Conkeldurr
Rank #155![]()
HP
180
Atk
160
Def
115
SpA
75
SpD
85
Spe
65
Total680
Usage Format
Conkeldurr Abilities
Guts8%
When the Pokemon has a status condition, its Attack stat is boosted by 50%. Being burned does not halve the damage dealt by the Pokemon’s physical moves.
Sheer Force26.6%
The Pokemon’s moves lose their additional effects, but the power of those moves will be boosted by 30%.
Iron Fist65.4%
Boosts the power of the Pokemon’s punching moves by 20%.
Conkeldurr Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Conkeldurr Moves
| Usage | Move | Type | Category | Target | Power | Acc | PP | Prio | Description |
|---|
| 74.2% | Drain Punch | Single | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 65.1% | Ice Punch | Single | 75 | 100 | 16 | 0 | Has a 10% chance of freezing the target. | ||
| 48.1% | Thunder Punch | Single | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| 46.7% | Mach Punch | Single | 40 | 100 | 20 | +1 | — | ||
| 32.2% | Wide Guard | Own Side | — | ∞ | 12 | +3 | During the turn this move is used, the user protects its side from moves that target all allies. | ||
| 19.8% | Fire Punch | Single | 75 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| 19.4% | Protect | Self | — | ∞ | 8 | +4 | The 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. | ||
| 16.4% | Rock Slide | All Foes | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| 15.2% | Knock Off | Single | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| 11.2% | Detect | Self | — | ∞ | 8 | +4 | The 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. | ||
| — | Mega Kick | Single | 120 | 75 | 8 | 0 | — | ||
| — | Body Slam | Single | 85 | 100 | 16 | 0 | Has 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-Edge | Single | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Hyper Beam | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Low Kick | Single | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Counter | Varies | — | 100 | 20 | -5 | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. | ||
| — | Earthquake | All | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Dig | Single | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Focus Energy | Self | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Rest | Self | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Substitute | Self | — | ∞ | 12 | 0 | The 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. Sound-based moves will hit the user through the substitute. | ||
| — | Thief | Single | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | Single | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | Varies | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Reversal | Single | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Scary Face | Single | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Endure | Self | — | ∞ | 12 | +4 | During 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. | ||
| — | Attract | Single | — | 100 | 16 | 0 | Gives 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 Talk | Self | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Dynamic Punch | Single | 100 | 50 | 8 | 0 | Confuses the target. | ||
| — | Rain Dance | Field | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | Field | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Facade | Single | 70 | 100 | 20 | 0 | This 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 Punch | Single | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Taunt | Single | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | Ally | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Superpower | Single | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Brick Break | Single | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Rock Tomb | Single | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Bulk Up | Self | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| — | Rock Blast | Single | 25 | 90 | 12 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Hammer Arm | Single | 100 | 90 | 12 | 0 | Lowers the user’s Speed stat by 1 stage. | ||
| — | Close Combat | Single | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| — | Payback | Single | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Fling | Single | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Poison Jab | Single | 80 | 100 | 20 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Focus Blast | Single | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Defog | Single | — | ∞ | 16 | 0 | Lowers the target’s evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain. | ||
| — | Stone Edge | Single | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Grass Knot | Single | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Smack Down | Single | 50 | 100 | 16 | 0 | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | ||
| — | Low Sweep | Single | 65 | 100 | 20 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Round | Single | 60 | 100 | 16 | 0 | If 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. | ||
| — | Bulldoze | All | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | High Horsepower | Single | 95 | 95 | 12 | 0 | — | ||
| — | Brutal Swing | All | 60 | 100 | 20 | 0 | — | ||
| — | Stomping Tantrum | Single | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Coaching | Ally | — | ∞ | 12 | 0 | Boosts allies’ Attack and Defense stats by 1 stage. | ||
| — | Hard Press | Single | — | 100 | 12 | 0 | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). | ||
| — | Upper Hand | Single | 65 | 100 | 16 | +3 | Makes the target flinch. This move fails if the target isn’t about to use a priority attack. |