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Level 25To Gurdurr

TradeTo Conkeldurr

ConkeldurrLast stage shown

#0534 · GENERATION 5

Conkeldurr Build Guide

Fighting

Physical attacker with priority and recovery

Build a Conkeldurr team ↓

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Starter moveset

Generation 9 · casual singles · base form

ITEMFlame Orb
ABILITYGuts
NATUREAdamant
1
Drain Punch
2
Mach Punch
3
Knock Off
4
Facade

How to play

Flame Orb can activate Guts by burning Conkeldurr at the end of the turn. Drain Punch restores some HP while Mach Punch provides priority against an eligible weakened target.

Watch out for

Key risk. Burn still causes chip damage. Guts prevents the usual burn reduction to physical damage but does not remove all status effects. Flying, Psychic and Fairy attacks are super effective; Ghost targets ignore both Fighting moves and Facade.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Flame Orb can activate Guts by burning Conkeldurr at the end of the turn. Drain Punch restores some HP while Mach Punch provides priority against an eligible weakened target.

A Ghost is the only thing in front of you

Fighting and Normal moves both do nothing to it, so Knock Off is the only damaging option on the set, and Dark hits a Ghost target for 2×.

You want the priority close

Mach Punch moves first and does not guarantee the knockout, and the Guts boost cannot change an immunity — it only changes how much a move that does connect hurts.

A faster special attacker switches in

Fairy, Flying and Psychic each deal 2× to Conkeldurr, and its low Speed means they usually arrive first. Facade is the payoff, but the turn to click it has to be won before that happens.

What does a safe pivot mean?

A teammate uses a switching move to bring Conkeldurr in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Guts raises Attack while Conkeldurr is burned and cancels the burn’s usual penalty on physical damage, so the Flame Orb is the engine of the set, not an accident — the HP drain keeps running regardless. Ghost targets ignore Drain Punch, Mach Punch and Facade alike.

Watch the tradeoff. Burn still causes chip damage. Guts prevents the usual burn reduction to physical damage but does not remove all status effects. Flying, Psychic and Fairy attacks are super effective; Ghost targets ignore both Fighting moves and Facade.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Conkeldurr or Heracross?

Heracross offers Bug attacks and more Speed with Guts, but has a four-times Flying weakness.

Base stats · standard forms in the local Generation 9 dataset
StatConkeldurrHeracross
HP10580
Attack140125
Defense9575
Sp. Attack5540
Sp. Defense6595
Speed4585

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Steel teammate resists Flying, Psychic and Fairy attacks. Add a faster special attacker to complement its low Speed.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Heracross

Heracross offers Bug attacks and more Speed with Guts, but has a four-times Flying weakness.

Read Heracross guide →

Try Heracross →

Type matchups

Weak to

Flying2×Psychic2×Fairy2×
Resistances and immunities
Bug0.5×Rock0.5×Dark0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP105
Attack140
Defense95
Sp. Attack55
Sp. Defense65
Speed45

Evolution chain

  1. Timburr#532
  2. Level 25

    Gurdurr#533
  3. Trade

    Conkeldurr#534

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Conkeldurr team

Start with Conkeldurr. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 46 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#534

Conkeldurr

Fighting
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense79
Defense60
Coverage28
Synergy8

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +28 pts

    Celesteela

    SteelFlying

    Team score 46 → 74

    Why this Pokémon?
    • Adds Flying resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds Fairy resistance or immunity
    +27 pts

    Jirachi

    SteelPsychic

    Team score 46 → 73

    Why this Pokémon?
    • Adds Flying resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds Fairy resistance or immunity
    +27 pts

    Gholdengo

    SteelGhost

    Team score 46 → 73

    Why this Pokémon?
    • Adds Flying resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds Fairy resistance or immunity
    +26 pts

    Magnezone

    ElectricSteel

    Team score 46 → 72

    Why this Pokémon?
    • Adds Flying resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds Fairy resistance or immunity
    +26 pts

    Victini

    PsychicFire

    Team score 46 → 72

    Why this Pokémon?
    • Adds Psychic resistance or immunity
    • Adds Fairy resistance or immunity
    • Adds super-effective coverage against Grass, Fighting, Poison and more
    +26 pts

    Magearna

    SteelFairy

    Team score 46 → 72

    Why this Pokémon?
    • Adds Flying resistance or immunity
    • Adds Psychic resistance or immunity
    • Adds Fairy resistance or immunity

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Fairy attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Flying attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 5 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackConkeldurrWeakResist
    Normal1×00
    Fire1×00
    Water1×00
    Electric1×00
    Grass1×00
    Ice1×00
    Fighting1×00
    Poison1×00
    Ground1×00
    Flying2×10
    Psychic2×10
    Bug½×01
    Rock½×01
    Ghost1×00
    Dragon1×00
    Dark½×01
    Steel1×00
    Fairy2×10

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    Normal✓ Super effective
    FireNeutral
    WaterNeutral
    ElectricNeutral
    GrassNeutral
    Ice✓ Super effective
    FightingNeutral
    PoisonResisted
    GroundNeutral
    FlyingResisted
    PsychicResisted
    BugResisted
    Rock✓ Super effective
    GhostImmune target
    DragonNeutral
    Dark✓ Super effective
    Steel✓ Super effective
    FairyResisted
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

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    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.