Competitive Information for Hariyama [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire 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 Ruby/Sapphire 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 Ruby/Sapphire generation metagame.


Common team mates for Hariyama in Pokemon Ruby/Sapphire:

TyranitarSkarmoryBlisseyClaydolJirachiSalamenceMiloticForretressVaporeonTaurosRaikouRhydon


Hariyama is a spectacular Fighting-typed Pokemon. It's frequent to see Hariyama show up as a Ruby/Sapphire opponent. Hariyama's only type-related weaknesses are Flying and Psychic.


Species: Hariyama
Item: Leftovers
Ability: Thick Fat
Nature: Impish (+Def, -SpA)
EVs: 24 Hp / 248 Def / 180 SpD / 56 Spe
Moveset:
- Brick Break / Cross Chop
- Knock Off
- Rest
- Whirlwind

Double Wall Hariyama (Analytic)

Hariyama is a pretty decent Double Wall. It's primary goal is to have enough defenses and bulk to take both physical and special hits. Remember before Generation IV, a move's damage category was determined by its type. Leftovers are always a great recovery option to ensure Hariyama last longer regaining it's HP every turn. With Thick Fat, the power of fire- and ice-type attacks against Hariyama is halved.

Brick Break is a physical STAB-boosted 75-base power Fighting-type move (destroys screens, even if the target is immune).
Cross Chop is a physical STAB-boosted 100-base power Fighting-type move (high critical hit ratio).
Knock Off is a special 20-base power Dark-type move (target's item is lost and it cannot obtain another).
Rest is a status move (Hariyama sleeps 2 turns and restores hp and status).
Whirlwind is a status move (forces the target to switch to a random ally).




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

Physical Sweeper Hariyama (Guts)

Hariyama is an astounding Physical Sweeper. It's meant to take down the opponent's team with brute physical power. Remember before Generation IV, a move's damage category was determined by its type. 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.

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).
Brick Break is a physical STAB-boosted 75-base power Fighting-type move (destroys screens, even if the target is immune).
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).



Movesets for Doubles


What is a good doubles moveset for Hariyama? These builds have been optimized for Ruby/Sapphire 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 Ruby/Sapphire generation metagame.


Common team mates for Hariyama in Pokemon Ruby/Sapphire:

TyranitarSkarmoryBlisseyClaydolJirachiSalamenceMiloticForretressVaporeonTaurosRaikouRhydon


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

Doubles Physical Sweeper Hariyama (Guts)

Hariyama is a fabulous Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. In the dark days before Generation IV, a move's damage category was determined by its type. 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.

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).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
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
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Knock Off
20
100%
20
Target's item is lost and it cannot obtain another.
Surf
95
100%
15
Hits foes. Power doubles against Dive.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
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.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Cross Chop
100
80%
5
High critical hit ratio.
Dig
60
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.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Hyper Beam
150
90%
5
User cannot move next turn.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Revenge
60
100%
10
Damage doubles if user is hit by the target.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
20
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
Damage doubles if target is paralyzed; cures it.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Tackle
35
95%
35
No additional effect.
Vital Throw
70
--
10
This move does not check accuracy. Goes last.
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.
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.
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 Ruby/Sapphire. 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 RS 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 Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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