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.
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Level 25To Gurdurr
TradeTo Conkeldurr
ConkeldurrLast stage shown
#0534 · GENERATION 5
Physical attacker with priority and recovery
Build a Conkeldurr team ↓Hover or tap the cards.
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Generation 9 · casual singles · base form
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.
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.
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
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.
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×.
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.
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.
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
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
Heracross offers Bug attacks and more Speed with Guts, but has a four-times Flying weakness.
| Stat | Conkeldurr | Heracross |
|---|---|---|
| HP | 105 | 80 |
| Attack | 140 | 125 |
| Defense | 95 | 75 |
| Sp. Attack | 55 | 40 |
| Sp. Defense | 65 | 95 |
| Speed | 45 | 85 |
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.
A Steel teammate resists Flying, Psychic and Fairy attacks. Add a faster special attacker to complement its low Speed.
Resists Flying, Psychic and Fairy and supplies special damage.
Adds fast special attacks against targets immune to Fighting and Normal.
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 →Heracross offers Bug attacks and more Speed with Guts, but has a four-times Flying weakness.
Try Heracross →Typing only. Abilities, items and battle effects can change these matchups.
Level 25
Gurdurr#533Trade
Conkeldurr#534Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Conkeldurr. Add teammates and compare your type-and-base-stat score.
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.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
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FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 46 → 74
Team score 46 → 73
Team score 46 → 73
Team score 46 → 72
Team score 46 → 72
Team score 46 → 72
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Conkeldurr | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | 1× | 0 | 0 |
| Water | 1× | 0 | 0 |
| Electric | 1× | 0 | 0 |
| Grass | 1× | 0 | 0 |
| Ice | 1× | 0 | 0 |
| Fighting | 1× | 0 | 0 |
| Poison | 1× | 0 | 0 |
| Ground | 1× | 0 | 0 |
| Flying | 2× | 1 | 0 |
| Psychic | 2× | 1 | 0 |
| Bug | ½× | 0 | 1 |
| Rock | ½× | 0 | 1 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | ½× | 0 | 1 |
| Steel | 1× | 0 | 0 |
| Fairy | 2× | 1 | 0 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
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.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
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.