Competitive Information for Hariyama [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Hariyama hariyama
Base Stats for Hariyama

Fighting

Abilities:
Thick FatThick Fat: The power of Fire- and Ice-type attacks against this Pokemon is halved.
,
GutsGuts: If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.


Evolutions / Family:
Makuhita
Hariyama

Weakness Chart for Fighting-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
0.5x
  
  
  
  
2x
  
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
2x
0.5x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for HariyamaVisit Serebii's Pokedex for location, breeding, and other game details about HariyamaVisit Bulbapedia for more information about HariyamaVisit Pikalytics for competitive usage stats on Hariyama

Movesets for Singles


What is a good competitive moveset for Hariyama? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Hariyama is an extraordinary Fighting-typed Pokemon. Hariyama are common Pokemon to see in the DP metagame. Hariyama's only type-related weaknesses are Flying and Psychic.


Species: Hariyama
Item: Flame Orb / White Herb
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Close Combat / Superpower
- Facade / Double-Edge
- Earthquake
- Detect / Protect

Physical Sweeper Hariyama (Guts)

Hariyama is a remarkable Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Flame Orb will burn Hariyama at the end of the turn which will activate Hariyama's Guts ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Guts, if Hariyama is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Hariyama a sweet boost.

Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Hariyama's defense and special defense by 1 stage).
Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Hariyama's attack and defense by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Hariyama is burn/poison/paralyzed).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Detect is a status move (prevents moves from affecting your Hariyama this turn).
Protect is a status move (prevents moves from affecting your Hariyama this turn).




Species: Hariyama
Item: Leftovers
Ability: Thick Fat
Nature: Impish (+Def, -SpA)
EVs: 88 Hp / 199 Atk / 223 Def
Moveset:
- Bullet Punch
- Brick Break
- Sleep Talk
- Rest

Hariyama Physical Tank (Phaze Me Bro)

Hariyama is pretty popular Physical Tank. It's purpose is to take a hefty amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Hariyama last longer regaining it's healthiness every turn. With Thick Fat, the power of fire- and ice-type attacks against Hariyama is halved.

Bullet Punch is a physical priority-increased 40-base power Steel-type move (usually goes first).
Brick Break is a physical STAB-boosted 75-base power Fighting-type move (destroys screens, even if the target is immune).
Sleep Talk is a status move (Hariyama must be asleep. uses another known move).
Rest is a status move (Hariyama sleeps 2 turns and restores hp and status).



Movesets for Doubles


What is a good doubles moveset for Hariyama? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Species: Hariyama
Item: Flame Orb / White Herb
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Superpower / Close Combat
- Earthquake
- Facade
- Detect / Protect

Doubles Physical Sweeper Hariyama (Guts)

Hariyama is a spectacular Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Flame Orb will burn Hariyama at the end of the turn which will activate Hariyama's Guts ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Guts, if Hariyama is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Hariyama a sweet boost.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Hariyama's attack and defense by 1 stage).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Hariyama's defense and special defense by 1 stage).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Facade is a physical 70-base power Normal-type move (power doubles if Hariyama is burn/poison/paralyzed).
Detect is a status move (prevents moves from affecting your Hariyama this turn).
Protect is a status move (prevents moves from affecting your Hariyama this turn).



Movepool


Wondering what moves can Hariyama learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Surf
95
100%
15
Hits adjacent Pokemon. Power doubles on Dive.
Vacuum Wave
40
100%
30
Usually goes first.
Whirlpool
15
70%
15
Traps and damages the target for 2-5 turns.
Arm Thrust
15
100%
20
Hits 2-5 times in one turn.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Bullet Punch
40
100%
30
Usually goes first.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Cross Chop
100
80%
5
High critical hit ratio.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Power doubles on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Feint
50
100%
10
Breaks protection. Fails if target is not protecting.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Force Palm
60
100%
10
30% chance to paralyze the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Knock Off
20
100%
20
Target's item is lost and it cannot obtain another.
Low Kick
--
100%
20
More power the heavier the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Poison Jab
80
100%
20
30% chance to poison the target.
Return
--
100%
20
Max 102 power at maximum Happiness.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Smelling Salts
60
100%
10
Power doubles if target is paralyzed, and cures it.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
35
95%
35
No additional effect.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Vital Throw
70
--
10
This move does not check accuracy. Goes last.
Wake-Up Slap
60
100%
10
Power doubles if target is asleep, and wakes it.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Toxic
--
85%
10
Badly poisons the target.
Whirlwind
--
100%
20
Forces the target to switch to a random ally.

Combo List


These are a list of several common move combinations Hariyama can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Hariyama

Create a build


Have an idea in mind for Hariyama that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



Hooh
This feature is currently in the final stages of development.