Pillars of JUSTICE
[Overview]
- Capable of dealing heavy damage to threats such as Tyranitar, Excadrill, and others, thanks to its supreme 140 base attack, and priority Mach Punch
- 105/95/65 defenses further back its offensive potential, allowing it to tank attacks that frailer Fighting-types (such as Mienshao or Breloom) couldn't
- Great abilities in Guts and Iron Fist (Sheer Force too, I guess) help it hit even harder
- Suffers from a lacking 45 speed, making it very reliant on speed support (Thunder Wave and Trick Room are the only ones that can reliably support it, since it is so slow)
- The large array of Fighting-types that are successful in the metagame give it a lot of competition
- Common Psychic-type threats (Cresselia) can stop it in its tracks
[SET]
name: Iron Fist Attacker
move 1: Drain Punch / Hammer Arm
move 2: Ice Punch / Stone Edge
move 3: Mach Punch
move 4: Detect / Wide Guard
item: Life Orb
ability: Iron Fist
nature: Brave
EVs: 96 HP / 252 Atk / 80 Def / 80 SpD
IVs: 0 Spe
[SET COMMENTS]
- With Iron Fist and LO, Conkeldurr has huge damage output, it can OHKO 252/4 Tyranitar w/ either Drain Punch or Hammer Arm straight through Chople Berry, Excadrill 87.5% of the time w/ Mach Punch, and Latios or bulky Thundurus with Ice Punch
- Drain Punch is preferred, as it deal heavy damage while healing you so that LO damage doesn't become a big issue, but Hammer Arm can be more useful on a Trick Room team, as it lowers your speed (making you faster under Trick Room), and is significantly more powerful than Drain Punch
- Ice Punch = (powerful) coverage
- Mach Punch = (powerful) priority
- Detect is preferred since most attacks that threaten Conkeldurr are not spread attacks, but Wide Guard can be useful for supporting teammates, though in general there are better abusers of Wide Guard (Hitmontop)
[ADDITIONAL COMMENTS]
- Brave Nature w/ 0 IVs is used to make the most of Trick Room, which is the method of speed control Conkeldurr best prefers. However, if you opt to use Thunder Wave support, an Adamant Nature w/ 31 IVs would be preferable
- The spread allows you to always tank a 252+ Metagross Zen Headbutt after taking LO damage, with the rest of the EVs put into SpD to increase special bulk, allowing Drain Punch to heal as much as possible (thanks to a closer HP to defenses ratio)
- LO is used so you can OHKO bulky Thundurus and Latios, Fighting Gem is an option for more STAB power though
- This set pairs well with Trick Room setters (obv), especially Cresselia, Jellicent, and Chandelure. The Trick Room setters will appreciate Conkeldurr's ability to take down Dark-types like Tyranitar, while Conkeldurr will love Trick Room support. It also synergizes well with anything that despises sand (like Heatran, Eruption Heatran is particular partners well with it), as it is one of the best Sand checks out there, rivaled only by Breloom in this role. Conkeldurr also enjoys allies who can get past Ghost- and Psychic-type Pokemon, such as Tyranitar and Bisharp, since it otherwise struggles against those
- Payback can be used to hit Cresselia; however, if you are looking for a check to Cresselia, you probably ought to use a different Pokemon altogether
- Substitute could avoid harmful status on the LO set, though it does come at the sacrifice of a precious moveslot
- Taunt can be an efficient utility move, stopping a variety of moves, though it again comes at the cost of a precious attacking move or Detect, which Conkeldurr really would prefer not to give up
- ThunderPunch (on LO + Iron Fist set) can hit bulky Waters such as Jellicent and Gyarados while still hitting Thundurus pretty hard, if Latios and Dragons in general aren't much of an issue to your team
- Helping Hand is another nice utility move, that once again costs an important moveslot
- Lum Berry w/ Iron Fist can be used alongside Swagger, as it can make Conkeldurr's attacks extremely powerful, and Lum also provides useful one-time burn and sleep immunities
- Guts Conkeldurr w/ Flame Orb is a solid option, and can make better use of Rock Slide than an Iron Fist set could as well as being immune to status like sleep, but the residual damage and fact that it doesn't hit as hard assuming Conkeldurr's moves have an Iron Fist boost (56% boost from LO Iron Fist vs 50% from Guts) leaves it outclassed in most situations
- Sheer Force could theoretically be used over Iron Fist, as it can be used with Ice Punch or Rock Slide to avoid LO damage, but Iron Fist is preferred, since it boosts the power of Drain Punch, Hammer Arm, and Mach Punch as well
- Protect is an option if you are worried about Detect running low on PP, but that should rarely be an issue
- Sunny Day (and Rain Dance) can be used to change weather, as Conkeldurr can handle both Abomasnow and Tyranitar, allowing it to both remove the weather starter then change the weather
[Checks and Counters]
- Bulky Psychic-types, preferably Cresselia, make the best switch-ins, as Conkeldurr really can't do much to them
- Victini can easily handle Conkeldurr with V-create or Zen Headbutt, and only fears Stone Edge if Conkeldurr opts for using it over Ice Punch
- Speedy Flying-types such as Tornadus and Shaymin-S can KO Conkeldurr, assuming both a safe switch-in and no Trick Room conditions, as they will not be able to tank an Ice Punch or Stone Edge
- Latios/Latias, same things as speedy Flying-types, except they won't mind Rock Slide
- Burns can shut down Iron Fist variants pretty easily
- Ghosts, especially Chandelure (assuming Conkeldurr runs Ice Punch), can wall it, though Stone Edge and Ice Punch can still hurt most of them
- Intimidate
Last edited: