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Community POTW #109

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Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon of the Week, and we have another decent, but not-oft used Pokémon

297.png


It's Hariyama, the bulky Fighting-type

http://www.serebii.net/pokedex-xy/297.shtml

Go nuts
 

Creyk

Well-Known Member
This pokemon is only good for double battles.

Close Combat
Knock Off
Bullet Punch for priority
Earthquake

Life orb or choice band if you dare risk it.
It's speed is pathetic so it can work well within a trick room.
It's best to pump it's EV's in ATK an HP because of this. Thick fact is a lovely ability, but if you want a facade + guts combo, that can also work well, or if you suspect a will o wisp from the enemy, it can be a great switch in.
 

Chinonso

Therians
Hariyama is sort-of your standard Fighting-type. Generally bulky (defences fall short slightly), decently strong. It's like a better version of Throh:

Positives:
+ Base 144 HP is a great place to start. As it's defences fall short of impressive, it has to rely on this stat to take hits, and with it being so high, it can do just that.
+ Base 120 Attack, while not amazing by Fighting-type standards, is still very good. You can't ignore Close Combats of that power.
+ Quite a large array of moves to learn, including the likes of the elemental punches, SubPunch, Heavy Slam and an interesting range of moves for Doubles including Helping Hand and Wide Guard.
+ All three of its abilities range from decent to amazing.
+ Status afflictions don't actually bother Hariyama too much.

Negatives:
- Suffers heavily from four-move syndrome. Just because it learns cool moves doesn't mean that they can all fit onto one moveset.
- Being a pure Fighting-type makes you weak to Flying-, Psychic-, and Fairy-type moves, which are very common.
- Base 50 Speed is just too slow to make use of outside of Trick Room.
- 60 / 60 defences are really underwhelming alongside the Base 144 HP, and it allows Hariyama to be 2HKO or even OHKO'd by a super-effective move.

Abilities:
Thick Fat: Fire and Ice type moves deal 50% less damage. This ability is alright as it turns neutral hits into resistances, so you can switch in to those moves better, but it's not overly useful.
Guts: If you have a major status infliction, the power of your attacks increase by 50%. The Attack drop from burn doesn't work is negated as well. This is a very solid ability. Flame Orb Hariyama is all too common for anyone to forget about. Being able to bring your Attack stat to 284 without any boosts is just brilliant. Also works well with Facade.
Hidden Ability:
Sheer Force: Moves with secondary effects get their power boosted by 33% but lose their secondary effects. This means Life Orb + Sheer Force = Destruction. Another solid ability that could potentially be used over Guts but that depends on what set you run.

Moveset:
Fists of Fury
Knock Off
Close Combat
Bullet Punch
Fire Punch / Ice Punch / Thunder Punch / Poison Jab / Earthquake

Ability: Guts
Item: Choice Band
EV's: 252 HP, 252 Atk, 4 Def
Adamant Nature

The Choice Band set is reasonably reliable and can dish out some decent damage among NU and RU's most prominent tanks:

252+ Atk Choice Band Hariyama Close Combat vs. 252 HP / 0 Def Eviolite Rhydon: 348-410 (84 - 99%) -- 37.5% chance to OHKO after Stealth Rock

252+ Atk Choice Band Hariyama Close Combat vs. 120 HP / 136 Def Alomomola: 313-369 (62.4 - 73.6%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Hariyama Earthquake vs. 0 HP / 4 Def Eviolite Magneton: 472-556 (195.8 - 230.7%) -- guaranteed OHKO

252+ Atk Choice Band Hariyama Close Combat vs. 252 HP / 0 Def Eviolite Tangela: 180-213 (53.8 - 63.7%) -- guaranteed 2HKO.
 

Kraleck

Well-Known Member
Hariyama. I admit, this thing gives me issues from time to time when trying to find unconventional ways to use it.

Stats:
-HP - Incredible - Base 144 allows you to get the magic 101+ HP Substitutes with minimal investment.
-Attack - Godly - Base 120.
-Defense - Mediocre - Despite the massive HP, you'll lose big chunks at once due to Base 60 in both defenses.
-Sp.Def - Terrible - Avoid Special Moves like the plague with that Base 40. Period.
-Sp.Def - Mediocre - Again, big HP with meh defenses = pseudo-bulky.
-Speed - Good (Trick Room) - Base 50 is just at the edge of my Trick Room preference.

Abilities:
-Thick Fat - Can help with a defensive set, but so many Moves just aren't Fire or Ice Type to be useful outside of good prediction.
-Guts - Attack x1.5 when inflicted with a lingering Status Effect (Burn, Paralysis, or Poison). Base 120 just got deadlier.
-Sheer Force (Hidden, Available) - Moves with Secondary Effects lose them and gain 1/3 extra Power. Kinda nice with Poison Jab, Body Slam, Iron Head, the elemental punches, and more, plus Life Orb pairs sickeningly well with this Ability. Sheer Force VS Guts? Hard call because Guts gets more oomph, but sticks you with a nasty Status Effect to deal with and Sheer Force is more reliable, but possible to shut down with a Burn.

Overall, Hariyama is incredible as a tank-n-spank Pokémon with Priority options. You often have to deal with Fourmoveslotitis, but the Moves in your pool are all really nice.
 

Mestorn

Wandering Battler
Dieting Hariyama

Hariyama is another slow, "bulky" physical pokemon (like last week's Golem), and thus suffers similar problems such as having to take a hit before attacking, and being vulnerable to revenge killing. Hariyama is entirely dependent on is HP for its bulk: 60/60 defenses are just atrocious otherwise (to put it in perspective, Golem has better SDEF than Hariyama). The sumo's high HP makes it rather vulnerable to Draining moves, Leech Seed and Pain Split, as they can allow their users to out heal the damage Hariyama does to them. Of course that's easier said then done. Hariyama has a fantastic base ATK and two great abilities (Guts and Sheer Force) to boost it into the stratosphere. Guts in particular is a pain to deal with, as it makes the traditional tactic of burning physical sweepers treacherous, as Hariyama is immune to the Attack Drop of burns. Mega Audino, Vileplue and Weezing can easily tank anything Hariyama throws at them, as Mega Audino easily 2HKOs, Vileplume 3-4HKOs while recovering with Giga Drain, while Weezing 3HKOs and can recover with Pain Split. Note that a worst case scenario of a Guts Boosted Choice Band can 2HKO them with Close Combat, so be careful throwing those Statuses around. Archeops, Guts boosted Swellow, Jynx, Scyther, and Xatu can easily come in, outspeed and threaten a OHKO with their STAB moves (NONE of them can eat an Attack that they don't resist/are outright immune to). As a final note, Hariyamas sometimes carry Assault Vest, which gives them pretty decent special bulk, so Physical onslaughts are more reliable. In addition, every Hariyama runs on a timer, either due to burns and/or Close Clombat, both which ruin Hariyama's bulk. A few turns of either make Hariyama much simpler to KO... Provided you have a team left at that point.
 

lionaxel

New Member
Have to jump in here.

Doubles Trick Room Hariyama
Fake Out
Ice Punch
Close Combat
Knock Off

Trick Room is where Hariyama really shines. It's best used as a lead along with a Trick Room setter like Cresselia. (It partners really well with Cresselia) Fake Out the pokemon that provides the biggest threat to your Trick Room Setter to ensure that Trick Room gets activated. If it lives, Hariyama can become a powerhouse. Ice Punch provides great coverage against flying types that normally check Hariyama and Knock Off can get those Ghost types that it can't normally hit. Close Combat is a strong STAB move. Go for a Brave nature to maximize attack along with 252 Attack Evs, and 128 for each Defense stat to prolong Hariyama's longevity. Remember when I said that Cresselia was a great partner for Hariyama? A Helping Hand from Cresselia pretty much ensures that Hariyama OHKO or 2HKOs anything that it covers and it's pitiful speed means that Hariyama will almost always move before the opponents while feeling the effects of Trick Room. For ability, run Thick Fat because Hariyama might be out longer than you expect and it helps to tank those Fire Types. Run a Sitrus Berry to increase bulkiness as well as feign Guts to deter opponents from hitting Hariyama with status moves. Alternatively, Flame Orb/Guts will work while running Facade over Knock Off or Ice Punch, but Hariyama loses the coverage and utility that it's meant to provide.

Ice Punch - Those pesky flying types that Hariyama can't usually handle? Gone! Ice Punch can usually OHKO Flying Types that aren't noted for their defense. Besides that, Ice Type is general is known for amazing coverage, so bring it onto Hariyama!
Fake Out - On a Trick Room team, if you can't manage to set up Trick Room, you're going to have problems. Use Fake Out to ensure Trick Room gets set up.
Knock Off - Psychic Types and Ghost Types that normally check Hariyama crumple under a good Knock Off. It also destroys their item enabling you to fully get the upper hand against them.
Close Combat - Where would we be without a STAB move on Hariyama? Plus, Trick Room means that you're normally going to be moving first, so the Defense and Special Defense drop doesn't really matter in the end.

Watch out for Priority. This makes Talonflame dangerous and Hariyama has no means to hit Fairy Types that tank every move it packs besides Ice Punch.
 

SaurusHam

Mawile w/ Fire Blast
Hariyama - Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Earthquake

With assault vest it becomes one of NUs best fire, ice, and general special tank and pivot in the tier. The evs are meant to maximize its atk and spdef. None are going into hp because even without evs it reaches a very good 429. Close combat is its main stab move but its also dangerous because it lowers your defenses, but the lose in power by switching to another fighting move is not worth it in the slightest. Knock off is excellent coverage with close combat and even if the opponent has a switch-in it probably doesn't appreciate the item being knocked offed (unless you're Maudino). Bullet punch is useful priority and earthquake is more coverage and can allow hariyama to deal with garbodor. Hariyama has immense 4mms seeing how fake-out, ice punch, heavy slam, and stone edge are also very useful. Hariyama should be parred with wish/healing wish users to get hariyama's health back and hazard removers so it doesn't take unnecessary chip.
 

Ask

cringelord
Hariyama is a pretty cool Pokemon with some really interesting tools. However, it has only gotten worse as time went on, with Conkeldurr and Gurdurr coming in the fifth gen and Fairies coming in the sixth gen. He's still a great option in lower tiers, though Gurdurr has everything he has, unless you're counting Sheer Force and the ability to hold something other than the Eviolite.

John Cena
252 Attack/HP (Adamant Nature)
Guts
Flame Orb

Drain Punch
Knock Off
Elemental Punch/EQ/Stone Edge/Facade
Protect

This is the set I'd use first with Hariyama. The item and ability compliment each other very well. Though some would prefer Close Combat over Drain Punch, I'd much rather use Drain Punch to heal off burn damage and you don't lose the little defense stats you have. Knock Off is an amazing move that is self explanatory and can also punish Latios and Latias and such on the switch. The third move is for preferred coverage and Protect is for guaranteed Flame Orb.
 

Rocxidi

The Jim Reaper
Hariyama @ Leftovers
Ability: Guts
EVs: 252 Atk / 116 Def / 140 Spe
Adamant Nature
- Substitute
- Focus Punch
- Fake Out / Knock Off
- Bullet Punch

Sub Punch seems like a solid option considering how bulky it's subs are.

Hariyama @ Salac Berry
Ability: Guts
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Close Combat
- Substitute
- Belly Drum
- Bullet Punch / Knock Off

kekeke

........

Wanna mention that Double Priority is very effective on Medicham in OU so having Fake Out and Bullet Punch on Hariyama sets might be useful to beat faster threats.

Also slash Wide Guard in doubles sets
 

BlueDryBones1

Pokemon Breeder
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 44 HP / 252 Atk / 212 SpD
Adamant Nature
- Earthquake
- Knock Off
- Close Combat
- Bullet Punch

This is the set I use on Showdown. The spread allowed a 4HKO from Typhlosions Eruption while trying to give some to HP to take physical hits better. With an Assault Vest Hariyama can take quite a lot of punishment from the special side while still being able to be dangerous with its coverage.
 

Psynergy

Strong Winds
Staff member
Super Mod
Hariyama doesn't get Drain Punch.

Yeah it's always Hariyama too, probably the biggest misconception I've seen among Fighting-types and the moves they get. Shame since it'd be a nice option on Assault Vest sets so that it wouldn't be forced to deal with Close Combat drops all the time.

But yeah if we're being honest, Hariyama should pretty much only be taken seriously in Doubles, Hariyama has way better utility there with Thick Fat, Fake Out and Wide Guard while being a Trick Room abuser that doesn't stack awful weaknesses.
 

Specialbeamcanon

SUCH PERFECTION
This pokemon is only good for double battles.

Close Combat
Knock Off
Bullet Punch for priority
Earthquake

Life orb or choice band if you dare risk it.
It's speed is pathetic so it can work well within a trick room.
It's best to pump it's EV's in ATK an HP because of this. Thick fact is a lovely ability, but if you want a facade + guts combo, that can also work well, or if you suspect a will o wisp from the enemy, it can be a great switch in.
You say its good for doubles but not suggest Fake Out on the set? Also I would never suggest EQ due to the lack of STAB, reduced damage for being a spread move, and Ground having redundant coverage compared to Fighting
 

SilverChiko

Protect The Smiles!
The VGC Hariyama set, complete with bulk and lack of Speed IVs:

Hariyama @ Assault Vest
Ability: Guts
Level: 50
EVs: 252 HP / 44 Atk / 116 Def / 92 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Stone Edge/Rock Slide/Poison Jab

Stone Edge is my preferred 4th slot move, Rock Slide is more accurate but may miss the OHKO on some Zard-Y's and Poison Jab isn't really all that recommended but hey, coverage against Breloom, Sylveon, etc. The bulk allows to survive a double target Hyper Voice from Max SpAtk Specs Sylveon and a Brave Bird from a Sashed Talonflame without an attack drop.

Also, a little fun thing:

Hariyama @ Sitrus Berry
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Substitute
- Belly Drum
- Focus Punch
- Bullet Punch
 

Carbonific

Trainer
EV's: 252 HP, 252 Atk, 4 Def

252 Attack/HP

EVs: 252 HP / 44 Atk / 116 Def / 92 SpD
EVs: 252 HP / 252 Atk / 4 SpD

PSA: Remember that Pokemon with high base HP in comparison to their Defense and Special Defense, like Hariyama, benefit much less from HP investment than most others do. For example, barring the use of an Assault Vest, Hariyama's optimal spread for general bulk with max Attack investment is 252 Atk / 124 Def / 132 SpD at Level 50, and 252 Atk / 128 Def / 128 SpD at Level 100.

SilverChiko in the case of the first set you listed, since you're using Assault Vest, and assuming you wanted to keep the Attack EVs at 44 to KO 4 HP Mega Kangaskhan, the optimal spread is 44 HP / 44 Atk / 196 Def / 220 SpD as it also survives an unboosted Talonflame's Brave Bird but survives Sylveon's Hyper Voice with 5.5% additional HP.

252+ Atk Talonflame Brave Bird vs. 252 HP / 116 Def Hariyama: 210-248 (83.6 - 98.8%) -- guaranteed 2HKO
252+ Atk Talonflame Brave Bird vs. 44 HP / 196 Def Hariyama: 188-224 (83.5 - 99.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 252 HP / 92 SpD Assault Vest Hariyama: 192-228 (76.4 - 90.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 44 HP / 220 SpD Assault Vest Hariyama: 162-192 (72 - 85.3%) -- guaranteed 2HKO

Talonflame only uses Focus Sash 5.2% of the time according to last season's Battle Spot Doubles stats, so it's not particularly relevant, but the same amount of investment guarantees survival against Adamant Mega Kangaskhan's Double-Edge, which is relevant given that Hariyama's aiming to counter Mega Kangaskhan, so it's not a bad mark to aim for.

I think I'd personally use a spread with more Attack EVs since investing the minimum amount to KO Kangaskhan implements an element of risk against bulky variants. 172 Atk / 220 Def / 116 SpD, for example, also survives both Talonflame's Brave Bird and Sylveon's Hyper Voice, but additionally OHKOes 164 HP / 228 Atk / 116 Spe Mega Kangaskhan (a popular spread in Japan; outspeeds Jolly Breloom and OHKOes 4 HP Mega Kangaskhan with Low Kick).

44+ Atk Hariyama Close Combat vs. 164 HP / 0 Def Mega Kangaskhan: 182-216 (90.5 - 107.4%) -- 37.5% chance to OHKO
172+ Atk Hariyama Close Combat vs. 164 HP / 0 Def Mega Kangaskhan: 204-240 (101.4 - 119.4%) -- guaranteed OHKO
252+ Atk Talonflame Brave Bird vs. 0 HP / 220 Def Hariyama: 186-218 (84.9 - 99.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 0 HP / 116 SpD Assault Vest Hariyama: 186-218 (84.9 - 99.5%) -- guaranteed 2HKO
 
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