meta takes on fairies and pursuit traps psychic
  • talonflame beats fairy types and mega venu
  • Mega Sableye walls this set even harder than the sheer force, so Fairy types that can deal with Sableye are good partners for this set as well

[Set]
name: Sheer Force Attacker
move 1: Mach Punch
move 2: Drain Punch / Superpower
move 3: Ice Punch
move 4: Thunder Punch / Poison Jab
item: Life Orb
ability: Sheer Force
nature: Adamant
EVs: 48 HP / 252 Atk / 208 Spe

[Set Comments]

Moves
========
  • mach punch is a strong priority move, and can let conkeldurr eliminate faster threats such as lopunny, weavile or excadrill
  • drain punch is conkeldurr's most reliable (STAB) attack, hitting decently hard, and giving conkeldurr some much-needed recovery. on the other hand, superpower is way stronger and can pretty much nuke anything that resists it, at the cost of drops in attack and defense
  • ice punch provides amazing coverage, hitting hippowdon, garchomp, latis, gliscor, and landorus-t super-effectively.
  • thunder punch breaks bulky waters that otherwise wall conkeldurr, such as slowbro, slowking, or suicune, while also reliably hitting skarmory, talon, and zardy
  • poison jab hits fairy types, such as clefable, mega gardevoir, or azumarill, that would wall conkeldurr otherwise
  • rock slide can be used to hit volcarona, zard-y or talon on the switch, but theyre hit pretty hard by conkeldurrs other coverage options as it is and isnt really worth the moveslot
Set Details
========
  • evs let conkeldurr pass up uninvested skarmory, hit as hard as possible, and the remaining evs are put into hp to increase conkeldurrs overall bulk. an alternative spread of 128 HP / 252 Atk / 128 Spe can be used to still outpace Clefable and have a little more bulk than the other spread
  • sheer force boosts conks coverage options, and negates life orb recoil when using a move normally boosted by sheer force
  • life orb boosts the power of all of conkeldurrs attacks at the cost of some longevity, which can be somewhat mitigated by drain punch recovery

Usage Tips
========
  • use coverage moves accordingly to neutrilize the typical checks to conkeldurr. for example, if running poison jab, you can use it on a fairy type switching into conk as to hit it super effectively
  • bringing conkeldurr out early-game to punch holes in the opponents team, however if your foe has a sweeper that conkeldurr can threaten with mach punch, keeping conkeldurr around until the threat is gone is recommended to keep it in check
  • most of the time youre just gonna want to spam drain punch or superpower, as theyre conks most powerful attacking option
Team Options
========
  • this sets best partners vary based off its coverage move. when running thunder punch, mons that appreciate bulky waters such as slowbro removed; therefore, mons like talon or metagross make for good partners, similarly, when running poison jab, running conkeldurr with mons that appreciate fairies removed, such as keldeo or hoopa, make for good partners
  • fairy-types make for great partners, as theyre able to deal with conkeldurrs most common counter: mega sableye. mega diancie in particular appreciates conkeldurrs ability to beat ferrothorn and spdef skarmory, while diancie beats the flying-types that threaten conkeldurr
  • steel types can make for excellent partnes, as th can eliminate the psychic and fairy types that bother conk, and clean shop if conk can hit spdef skarm with superpower. mega metagross can trap the psychic types that bother conk, while also beating mega venusaur and fairies; heatran works similarly for the last two reasons
  • as bulky psychic types are an issue for this set, dark types, such as hoopa or bisharp can make for stellar teammates. weavile in particular can threaten flying types such as tornadus while scaring psychics
[Strategy Comments]

Other Options
=============
  • choice band + guts
  • fire punch

Checks and Counters
===================
**Mega Sableye**: Due to its unique typing, Mega Sableye completely walls Conkeldurr, as it's immune to Conkeldurr's STAB attacks, takes reduced damage from Knock Off, and is neutral to any coverage move Conkeldurr might want to use on it.

**Mega Venusaur**: Conkeldurr struggles to do much damage to Mega Venusaur, while Venusaur can heal off any damage dealt with Giga Drain or Synthesis.

**Psychic types**: While they must be weary of Knock Off, Psychic-types such as Latios, Slowbro, or Mega Alakazam can all threaten Conkeldurr with a powerful Psyshock, while resisting Conkeldurr's Fighting-type STAB attacks.

**Flying types**: Flying-types, such as Tornadus-Therian, Talonflame, or Togekiss, can easily shrug off a STAB attack from Conkeldurr, and easily threaten Conkeldurr out with the threat of a super-effective Hurricane, Brave Bird, or Air Slash, respectively.

**Fairy Types**: Fairy-types, such as Clefable, Azumarill, or Mega Gardevoir, can easily switch into any of Conkeldurr's moves, besides Poison Jab, and either use Conkeldurr as set-up fodder, or eliminate it.
 
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p2

Banned deucer.
o man i hate this mon so much

Overview
"an overall excellent tank" Tone this down a bit, Conkeldurr is far from excellent
mention it struggles to get past the likes of Mega Venusaur and Mega Sableye + fairies are really prevalent

Sheer Force Attacker
Set Details
Remove Fist Plate, it's not worth losing a big boost to Ice Punch / TPunch / Rock Slide / PJab for the cost of bluffing

Usage Tips
When you say sweepers that Conkeldurr can beat, mention that it beats Bisharp, Excadrill, and Weavile

Team Options
Steel types in general deserve a mention, Scizor can provide Uturn support allowing Conk to switch in easier since it lacks AV to come in on stuff like Gengar and it lacks Guts so it cant come in on the likes of Rotom-W.
Metagross also beats Fairies, can Pursuit fast psychics (this ones more for av though) and likes having the likes of Ferrothorn, Slowbro and Hippo weakened. It also beats Venu :o

Assault Vest
Moves
Mention Mach Punch here too

Set Details
Mention Guts and say what it allows it to check that Sheer Force cant + allows it to sponge status

Usage Tips
Say something about removing items with Knock Off, annoying the likes of Clefable and Slowbro
Also say something about predicting flying types coming in and using Ice Punch/SE on them

Team Options
Remove hazard removal
AV Metagross is a great Zam + Lati trapper, it deserves a mention here and you can also mention klefki which fits on more offensively inclined teams and spikes work well with Conkeldurr being able to annoy a bunch of common pokemon and force some switches and it spreads paralysis or weakens the likes of Hippo/Slowbro with Toxic. I suppose this can come under Steel types in general which you can go into a little more detail about
Rock / Ground / Electric types for opposing flying types
Talonflame for Clefable and Venusaur too

Other Options
ngl taunt sounds absolutely awful, I'm all for removing this


looks good, QC 1/3

edit: at first I didn't think swapping the sets was a good idea, but I can get behind the idea of putting AV first now, so I mean it depends on what the rest of the team has to say about it
 
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bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Before I do a check I want to kind of gauge the consensus on the order of the sets

Personally I believe AV is the better set. SF + LO has a niche but the issue is that there are plenty of wallbreakers in this tier (many which are faster). AV however plays a bit differently than most other AV mons in the sense that it is a really solid status absorber and applies more pressure to some offensive archetypes. I think its niche is bigger in this sense essentially and is overall the better set. I'd move it up above SF + LO but that is at your discretion astroboy unless some other QC members agree with me and also ask you to swap the order
 
implemented fleggs check

im not at all opposed to making av the first set, bludz, but im with you in that there should be more qc input on this because i just wanna make sure that if its first set its placement is agreed on so i dont have to move it around later n stuff. im sure u understand
 
Switch the order of the sets, QC discussed and wants AV first.

On Sheer Force, note that Thunder Punch targets Flying-types as well (list Talonflame and Charizard Y in particular). Fist Plate shouldn't be in set details for the first set because bluffing an AV is worthless and makes Conkeldurr miss out on a lot of power with its coverage moves; I wouldn't even put it in oo.

2/3
 
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