Hariyama


Hariyama


[Overview]


<p>Hariyama's excellent base 120 Attack, combined with the power boost from Guts and a STAB Close Combat, make it a very viable threat. Its low base 50 Speed is a blessing under Trick Room, which its teammate will have an easier time setting up first turn thanks to Hariyama's Fake Out flinching one opponent. Above average 144 / 60 / 60 defenses ensure that Hariyama won't be easily KOed before its partner can set up. All of these traits make it the perfect candidate for a Fake Out user on a Trick Room team.</p>

[SET]
name: Trick Room
Lead
move 1: Fake Out
move 2: Close Combat
move 3: Ice Punch / Rock Slide
move 4: Detect / Wide Guard
item: Flame Orb
ability: Guts
nature: Brave
evs: 252 Atk / 124 Def / 132 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The purpose of this set is for Hariyama to use Fake Out
on turn 1 in order to assist its partner in setting up Trick Room. Subsequently, the Flame Orb will have burned Hariyama, activating Guts and giving Hariyama a 1.5x boost in Attack, bringing its Attack stat to 283.</p>

<p>A Guts-boosted Close Combat hits everything that does not resist it for huge amounts of damage. Ice Punch can OHKO Latias, Latios, Thundurus, and Tornadus while giving Hariyama great neutral coverage. Rock Slide targets both opponents, and hits Pokemon such as Chandelure, Jellicent, and Volcarona for more damage. Rock Slide also allows Hariyama to damage Shedinja. It should be noted that a neutral Close Combat is more powerful than a 2x effective Rock Slide or Ice Punch, and a resisted Close Combat does more damage than a neutral Rock Slide or Ice Punch.</p>

<p>Hariyama can use Detect to allow it to survive for an extra turn
, while Wide Guard can be used to protect your team from multi- target attacks, such as Blizzard, Rock Slide, Heat Wave, and Earthquake. However, because of egg move restrictions, Wide Guard and Ice Punch are incompatible.</p>

[ADDITIONAL COMMENTS]

<p>The 252 Attack EVs and
a Brave nature allow Hariyama to do as much damage as possible, while the remaining EVs are split between Defense and Special Defense to maximize Hariyama's bulk.</p>

<p>A Flame Orb is the best item for this set, but a Toxic Orb could be used if a teammate is running Flame Orb, or if you don't think Hariyama will be staying in for more that 3 turns. A Flame Orb is necessary because firstly, without the Guts boost, Hariyama will miss out on a lot of OHKOs, and secondly, burn gives Hariyama an immunity to status from the likes of Amoonguss. Furthermore,resist berries do not work too well with Hariyama because it will usually be attacking under Trick Room and will often KO the opponent before it gets to attack.</p>

<p>Hariyama pairs very well with bulky Trick Room users such as Dusclops, Cresselia
, and Musharna. The Trick Room users appreciate only having to take one hit when trying to set up, or even avoid being Taunted or Imprisoned thanks to Fake Out. Hariyama can also take out Dark-types such as Tyranitar and Scrafty for them. Dusclops, Cresselia, and Musharna can also use Helping Hand to boost Hariyama's power to even higher levels. Chandelure is another good partner for Hariyama as it can not only set up Trick Room, but also use Shadow Ball to beat the Psychic- and Ghost-types that Hariyama has trouble with.</p>

[Other Options]

<p>Stone Edge
hits a lot harder than either Ice Punch or Rock Slide, but its 80% accuracy is a bit shaky, and the extra power is unnecessary after a Guts boost. Nonetheless, Stone Edge would help greatly against bulky Psychic- and Ghost-types such as Cresselia, Musharna, Reuniclus, Dusclops, and Jellicent. Payback could be used to hit Psychic- and Ghost-types harder, but Hariyama will rarely be moving last in Trick Room. Bullet Punch is a less specific priority option. Hariyama learns Fire Punch and ThunderPunch, but neither gains any notable coverage. Facade could be used to hit Flying- and Psychic-types hard, but if used with only Close Combat, Hariyama will have no way of hitting Ghost-types. Faint Attack could be used to hit Ghost- and Psychic- types super effectively and never miss, but the added power is insignificant. Payback gets the same 2HKOs,which may turn into OHKOs if Hariyama is attacked first. Low Kick has more PP than Close Combat, and can be used to do a lot of damage to Pokemon such as Metagross, Rhyperior, and Tyranitar without the stat drops. However, it will not hit all Pokemon with 120 Base Power, so it is not as reliable as Close Combat. For example, Low Kick misses out on OHKOs against common threats such as Hitmontop, Politoed, and Ninetails. Earthquake is another move Hariyama can learn which hits both opponents, but Ice Punch and Rock Slide give better coverage.</p>

<p>Hariyama can support its teammates with Helping Hand, but it is better off all-out attacking, and the job of using Helping Hand is usually done better by more defensive Pokemon. Hariyama can learn Belly Drum, but will have trouble setting it up in a 2v2 battle. Thick Fat can be used to resist Fire- and Ice-type moves such as Heat Wave and Blizzard, but the drop in power is significant, and Hariyama already takes hits well enough. Hariyama's Dream World ability, Sheer Force, boosts the power of moves that have secondary effects by 1/3. Examples of such moves would include Ice Punch and Rock Slide, but not boost Close Combat, which is Hariyama's main attacking move, so Guts would be the better option. A Payapa Berry or Coba Berry could be used, but with the former, Hariyama will often not be able to KO the Psychic-type in the extra turn it gains, and with the latter, Hariyama will not hit hard enough to OHKO a 4/0 Tornadus unless it chooses to run Stone Edge.</p>

[Checks and Counters]

<p>Hariyama has a lot of trouble dealing with bulky Psychic- and Ghost-type Pokemon, as it cannot hit them hard enough to do any significant damage, so Musharna, Cresselia, Jellicent, Reuniclus, Dusknoir, and Dusclops counter Hariyama very well. Latios and Latias can take a Rock Slide and hit Hariyama back with Psyshock, Psychic, or Draco Meteor, which will often KO it after burn damage. However, they have to watch out for Ice Punch, which will OHKO them. Pokemon that can use priority moves, such as Hitmontop and Metagross, can take advantage of Close Combat defense drops and residual burn damage to finish off Hariyama. Outside of Trick Room, anything that outspeeds Hariyama and has a STAB super effective move, such as Tornadus, can often OHKO it.</p>
 

JRank

Jonny
is a Forum Moderator Alumnusis a Contributor Alumnus
I'm surprised you don't have Low Kick slashed, much less it not even mentioned! It's a great alternative to Close Combat, doesn't drop your defenses, has more PP (probably won't matter but you never know), and hits a lot of things just as hard (Tyranitar, Metagross). IMO it warrants a slash, if not that at least put it in OO.
 

cosmicexplorer

pewpewpew
is a Forum Moderator Alumnusis a Contributor Alumnus
Put Low Kick in OO like JRank said. Put Ice Punch first over Rock Slide, simply for OHKOing Latios and Latias (since most Trick Room users are Psychic-type, it's often hard to OHKO them, and Psychic or Psyshock does huge damage to Hariyama).

When that's done, QC 2/2
 
On note on the ev's of hariyama. When a pokemon has such high hp like hariyama, and significantly lower defenses, you should distribute ev's on both defenses. It can even run 128 def, 128 sp.def to add bulk on both sides.
 

cosmicexplorer

pewpewpew
is a Forum Moderator Alumnusis a Contributor Alumnus
252 Atk / 128 Def / 128 SpD is inefficient at level 50, losing a possible stat point, so 252 Atk / 124 Def / 132 SpD or the other way around is the better option, but in fact, that spread gives better bulk on both sides than just maximum HP, and therefore is strictly superior to 252 HP.
 

HolyChipmunk

California's finest chodesmuggler
I've ran Hariyama with Earthquake before, it could be paired with Ice Punch for coverage, as long as your partner isn't affected by it. It's come in handy for me when I've felt I wanted to hit both pokemon for a bit more power.
 
probably worth noting that running 124 def/132 spdef is better than the other way around since it makes download raise porygon2/z's attack rather than their spatk
 
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[Overview]

<p>With access to a choice of two great abilities in Guts and Thick Fat, Fake Out, a low base 50 Speed, good 144<space>/<space>60<space>/<space>60 defenses, STAB Close Combat, <comma> and an excellent base 120 Attack, Hariyama makes the perfect Fake Out user on a Trick Room team.</p>

[SET]
name: Trick Room Fake Out Lead
move 1: Fake Out
move 2: Close Combat
move 3: Ice Punch / Rock Slide
move 4: Detect / Wide Guard
item: Flame Orb
ability: Guts
nature: Brave
evs: 252 Atk / 124 Def / 132 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The purpose of this set is for Hariyama to use Fake Out in on turn 1 in order to assist its partner in setting up Trick Room. The turn afterwards Subsequently, the Flame Orb will have burned Hariyama, activating Guts, which gives and giving Hariyama a 1.5x boost in Attack, <comma> bringing its Attack stat to 283.</p>

<p>A Guts-boosted Close Combat hits everything that does not resist it for a huge amount of damage. Ice Punch can OHKO Latias, Latios, Thundurus, and Tornadus, <comma> and it gives Hariyama great neutral coverage against most Pokemon. Rock Slide hits targets both opponents, hits and Pokemon such as Chandelure, Jellicent, <comma> and Volcarona for more damage. Rock Slide also allows Hariyama to hit through Shedinja's Wonder Guard damage Shedinja. It should be noted that an unresisted a neutral Close Combat is more powerful than a 2x times super effective Rock Slide or Ice Punch, and a 2x resisted Close Combat does more damage than a neutral Rock Slide or Ice Punch.</p>

<p>Hariyama can use Detect to allow it to survive an extra turn when it needs to, while Wide Guard can be used to protect your team from multi- <hyphen, no space>target attacks, such as Blizzard, Rock Slide, Heat Wave, <comma> or and Earthquake. It should be noted that However, because of egg move restrictions, Hariyama cannot learn Wide Guard and Ice Punch are incompatible / cannot be used together your preference.</p>

[ADDITIONAL COMMENTS]

<p>The 252 Attack EVs and a Brave nature allow Hariyama to do as much damage as possible, while the remaining EVs are split between Defense and Special Defense to maximize Hariyama's bulk.</p>

<p>A Flame Orb is the best item for this set, but a Toxic Orb could be used if you are already using a Flame Orb a teammate is running Flame Orb, or you don't think Hariyama will be staying in for more that 3 turns. A Flame Orb is necessary because firstly, without the Guts boost, <comma> Hariyama will miss out on a lot of OHKOs, and secondly, the burn gives Hariyama an immunity to status from the likes of Amoonguss, and Furthermore, resist berries do not work too well with Hariyama because most of the time it will usually be attacking under Trick Room and will often KO the opponent before it gets to attack if Hariyama is burned.</p>

<p>Hariyama pairs very well with bulky Trick Room users such as Dusclops, Cresselia, <comma> and Musharna. The Trick Room users appreciate only having to take one hit when trying to set up, or even avoid being Taunted or Imprisoned thanks to Fake Out. Hariyama can also take out Dark-types such as Tyranitar and Scrafty for them. Dusclops, Cresselia, <comma> and Musharna can also use Helping Hand to boost Hariyama's power to even higher levels. Chandelure is also a another good partner for Hariyama as it not only can set up Trick Room, and but also use Shadow Ball to beat the Psychic- and Ghost-types that Hariyama has trouble with.</p>

[Other Options]

<p>Stone Edge could be used to hits a lot harder than either Ice Punch and or Rock Slide, but its 80% accuracy is a bit shaky and the extra power if is often not unnecessary after a Guts boost. However Nonetheless, it Stone Edge would help greatly against bulky Psychic- and Ghost-types such as Cresselia, Musharna, Reuniclus, Dusclops, <comma> and Jellicent. Payback could be used to hit Psychic- and Ghost-types harder, but Hariyama will rarely be moving last in Trick Room. Bullet Punch could be used to give Hariyama a priority move outside of Fake Out is a less specific priority option. Hariyama learns Fire Punch and ThunderPunch, <comma> but neither gains any notable coverage. Facade could be used to hit Flying- and Psychic-types very hard, but if used with only Close Combat, Hariyama will have no way of hitting Ghost-types. Faint Attack could be used to hit Ghost- and Psychic- types super effectively and never miss, but it doesn't get any OHKOs and the added power is insignificant. Payback gets the same 2HKOs, with the chance of getting which may turn into OHKOs if Hariyama is attacked first. Low Kick has more PP than Close Combat, and can be used to do a lot of damage to Pokemon such as Metagross, Rhyperior, and Tyranitar without having a the defense stat drops. However, it will not hit all Pokemon with 120 Base Power, so it is not as reliable as Close Combat perhaps give a few targets it's weak against? i have ninetales/ politoed in mind but you can probably think of better ones. Earthquake is another move Hariyama can learn which hits both opponents, but Ice Punch and Rock Slide give better coverage.</p>

<p>Hariyama can support its teammates with Helping Hand, but more damage will be done per turn if Hariyama just attacks it is better off all-out attacking, and the job of using Helping Hand is done better by more defensive Pokemon. Hariyama can learn Belly Drum, but you will have trouble setting it up in a 2v2 battle.</p><p> <combine into single paragraph> Thick Fat can be used to resist Fire- and Ice-type moves such as Heat Wave and Blizzard, but the drop in power is significant, and Hariyama can already takes hits well enough. A Payapa Berry or Coba Berry could be used, but with a Payapa Berry the former, you often Hariyama will often not be able to KO the Psychic-type in the extra turn you it gains, and with the Coba Berry latter, you Hariyama will not hit hard enough to OHKO a 4/0 Tornadus unless you use it elects to run Stone Edge.</p>

[Checks and Counters]

<p>Hariyama has a lot of trouble when dealing with bulky Psychic- and Ghost-type Pokemon as it cannot hit them hard enough with Close Combat, Ice Punch or Rock Slide, so Musharna, Cresselia, Jellicent, Reuniclus, Dusknoir, and Dusclops counter Hariyama very well. Latios and Latias can take a Rock Slide and hit Hariyama back with Psyshock, Psychic, or Draco Meteor, <comma> and which will often KO it after residiual burn damage. <period> from the burn, but However, they have to watch out for Ice Punch, which will OHKO them. Pokemon that can use priority moves, such as Hitmontop and Metagross, can take advantage of Close Combat defense drops from Close Combat and residual burn damage from the burn, and to finish off Hariyama. Outside of Trick Room, anything that outspeeds Hariyama and has an STAB super effective move, such as Tornadus, can often OHKO Hariyama it, a notable mention being Tornadus.</p>

[Dream World]

<p>Hariyama gains Sheer Force as an ability from the Dream World. Hariyama's Dream World ability, Sheer Force, <comma> boosts the power of moves which that have secondary effects by a 1/3. Sheer Force would boost moves such as Examples of such moves would include Ice Punch and Rock Slide, but would not boost Close Combat, which is Hariyama's main attacking move, so Guts would be the better option.</p>
GP Approved (1/2)




eta: just to clarify, yeah, you need 1 more GP check. good luck!
 

Nix_Hex

Uangaana kasuttortunga!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
You might want more than one sentence in the overview! When you fix that I'll check it (or have one of my slaves do it).
 

Shame That

TAKE IT ALL OR LEAVE IT
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Am I allowed to check please, Nix? :3

...

Well, since I finally found something that hasnt already been GP 2/2 by Sirn or NWO, Im going to take the opportunity anyway.. Amateur GP Check! xD

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Hariyama

[Overview]

<p>With a choice of two great abilities in Guts and Thick Fat, a convenient move in Fake Out, and an excellent base 120 Attack, Hariyama appeals as a great fighting type. Combine this with good 144 / 60 / 60 defenses and a STAB Close Combat, and an excellent base 120 Attack, [All of that is actually preference. It makes the overview a bit longer though, which this direly needs.] Hariyama makes the perfect Fake Out user on a Trick Room team [I'm guessing you're doing what Nix said and add another sentence..?].</p>

[SET]
name: Trick Room Lead
move 1: Fake Out
move 2: Close Combat
move 3: Ice Punch / Rock Slide
move 4: Detect / Wide Guard
item: Flame Orb
ability: Guts
nature: Brave
evs: 252 Atk / 124 Def / 132 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>The purpose of this set is for Hariyama to use Fake Out on turn 1 in order to assist its partner in setting up Trick Room. Subsequently, the Flame Orb will have burned Hariyama, activating Guts and giving Hariyama a 1.5x boost in Attack,<add space>bringing its Attack stat to 283.</p>

<p>A Guts-boosted Close Combat hits everything that does not resist it for a huge amounts of damage [Preference]. Ice Punch can OHKO Latias, Latios, Thundurus, and Tornadus, and gives while giving Hariyama great neutral coverage. Rock Slide targets both opponents, hits and hits Pokemon such as Chandelure, Jellicent, and Volcarona for more damage. Rock Slide also allows Hariyama to damage Shedinja. It should be noted that a neutral Close Combat is more powerful than a 2x effective Rock Slide or Ice Punch, and a resisted Close Combat does more damage than a neutral Rock Slide or Ice Punch.</p>

<p>Hariyama can use Detect to allow it to survive for an extra turn , while Wide Guard can be used to protect your team from multi- target attacks, such as Blizzard, Rock Slide, Heat Wave, and Earthquake. However, because of egg move restrictions, Wide Guard and Ice Punch are incompatible.</p>

[ADDITIONAL COMMENTS]

<p>The 252 Attack EVs and a Brave nature allow Hariyama to do as much damage as possible, while the remaining EVs are split between Defense and Special Defense to maximize Hariyama's bulk.</p>

<p>A Flame Orb is the best item for this set, but a Toxic Orb could be used if a teammate is running Flame Orb, or if you don't think Hariyama will be staying in for more that 3 turns. A Flame Orb is necessary because firstly, without the Guts boost, Hariyama will miss out on a lot of OHKOs, and secondly, burn gives Hariyama an immunity to status from the likes of Amoonguss.<Add Space>Furthermore,<Add Space>it [Just an editing error by you I guess? Nothing big] will resist berries do not work too well with Hariyama because it will usually be attacking under Trick Room and will often KO the opponent before it gets to attack.</p>

<p>Hariyama pairs very well with bulky Trick Room users such as Dusclops, Cresselia, and Musharna. The Trick Room users appreciate only having to take one hit when trying to set up, or even avoid being Taunted or Imprisoned thanks to Fake Out. Hariyama can also take out Dark-types such as Tyranitar and Scrafty for them. Dusclops, Cresselia, and Musharna can also use Helping Hand to boost Hariyama's power to even higher levels. Chandelure is another good partner for Hariyama as it can not only can set up Trick Room, but also use Shadow Ball to beat the Psychic- and Ghost-types that Hariyama has trouble with.</p>

[Other Options]

<p>Stone Edge hits a lot harder than either Ice Punch or Rock Slide, but its 80% accuracy is a bit shaky,[Add comma] and the extra power is unnecessary after a Guts boost. Nonetheless, Stone Edge would help greatly against bulky Psychic- and Ghost-types such as Cresselia, Musharna, Reuniclus, Dusclops often , and Jellicent. Payback could be used to hit Psychic- and Ghost-types harder, but Hariyama will rarely be moving last in Trick Room. Bullet Punch is a less specific priority option. Hariyama learns Fire Punch and ThunderPunch, but neither gains any notable coverage. Facade could be used to hit Flying- and Psychic-types hard, but if used with only Close Combat, Hariyama will have no way of hitting Ghost-types. Faint Attack could be used to hit Ghost- and Psychic- types super effectively and never miss, but the added power is insignificant. Payback gets the same 2HKOs,which may turn into OHKOs if Hariyama is attacked first. Low Kick has more PP than Close Combat, and can be used to do a lot of damage to Pokemon such as Metagross, Rhyperior, and Tyranitar without the stat drops. However, it will not hit all Pokemon with 120 Base Power, so it is not as reliable as Close Combat. For example, Low Kick misses out on OHKOs against common threats such as Hitmontop, Politoed, and Ninetails. Earthquake is another move Hariyama can learn which hits both opponents, but Ice Punch and Rock Slide give better coverage.</p>

<p>Hariyama can support its teammates with Helping Hand, but it is better off all-out attacking, and the job of using Helping Hand is usually done better by more defensive Pokemon. Hariyama can learn Belly Drum, but you will have trouble setting it up in a 2v2 battle. Thick Fat can be used to resist Fire- and Ice-type moves such as Heat Wave and Blizzard, but the drop in power is significant, and Hariyama already takes hits well enough. Hariyama's Dream World ability, Sheer Force, boosts the power of moves that have secondary effects by 1/3. Examples of such moves would include Ice Punch and Rock Slide, but not boost Close Combat, which is Hariyama's main attacking move, so Guts would be the better option. A Payapa Berry or Coba Berry could be used, but with the former, Hariyama will often not be able to KO the Psychic-type in the extra turn it gains, and with the latter, Hariyama will not hit hard enough to OHKO a 4/0 Tornadus unless it elects chooses [Preference stuff] to run Stone Edge.</p>

[Checks and Counters]

<p>Hariyama has a lot of trouble dealing with bulky Psychic- and Ghost-type Pokemon,[Add Comma] as it cannot hit them hard enough to do any huge damage <Remove space>, so Musharna, Cresselia, Jellicent, Reuniclus, Dusknoir, and Dusclops counter Hariyama very well. Latios and Latias can take a Rock Slide and hit Hariyama back with Psyshock, Psychic, or Draco Meteor, which will often KO it after burn damage. However, they have to watch out for Ice Punch, which will OHKO them. Pokemon that can use priority moves, such as Hitmontop and Metagross, can take advantage of Close Combat defense drops and residual burn damage to finish off Hariyama. Outside of Trick Room, anything that outspeeds Hariyama and has a STAB super effective move, such as Tornadus, can often OHKO it.</p>
{Either people miss out less mistakes in the middle, or my checks just get lazier as I go on :L}

Good stuff, mate! Just watch out in future when you implement a check; you can always do a read over and make sure you didnt enter anything incorrectly.
 
Good work, Shame That. Just a few nitpicks:

Keep the comma after Dusclops in the first paragraph, second sentence of OO.
In the first sentence of Checks and Counters, "significant" fits better than "huge".

I'll try to tackle the Overview myself, real quick.

<p>With
a choice of two great abilities in Guts and Thick Fat, Fake Out, a low base 50 Speed, good 144 / 60 / 60 defenses, STAB Close Combat, and an excellent base 120 Attack, Hariyama makes the perfect Fake Out user on a Trick Room team. Hariyama's excellent base 120 Attack, combined with the power boost from Guts and a STAB Close Combat, make it a very viable threat. Its low base 50 Speed is a blessing under Trick Room, which its teammate will have an easier time setting up first turn thanks to Hariyama's Fake Out flinching one opponent. Above average 144 / 60 / 60 defenses ensure that Hariyama won't be easily KOed before its partner can set up. All of these traits make it the perfect candidate for a Fake Out user on a Trick Room team.</p>

2/2
 
Thanks for the checks
I was going to find time to rewrite the overview, but yours is better than what i probably would have come up with. oh well


anyway, this is done.
 

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