Conkeldurr

Conkeldurr

Rank #131Fighting

HP
180
Atk
160
Def
115
SpA
75
SpD
85
Spe
65
Total680

Usage Format

Conkeldurr Abilities

Conkeldurr Type Effectiveness

Weak to

FlyingPsychicFairy

Resistant to

Rock½×Bug½×Dark½×

Immune to

Damaged normally by

NormalFightingPoisonGroundGhostSteelFireWaterGrassElectricIceDragon

Conkeldurr Moves

Usage Move Type Category Power Acc PP Prio Description
75.3%Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
62.7%Mach PunchFightingPhysical4010020+1
60.9%Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
48.9%Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
30.3%Wide GuardRockStatus12+3During the turn this move is used, the user protects its side from moves that target all allies.
20.3%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
18%Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
17.2%Knock OffDarkPhysical65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
14.1%Poison JabPoisonPhysical80100200Has a 30% chance of poisoning the target.
10.8%Close CombatFightingPhysical12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Mega KickNormalPhysical1207580
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Double-EdgeNormalPhysical120100160The user takes 1/3 of the damage dealt by this move.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Low KickFightingPhysical100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
CounterFightingPhysical10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Focus EnergyNormalStatus200The user gains a 2-stage Critical-Hit Ratio Boost.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
CurseGhostStatus120The user loses 1/2 of its max HP to give the target the Cursed status.
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Scary FaceNormalStatus100120Lowers the target’s Speed stat by 2 stages.
DetectFightingStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
AttractNormalStatus100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Dynamic PunchFightingPhysical1005080Confuses the target.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Focus PunchFightingPhysical15010020-3This move fails if the user has already taken damage from a move in the same turn.
TauntDarkStatus100200Gives the target the Taunted status.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
SuperpowerFightingPhysical12010080Lowers the user’s Attack and Defense stats by 1 stage.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Bulk UpFightingStatus200Boosts the user’s Attack and Defense stats by 1 stage.
Rock BlastRockPhysical2590120The user attacks 2 to 5 times in a row.
Hammer ArmFightingPhysical10090120Lowers the user’s Speed stat by 1 stage.
PaybackDarkPhysical50100120This move’s power is doubled if the user attacks after the target.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
DefogFlyingStatus160Lowers the target’s evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
Stone EdgeRockPhysical1008080This move has a 1-stage Critical-Hit Ratio Boost.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Smack DownRockPhysical50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
Low SweepFightingPhysical65100200Lowers the target’s Speed stat by 1 stage.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
High HorsepowerGroundPhysical9595120
Brutal SwingDarkPhysical60100200
Stomping TantrumGroundPhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
CoachingFightingStatus120Boosts allies’ Attack and Defense stats by 1 stage.
Hard PressSteelPhysical100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).
Upper HandFightingPhysical6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority move.