Now it is time to find out if this
										
										Gurdurr builds
										
										Conkeldurr decks up or is going to 
										just sit around drinking coffee while 
										trying to look busy.
										
										 
										
										
										
										
										
										Stats
										
										
										Being a Fighting-Type is a good thing 
										right now; two Types (Darkness and 
										Lightning) are often Fighting Weak, and 
										said two Types are the basis of some 
										strong decks… plus the Weakness is just 
										reasonably common to begin with.
										Being a Stage 1 Pokémon is not so 
										helpful, especially in a fast format 
										where
										
										Rare Candy is an option; you may not 
										have time to use
										
										Gurdurr.
										Its 80 HP doesn’t help; why are 
										“beefy” Pokémon stuck with a score that 
										would be bad even in most past formats?
										It’s a Stage 1 that Evolves into 
										a Stage 2… you don’t have to top-load 
										the HP score… in fact it would be better 
										if it was the opposite, with your 
										average 150 HP Stage 2 having a Stage 1 
										with around 100 HP and a Basic with 
										around 70.
										My desires to rethink the game 
										aside, again let me say 80 HP is bad in 
										the current format and a probably OHKO 
										most of the time.
										
										 
										
										
										
										Psychic Weakness is bad; even though I 
										said this was a probable OHKO, I was 
										implying against a deck that was already 
										set-up and in motion.
										With Psychic Weakness, anyone can 
										drop a
										
										Mewtwo EX, slap a
										
										Double Colorless Energy, and promote 
										it to then X-Ball for 80+ points of 
										damage and the KO.
										Nor does
										
										Gurdurr get any Resistance to offset 
										this, but then again -20 only goes so 
										far and Resistance isn’t all that common 
										anyway.
										The two Energy Retreat Cost is 
										also too small for
										
										Heavy Ball, but about “average” in 
										terms of difficulty to pay; you’ll often 
										be able to afford it, but it will set 
										you back enough you really won’t want 
										to.
										
										 
										
										
										
										
										
										Effects
										
										
										
										Gurdurr 
										has two attacks and
										
										neither help set-up for
										
										Conkeldurr outside of softening up 
										the Defending Pokémon.
										Low Kick does 20 for (C) which 
										would be good on a Basic, but even on an 
										Evolving Stage 1 feels a little 
										underpowered… especially when an attack 
										with that cost would be better spent 
										building your set-up or sabotaging your 
										opponent’s.
										Steel Swing actually is a solid 
										attack, at least for a transitional 
										Stage 1 Pokémon.
										If you have to attack for damage 
										with
										
										Gurdurr, it won’t be reliable, but 
										for (FCC) you’ll average an acceptable 
										60 points of damage, with a 0/60/120 
										split.
										With what I said about Weakness 
										earlier, this can threaten some really 
										important Pokémon.
										Also, with most forms of Energy 
										acceleration, by the time
										
										Timburr Evolves into
										
										Gurdurr, you likely can already use 
										Steel Swing.
										
										 
										
										
										
										
										
										Usage
										
										
										There are two other
										
										Gurdurr.
										All three have identical stats 
										except for Retreat Costs; BW: Noble 
										Victories 63/101 has a three Energy 
										Retreat Cost, which while worse would 
										make it a legal target for
										
										Heavy Ball.
										If the deck is using those, run 
										that version, but I warn you its attacks 
										are poor.
										I like the attacks best on 
										today’s, though: since this card is 
										being run ultimately just to Evolve, and 
										thus you’re probably going to only 
										attack once, Black & White 60/114 
										likely won’t enjoy the additional effect 
										of it’s identically priced and damaging 
										attack, Bulk Up.
										Plus its big attack requires 
										(FFC) and only hits for a flat 60.
										
										 
										
										
										
										
										Gurdurr 
										has to come from somewhere since it is a 
										Stage 1, and that would be
										
										Timburr.
										Four versions, and to keep things 
										simple I’ll just state all have mediocre 
										attacks; not useless but nothing to 
										really help the Evolution line (or 
										threaten the Defending Pokémon unless it 
										is Fighting Weak and very small).
										So it comes down to stats, and 
										I’ll take bulk; Black & White 
										58/114 has 70 HP, while the other three 
										each have just 60.
										
										 
										
										
										
										Now for the real clincher… do we have a
										
										Conkeldurr that can support a deck?
										The short answer is… no.
										Both have been reviewed by the 
										CotD crew, including myself.
										I might not score them quite as 
										harshly as I did: the reviews went up 
										the day BW: Next Destinies was 
										officially released (and thus tournament 
										legal), and I already knew how bad 
										Psychic Weakness was going to be thanks 
										to
										
										Mewtwo EX.
										Now while the format is currently 
										seeing a few Evolutions (mostly in 
										supporting roles) do quite well, the
										
										Conkeldurr are meant to be Active.
										Likewise, the abundant Fighting 
										Weakness can only do so much.
										Now, once we get to BW-On, since 
										we will also then get a new set with a 
										card that can help set-up
										
										Conkeldurr BW: Noble Victories 
										64/101,
										
										Gurdurr might qualify as a one-of or 
										two-of in a mostly fun deck… though I 
										wouldn’t mind being wrong and it doing 
										better.
										Unless you’re running
										
										Heavy Ball, then use the version 
										with the higher Retreat Cost instead.
										
										 
										
										
										
										In Unlimited, as usual once we get past 
										things like first turn win decks or lock 
										decks, we have things like
										
										Broken Time Space making
										
										Gurdurr little more than a 
										placeholder… in which case it all 
										depends on if you’re bothering with
										
										Heavy Ball.
										If so, again use the version that
										
										Heavy Ball can target.
										Otherwise use this one.
										Still, I get the feeling this 
										would be purely a “for fun” deck, and 
										not an overly strong one with all the 
										help it would require.
										At least in Limited, it finally 
										gets to be a good pull.
										Both it and the
										
										Timburr in the set are easy to work 
										into a multi-Type deck, though at least 
										a little
										
										Fighting Energy is recommended so 
										you can use the bigger attacks on the 
										cards.
										The usual reasons make
										
										Gurdurr better: lower average HP 
										scores and damage output.
										
										 
										
										
										
										
										
										Ratings
										
										 
										
										
										
										
										Unlimited: 
										1/5
										
										 
										
										
										
										
										Modified: 
										1.75/5
										
										 
										
										
										
										
										Limited: 
										3.5/5
										
										 
										
										
										 
										
										
										
										
										
										Summary
										
										
										I didn’t scoring the current and coming 
										Modified formats separately, because as 
										a transitional form for a Pokémon that 
										at best will be a fun deck next format, 
										I didn’t find it necessary, and I’ll say 
										it again for people skimming: if you’re 
										using
										
										Heavy Ball play the
										
										Gurdurr it can target, not this one.
										Otherwise if you’re stuck 
										attacking out of desperation, you could 
										threaten some medium-sized and/or 
										Fighting Weak Pokémon with the card’s 
										big attack.
										
										 
										
										
										
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