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Hariyama sprite

#0297

Hariyama

fighting2.3 m · 253.8 kg

Base stats — 474 total

HP
144
Atk
120
Def
60
SpA
40
SpD
60
Spe
50

Abilities

  • Thick Fat
  • Guts
  • Sheer Force hidden

Learnset

What Hariyama learns in X / Y. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level20

  • 1Arm ThrustfightingPhysical15 BP100% acc20 PPHits 2-5 times in one turn.
  • 1BrinewaterSpecial65 BP100% acc10 PPHas double power against Pokémon that have less than half their max HP remaining.
  • 1Focus EnergynormalStatus30 PPIncreases the user’s chance to score a critical hit.
  • 1Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
  • 1TacklenormalPhysical50 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 4Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
  • 7Arm ThrustfightingPhysical15 BP100% acc20 PPHits 2-5 times in one turn.
  • 10Vital ThrowfightingPhysical70 BP10 PPNever misses.
  • 13Fake OutnormalPhysical40 BP100% acc10 PPCan only be used as the first move after the user enters battle. Causes the target to flinch.
  • 16WhirlwindnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • 19Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • 22Smelling SaltsnormalPhysical70 BP100% acc10 PPIf the target is paralyzed, inflicts double damage and cures the paralysis.
  • 27Belly DrumnormalStatus10 PPUser pays half its max HP to max out its Attack.
  • 32Force PalmfightingPhysical60 BP100% acc10 PPHas a chance to paralyze the target.
  • 37Seismic TossfightingPhysical100% acc20 PPInflicts damage equal to the user’s level.
  • 42Wake Up SlapfightingPhysical70 BP100% acc10 PPIf the target is asleep, has double power and wakes it up.
  • 47EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • 52Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • 57ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • 62Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.

TM/HM37

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • Power Up PunchfightingPhysical40 BP100% acc20 PPRaises the user’s Attack by one stage after inflicting damage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RetaliatenormalPhysical70 BP100% acc5 PPHas double power if a friendly Pokémon fainted last turn.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock SmashfightingPhysical40 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • StrengthnormalPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • SwaggernormalStatus90% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.

Appears in — 16 games

Click a game to see the learnset as it works there; click again to go back to the latest.