Competitive Information for Conkeldurr [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Conkeldurr conkeldurr
Base Stats for Conkeldurr

Fighting

Abilities:
GutsGuts: If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.
,
Iron FistIron Fist: This Pokemon's punch-based attacks have 1.2x power. Sucker Punch is not boosted.
,
Sheer ForceSheer Force: This Pokemon's attacks with secondary effects have 1.3x power; nullifies the effects.


Evolutions / Family:
Timburr
Gurdurr
Conkeldurr

Weakness Chart for Fighting-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
0.5x
  
  
2x
  
  
2x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
2x
0.5x
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ConkeldurrVisit Serebii's Pokedex for location, breeding, and other game details about ConkeldurrVisit Bulbapedia for more information about ConkeldurrVisit Pikalytics for competitive usage stats on Conkeldurr

Movesets for Singles


What is a good competitive moveset for Conkeldurr? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common single-battle team mates for Conkeldurr in Pokemon Sun/Moon:

Rotom-WashScizor-MegaTyranitarTapu%20KokoSkarmoryDarmanitanNinetales-AlolaLatios-MegaStarmieAggron-MegaLopunnyRotom-Heat


Conkeldurr is pretty popular Fighting-typed Pokemon. Conkeldurr are common Pokemon to see in the SM metagame. Conkeldurr is weak to Fairy, Flying, and Psychic-typed attacks.


Species: Conkeldurr
Item: Flame Orb / Assault Vest
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 SpD
Moveset:
- Ice Punch
- Facade
- Knock Off
- Mach Punch / Drain Punch

Physical Tank Conkeldurr (Popular/Trending)

Conkeldurr is a remarkable Physical Tank. The purpose of this moveset is to take a nice amount of physical hits while dealing some decent damage. Flame Orb will burn Conkeldurr at the end of the turn which will activate Conkeldurr's Guts ability. With Guts, if Conkeldurr is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Conkeldurr a sweet boost.

Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Facade is a physical 70-base power Normal-type move (power doubles if Conkeldurr is burn/poison/paralyzed).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Mach Punch is a physical STAB-boosted priority-increased 40-base power Fighting-type move (usually goes first).
Drain Punch is a physical STAB-boosted 75-base power Fighting-type move (Conkeldurr recovers 50% of the damage dealt).




Species: Conkeldurr
Item: Flame Orb / Fightinium Z
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Superpower / Hammer Arm
- Facade / Return
- Earthquake
- Detect / Protect

Physical Sweeper Conkeldurr (Guts)

Conkeldurr is an outstanding Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Conkeldurr from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Conkeldurr at the end of the turn which will activate Conkeldurr's Guts ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Guts, if Conkeldurr is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Conkeldurr a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Conkeldurr's attack and defense by 1 stage).
Hammer Arm is a physical STAB-boosted 100-base power Fighting-type move (lowers your Conkeldurr's speed by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Conkeldurr is burn/poison/paralyzed).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Detect is a status move (prevents moves from affecting your Conkeldurr this turn).
Protect is a status move (prevents moves from affecting your Conkeldurr this turn).




Species: Conkeldurr
Item: Flame Orb
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 SpD
Moveset:
- Stone Edge
- Drain Punch
- Payback
- Mach Punch

Conkeldurr Physical Tank (Conquerdurr)

Conkeldurr is a pretty decent Physical Tank. It is designed to take a hefty amount of physical hits while dealing some decent damage. Flame Orb will burn Conkeldurr at the end of the turn which will activate Conkeldurr's Guts ability. With Guts, if Conkeldurr is statused its attack is 1.5x; ignores burn halving physical damage. Magnificent attack and a good HP, coupled with their offensive movements that are good enough to be a good sweeper physical. You can hit with the priority of Mach Punch, recover with Drain Punch and with the rest of their movements gives excellent coverage.

Stone Edge is a physical 100-base power Rock-type move (high critical hit ratio).
Drain Punch is a physical STAB-boosted 75-base power Fighting-type move (Conkeldurr recovers 50% of the damage dealt).
Payback is a physical 50-base power Dark-type move (power doubles if your Conkeldurr moves after the target).
Mach Punch is a physical STAB-boosted priority-increased 40-base power Fighting-type move (usually goes first).



Movesets for Doubles


What is a good doubles moveset for Conkeldurr? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common double-battle team mates for Conkeldurr in Pokemon Sun/Moon:

MiloticTogekissGengarSnorlaxFerrothorn


Species: Conkeldurr
Item: Flame Orb / Fightinium Z
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Superpower
- Earthquake
- Facade
- Detect / Protect

Doubles Physical Sweeper Conkeldurr (Guts)

Conkeldurr is an outstanding Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Focus Sash helps protect Conkeldurr from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Conkeldurr at the end of the turn which will activate Conkeldurr's Guts ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Guts, if Conkeldurr is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Conkeldurr a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Conkeldurr's attack and defense by 1 stage).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Facade is a physical 70-base power Normal-type move (power doubles if Conkeldurr is burn/poison/paralyzed).
Detect is a status move (prevents moves from affecting your Conkeldurr this turn).
Protect is a status move (prevents moves from affecting your Conkeldurr this turn).



Movepool


Wondering what moves can Conkeldurr learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Chip Away
70
100%
20
Ignores the target's stat stage changes.
Comet Punch
18
85%
15
Hits 2-5 times in one turn.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Force Palm
60
100%
10
30% chance to paralyze the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Hammer Arm
100
90%
10
Lowers the user's Speed by 1.
Ice Punch
75
100%
15
10% chance to freeze the target.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mach Punch
40
100%
30
Usually goes first.
Payback
50
100%
10
Power doubles if the user moves after the target.
Poison Jab
80
100%
20
30% chance to poison the target.
Pound
40
100%
35
No additional effect.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Throw
50
90%
15
No additional effect.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Smack Down
50
100%
15
Removes the target's Ground immunity.
Smelling Salts
70
100%
10
Power doubles if target is paralyzed, and cures it.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wake-Up Slap
70
100%
10
Power doubles if target is asleep, and wakes it.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Wide Guard
--
--
10
Protects allies from multi-target moves this turn.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Conkeldurr can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Conkeldurr

Create a build


Have an idea in mind for Conkeldurr that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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