NU Hariyama [QC 3/3] [GP 2/2]

boltsandbombers

i'm sorry mr. man
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This is ready for the second QC Check.
I'd give this another quick look over for mentions of banned mons, I just saw a Slurpuff mention in the moves section :P

Edit: I think that's the only banned mon I saw, aside from that this is looking pretty good.
 
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ryan

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I think I'd rather see Ice Punch as just a Moves mention for if you want to hit Vileplume. I guess it hits Scyther too, but bulky SD Scyther can still set up on you (with Eviolite, Ice Punch doesn't even 2HKO, without it it does ~60-70, so you can Roost spam against it). Earthquake keeps Hariyama from being set up on by Garbodor, which is just so much more important than hitting Vileplume.

The entry hazard point should just be a part of Team Options, so you can cut it from Usage Tips.

Choice Band set should be named Choice Band both above and below the hashtags.

CB Ice Punch 2HKOs Vileplume with or without Guts:
252+ Atk Choice Band Hariyama Ice Punch vs. 252 HP / 252+ Def Vileplume: 204-242 (57.6 - 68.3%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

Hariyama is stronger than Primeape.

The Defense investment being for priority hits seems sketch. Just say it can help Hariyama pivot into physical attackers better.
 

Kiyo

the cowboy kid
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I think I'd rather see Ice Punch as just a Moves mention for if you want to hit Vileplume. I guess it hits Scyther too, but bulky SD Scyther can still set up on you (with Eviolite, Ice Punch doesn't even 2HKO, without it it does ~60-70, so you can Roost spam against it). Earthquake keeps Hariyama from being set up on by Garbodor, which is just so much more important than hitting Vileplume.

The entry hazard point should just be a part of Team Options, so you can cut it from Usage Tips.

Choice Band set should be named Choice Band both above and below the hashtags.

CB Ice Punch 2HKOs Vileplume with or without Guts:
252+ Atk Choice Band Hariyama Ice Punch vs. 252 HP / 252+ Def Vileplume: 204-242 (57.6 - 68.3%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

Hariyama is stronger than Primeape.

The Defense investment being for priority hits seems sketch. Just say it can help Hariyama pivot into physical attackers better.
fixed, thanks bb
 

Kiyo

the cowboy kid
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If you really wanna get technical it's been since November 25th that he has had the opportunity to write it, he told me he was working on it last night so I expect it'll be done soon.
Pretty sure I'll be done tonight, if it's not done by tomorrow you can have it reassigned tbh imo js
 

CanadianWifier

Run Away With Me
Overview is kinda meh, and in it you normally you start off with good and end with bad, but its w/e man

rest looks fine, change your avatar then consider this 3/3 :]
 
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Psywaves

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Overview
########

With a low base Speed, an intense case of four moveslot syndrome, and weaknesses to common attacking types, (AC) it may come as a surprise to some that Hariyama acts as one of the best special tanks in the tier. But thanks to a monstrous base HP stat and two amazing abilities in Thick Fat and Guts, (AC) Hariyama finds a niche as a solid switch-(add hyphen)in to many Fire and Ice-type attacks, (RC) and status inducing moves alike. A huge Attack stat with access to Close Combat, (AC) and incredible coverage options, (AC) and that even include priority like such as (like = similar to whereas such as = examples) Fake Out and Bullet Punch (changed this bit a little because it otherwise sounded as if Fake Out and Bullet Punch were coverage attacks) means Hariyama can also pose a threat as an attacker.

Assault Vest
########
name: Assault Vest
move 1: Close Combat
move 2: Knock Off
move 3: Bullet Punch
move 4: Fake Out / Earthquake
ability: Thick Fat / Guts
item: Assault Vest
evs: 252 Atk / 4 Def / 252 SpD
nature: Adamant

Moves
=======

Close Combat is an incredibly powerful STAB option for Hariyama, that will destroy anything that isn't resistant or immune to it. The only downside to this attack is the stat drop in both defenses, however though this can be mitigated by switching out. Knock Off provides excellent synergy coverage with Close Combat. (full stop/period -> emdash)Dark / Fighting / Dark (altered the order since Close Combat is listed first) coverage is only resisted by Fairies and allows Hariyama to damage Psychic-(add hyphen) and Ghost-(add hyphen)types that would otherwise freely switch in on Close Combat Freely. Knock Off has the added benefit of removing the opponents foe's item. This is great because most Fairy-(add hyphen)types don't appreciate having their item removed, and their there are quite a few Eviolite users in the tier. Bullet Punch provides extremely useful priority, allowing Hariyama to pick off weakened opponents foes (opponent = the opposing player; foe = their Pokémon) such as Archeops, (RC) and Jynx and anything else low on health. (this bit was already implied by "weakened foes") Fake Out is another form of priority that allows Hariyama to get useful chip damage that can rack up quickly with entry hazard support. It also gives Hariyama the ability to stall out turns of weather and/or Trick Room. Earthquake is good coverage for common Poison-type switch-(add hyphen)ins, (AC) such as Garbodor and Qwilfish, (AC) that which aim to resist Hariyama's STAB Close Combat. Heavy Slam is a niche option that allows Hariyama to surprise Granbull and Togetic on the switch in. Factoring in Stealth Rock damage, Heavy Slam scores a 2HKO on defensive Togetic, (RC) and it has a chance to 2HKO defensive Granbull. Ice Punch is an option that can allow Hariyama to deal a respectable amount of damage to Vileplume and Scyther.

Set Details
========

Maximum Attack investment allows Hariyama to hit as hard as possible, while maximum Special Defense investment adds more overall bulk on the special side than maximum HP investment would. One of Hariyama's abilities, Thick Fat, (RC) allows it Hariyama to switch into most Fire-(add hyphen) and Ice-type attacks easily. Guts is another option that allows you Hariyama to take on Will-O-Wisp users such as Pyroar, Migsmagius, (AC) and Rotom without the fear of getting burned. It should also be noted that an alternative EV Spread of 252 Atk / 128 Def / 128 SpDef can be used to avoid the OHKO from Jolly Choice Banded Sawk's Close Combat 100% of the time, as well as takinge a plethora of physical attacks better.

Usage Tips
========

Thanks to Thick Fat, Hariyama acts as a solid switch-in to special attacking Fire-(add hyphen) and Ice-types such as Cryogonal, Typhlosion, and Pyroar. You Hariyama can use Fake Out to stall turns of Trick Room and Sunny Day / Rain Dance weather, (RC) while also scoring crucial chip damage on faster offensive Pokemon. It should be noted that while Close Combat is extremely powerful, the defense drops can be troublesome for Hariyama due to its naturally low Speed stat. For example, faster Substitute users such as Klinklang can attempt to score KOs that they normally couldn't on Hariyama they normally couldn't by forcing it to lower its defenses with Close Combat to break their Substitute.

Team Options
========

Hariyama pairs well with Fire and Ice weak Pokemon weak to Fire and Ice, (AC) as they appreciate Hariyama's ability to switch in on Pokemon such as Cryogonal and Typhlosion. Physically defensive Pokemon such as Seismitoad, Vileplume, and Rhydon, (AC) that which can handle strong physical attackers like such as Feraligatr and Kangaskhan, (AC) pair well with Hariyama. Other good defensive teammates include Steel-(add hyphen) and Rock-type Pokemon like such as Probopass, Steelix, and Rhydon, (AC) which can take powerful Flying-type attacks aimed at Hariyama and set up Stealth Rock. While Bulkier Psychic-type Pokemon such as Uxie and Xatu can take pretty much every Fairy and Psychic-type attack aimed at Hariyama. Rapid Spinners and Defoggers such as Cryogonal, Togetic, and Prinplup allow Hariyama to switch into strong attacks more easily by clearing the field of entry hazards. Wish and Healing Wish users such as Audino, Mesprit, and Lilligant can allow Hariyama to continuously take continued hits late in the late-(add hyphen)game,; (comma -> semicolon) this is extremely helpful as Hariyama has no other way of recovering HP. If you find that you need Hariyama to fulfill a more offensive role on your team, (Toxic) Spike Spikes or Toxic Spikes setters such as Garbodor and Qwilfish allow Hariyama to rack up damage quickly with Fake Out.

Choice Band
########
name: Choice Band
move 1: Close Combat
move 2: Knock Off
move 3: Earthquake / Facade
move 4: Bullet Punch
ability: Guts
item: Choice Band
evs: 252 Atk / 116 Def / 140 Spe
nature: Adamant

Moves
========

Close Combat is hard hitting a STAB move that hits hard, and with a Guts boost, (AC) even resists Pokemon that resist it won't appreciate switching in on one. Dropping both defense stats Close Combat's defense drops to is are less of an issue on to offensive Hariyama, but it's something to keep in mind. Knock Off provides great neutral coverage with Close Combat and can remove pesky Eviolite and Leftovers from common Fairy-type switch ins like such as Togetic and Granbull. Facade is a great move for breaking down typical Fighting-type counters, (AC) like such as Weezing and Vileplume, (AC) that which commonly rely on status to combat Fighting-types. Earthquake offers super effective coverage for against Qwilfish and Garbodor, and gives you Hariyama a way to hit Rock-(add hyphen) and Steel-types for super effectively damage without lowering your its defenses. Bullet Punch can be used to pick off weakened threats and frail attackers weak to it, (AC) such as Archeops, Jynx, and Mega-Audino. The Its increased priority bracket also provides overall utility late-(add hyphen)game. Ice Punch can be used to 2HKO defensive Vileplume while providing solid neutral coverage and hits hitting Flying-types for super effectively damage.

Set Details
========

This set faces heavy competition from the likes of Sawk and Primeape, (AC) who which are naturally faster, (AC) and, (RC) in the case of Sawk, hit harder with similar coverage options. The main niche Hariyama has over other Choice Banded Fighting-types is that it does not have to worry about status ailments, specifically burn, thanks to Guts. Choice Band is a solid option for teams that prefer to hit hard right away and value Hariyama's natural bulk a little more than Primeape or Sawk's. Guts is useful in these situations to avoid being crippled by Will-O-Wisp and Scald burns. The given EV spread allows Hariyama to outpace everything up until to uninvested Lanturn, which allows Hariyama to clobber it can hit before it Volt Switches away out. Maximum attack and an Adamant nature are used to allow Hariyama to take full advantage of the Guts boost and hit the opposition foes hard. The remaining 116 EVs are thrown into Defense to allow Hariyama to pivot into physical attackers with greater ease.

Usage Tips
========

Hariyama should be used as a wall(remove space)breaker, aim to come in on bulkier Pokemon, (AC) and fire off powerful Choice Band-(add hyphen) (and potentially) Guts boosted attacks so that a teammate can sweep late-(add hyphen)game. Hariyama can switch in without much worry on bulky Water-(add hyphen)types, (AC) like such as Seismitoad and Lanturn, (AC) looking to score burns with Scald, thanks to Guts. Hariyama can look to switch in on Pokemon that rely on status moves like Toxic and Will-O-Wisp to deal the majority of their damage, (AC) such as non-Mega-Audino and Gourgeist-XL ("Gourgeist" alone refers to the outclassed average size form). Make sure to watch out for Knock Off, as losing your Hariyama's Choice Band can be devastating. Hariyama can come in on many of the Rock-(add hyphen) and Steel-type Pokemon in the tier and threaten them out with a STAB Close Combat.

Team Options
========

Sticky Web setters such as Leavanny and Kricketune can ease Hariyama's troubles with faster Pokemon and give it more opportunities to fire off Choice Band/Guts boosted attacks. Entry hazard support from Pokemon such as Crustle and Qwilfish can give Hariyama an even easier time breaking down the opposition. Other physical attackers appreciate having Pokemon like such as Weezing and Granbull worn down. Feraligatr, Kangaskhan, and Klinklang all appreciate these types of Pokemon weaknedned in their attempts to sweep late-(add hyphen)game. If you want to go another route, Trick Room support can be a useful form of speed control that takes advantage of Hariyama'(add apostrophe)s sub(remove space)par speed,. (comma -> full stop/period) Notable setters are Carbink and Uxie, (AC) both of which have the ability to set up Stealth Rock and dual screens. If you choose to run Trick Room support, an alternative EV spread of 252 Atk / 128 Def / 128 SpD will benefit you more than a Speed invested Hariyama with Speed investment.

Other Options
########

Hariyama can opt to run a defensive RestTalk set to favor longevity over initial bulk, however you are but it is significantly weaker than Assault Vest variants of Hariyama and opponents foes can take advantage of turns that where Hariyama is forced to be asleep. Hariyama can directly take advantage of Guts by activating it with either Flame Orb or Toxic Orb., (full stop/period -> comma) though it's very likely that Hariyama will come across status in a match, and the extra residiual damage can rack up quickly, for these reasons its suggested to use Choice Band Hariyama if you desire a more offensive set. Hariyama can use its other ability, Sheer Force, to boost quite a few of its move's the power of several of its move, however but this is typically inferior to a Choice Band set. Sets choosing to forgoe Assault Vest in favor of Leftovers can utilize Toxic or Bulk Up in favor of a coverage or priority move. Stone Edge can be used to hit Flying-types, (AC) like such as Scyther, Mantine, Pelipper and Swanna, (AC) that which would otherwise take negligible damage from Hariyama's other coverage options such as Ice Punch.

Checks & Counters
########

**Fairy-types**: Fairy-type Pokemon such as Granbull, Togetic, and Mega-(remove hyphen)Audino can hit Hariyama for super effectively damage with their STAB move of choice, (RC) and typically shrug off attacks like such as Close Combat and Knock Off, (AC) or in Mega-(remove hyphen)Audino's case, (AC) takes the hit and KO's a Hariyama with lowered defenses back with the defense drops. However, Togetic doesn't appreciate taking a Knock Off, (AC) however, and all three need to watch out for Heavy Slam.

**Bulky Poison-types**: Weezing, Garbodor, and Qwilfish all take minimal damage from Hariyama's attacks and can stack entry hazards against it. Weezing can burn Hariyama with Will-O-Wisp and use Pain Split to heal off any damage it takes. While all three can stack hazards against it.

**Flying-types**: Offensive Flying-types such as Scyther, Rotom-S, and Archeops can force Hariyama out with their powerful STAB attacks, with only Archeops taking much damage from any of it's Hariyama's coverage moves. Defensive Flying-types such as Pelipper and Mantine can shrug off any of Hariyama's attacks and support their team with Defog or choose to weaken Hariyama with their super effective STAB moves.

**Physical Attackers**: Strong physical attackers such as Kangaskhan, Feraligatr and Sawk, (RC) can overwhelm Hariyama fairly easily throughout the course of the match, (AC) forcing Hariyama it to take entry hazards damage every time it has to switch out and come back in. While 128 Def variants of Hariyama with 128 Defense EVs can take some physical attacks better, it's not recommended that it stays in to take these hits unless absolutely necessary.

**Psyshock Users**: Special attackers with access to Psyshock, (AC) such as Ninetales, Xatu, and Mesprit, (AC) can be troublesome for Hariyama, considering its physical Defense stat is typically weaker than its Special Defense. (there's a comparison in "weaker" so there's got to be something to compare it to) It should be noted that the most common Psyshock users don't appreciate a Knock Off.


GP 1/2
 

P Squared

a great unrecorded history
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Overview
########

With a low base Speed, an intense case of four-moveslot (add dash) syndrome, and weaknesses to common attacking types, it may come as a surprise to some that Hariyama acts as one of the best special tanks in the tier. But thanks to a monstrous base HP stat and two amazing abilities in Thick Fat and Guts, Hariyama finds a niche as a solid switch-in to many Fire and Ice-type attacks and status inducing moves alike. A huge Attack stat, (comma) with access to Close Combat, incredible coverage options, and even priority such as Fake Out and Bullet Punch means Hariyama can also pose a threat as an attacker.

Assault Vest
########
name: Assault Vest
move 1: Close Combat
move 2: Knock Off
move 3: Bullet Punch
move 4: Fake Out / Earthquake
ability: Thick Fat / Guts
item: Assault Vest
evs: 252 Atk / 4 Def / 252 SpD
nature: Adamant

Moves
========

Close Combat is an incredibly powerful STAB option , (remove comma) that will destroy anything that isn't resistant or immune to it. The only downside to this attack is the stat drop in both defenses, though this can be mitigated by switching out. Knock Off provides excellent coverage with Close CombatFighting / Dark coverage is only resisted by Fairies and allows Hariyama to damage Psychic- and Ghost-types that would otherwise freely switch in on Close Combat. Knock Off has the added benefit of removing the foe's item. This is great because most Fairy-types don't appreciate having their item removed, and there are quite a few Eviolite users in the tier. Bullet Punch provides extremely useful priority, allowing Hariyama to pick off weakened foes such as Archeops and Jynx. Fake Out is another form of priority that allows Hariyama to get useful chip damage, which that can rack up quickly with entry hazard support. It also gives Hariyama the ability to stall out turns of weather and/or Trick Room. Earthquake is good coverage for common Poison-type switch-ins, such as Garbodor and Qwilfish, which resist Hariyama's STAB Close Combat. Heavy Slam is a niche option that allows Hariyama to surprise Granbull and Togetic on the switch in. Factoring in Stealth Rock damage, Heavy Slam scores a 2HKO on defensive Togetic and has a chance to 2HKO defensive Granbull. Ice Punch is an option that can allow Hariyama to deal a respectable amount of damage to Vileplume and Scyther.

Set Details
========

Maximum Attack investment allows Hariyama to hit as hard as possible, while maximum Special Defense investment adds more overall bulk on the special side than maximum HP investment would. Thick Fat allows Hariyama to switch into most Fire- and Ice-type attacks easily. Guts is another option that allows Hariyama to take on Will-O-Wisp users such as Pyroar, Mismagius, and Rotom without the fear of getting burned. It should also be noted that an alternative EV spread of 252 Atk / 128 Def / 128 SpD can be used to avoid the OHKO from Jolly Choice Band Sawk's Close Combat 100% of the time, as well as take a plethora of physical attacks better.

Usage Tips
========

Thanks to Thick Fat, Hariyama acts as a solid switch-in to special attacking Fire- and Ice-types such as Cryogonal, Typhlosion, and Pyroar. Hariyama can use Fake Out to stall turns of Trick Room and weather while also scoring crucial chip damage on faster offensive Pokemon. It should be noted that while Close Combat is extremely powerful, the defense drops can be troublesome for Hariyama due to its naturally low Speed stat. For example, faster Substitute users such as Klinklang can attempt to score KOs that they normally couldn't on Hariyama by forcing it to lower its defenses with Close Combat to break their Substitute.

Team Options
========

Hariyama pairs well with Pokemon weak to Fire and Ice, as they appreciate Hariyama's ability to switch in on Pokemon such as Cryogonal and Typhlosion. Physically defensive Pokemon such as Seismitoad, Vileplume, and Rhydon, which can handle strong physical attackers such as Feraligatr and Kangaskhan, pair well with Hariyama. Other good defensive teammates include Steel- and Rock-type Pokemon such as Probopass, Steelix, Probopass, and Rhydon, (this is a super silly change but I like lining it up so it's [Steel] [Steel and Rock] [Rock], just to be super matchy with the order you wrote earlier) which can take powerful Flying-type attacks aimed at Hariyama and set up Stealth Rock. Bulkier Psychic-type Pokemon such as Uxie and Xatu can take pretty much every Fairy- (dash) and Psychic-type attack aimed at Hariyama. Rapid Spinners and Defoggers such as Cryogonal, Togetic, and Prinplup allow Hariyama to switch into strong attacks more easily by clearing the field of entry hazards. Wish and Healing Wish users such as Audino, Mesprit, and Lilligant can allow Hariyama to continuously take hits in (space) the late-game; this is extremely helpful, (comma) as Hariyama has no other way of recovering HP. If you find that you need Hariyama to fulfill a more offensive role on your team, Spikes or Toxic Spikes setters such as Garbodor and Qwilfish allow Hariyama to rack up damage quickly with Fake Out.

Choice Band
########
name: Choice Band
move 1: Close Combat
move 2: Knock Off
move 3: Earthquake / Facade
move 4: Bullet Punch
ability: Guts
item: Choice Band
evs: 252 Atk / 116 Def / 140 Spe
nature: Adamant

Moves
========

Close Combat is a STAB move that hits hard, and with a Guts boost, even Pokemon that resist it won't appreciate switching in on one. Close Combat's defense drops are less of an issue to offensive Hariyama, but it's something to keep in mind. Knock Off provides great neutral coverage with Close Combat and can remove pesky Eviolite and Leftovers from common Fairy-type switch-ins (dash) such as Togetic and Granbull. Facade is a great move for breaking down typical Fighting-type counters, such as Weezing and Vileplume, which commonly rely on status to combat Fighting-types. Earthquake offers super effective coverage against Qwilfish and Garbodor, (remove comma) and gives Hariyama a way to hit Rock- and Steel-types for super effective damage without lowering its defenses. Bullet Punch can be used to pick off weakened threats and frail attackers weak to it, such as Mega Audino, Archeops, and Jynx, and Mega Audino (to my knowledge, Mega Audino isn't frail, so I moved it up first to correspond to 'weakened threats'; I hope that was correct). Its increased priority also provides utility late-game. Ice Punch can be used to 2HKO defensive Vileplume while providing solid neutral coverage and hitting Flying-types for super effective damage.

Set Details
========

This set faces heavy competition from the likes of Sawk and Primeape, which are naturally faster, and in the case of Sawk, hit harder with similar coverage options. The main niche Hariyama has over other Choice Band Fighting-types is that it does not have to worry about status ailments, specifically burn, thanks to Guts. Choice Band is a solid option for teams that prefer to hit hard right away and value Hariyama's natural bulk a little more than Primeape or Sawk's. Guts is useful in these situations to avoid being crippled by Will-O-Wisp and Scald burns. The given EV spread allows Hariyama to outpace everything up to uninvested Lanturn, which Hariyama can (space) hit before it Volt Switches out. Maximum Attack investment and an Adamant nature allow Hariyama to take full advantage of the Guts boost and hit foes hard. The remaining 116 EVs are thrown into Defense to allow Hariyama to pivot into physical attackers with greater ease.

Usage Tips
========

Hariyama should be used as a wallbreaker, aim to come in on bulkier Pokemon, and fire off powerful Choice Band-boosted attacks so that a teammate can sweep late-game. Thanks to Guts, Hariyama can switch in without much worry on bulky Water-types, such as Seismitoad and Lanturn, looking to score burns with Scald, such as Seismitoad and Lanturn thanks to Guts. Hariyama can look to switch in on Pokemon that rely on status moves like such as Toxic and Will-O-Wisp to deal the majority of their damage, such as Audino and Gourgeist-XL. Make sure to watch out for Knock Off, as losing Hariyama's Choice Band can be devastating. Hariyama can come in on many of the Rock- and Steel-type Pokemon in the tier and threaten them out with a STAB Close Combat.

Team Options
========

Sticky Web setters such as Leavanny and Kricketune can ease Hariyama's troubles with faster Pokemon and give it more opportunities to fire off boosted attacks. Entry hazard support from Pokemon such as Crustle and Qwilfish can give Hariyama an even easier time breaking down the opposition. Other physical attackers appreciate having Pokemon such as Weezing and Granbull worn down. Feraligatr, Kangaskhan, and Klinklang all appreciate these pokemon weakneded Pokemon weakened in their attempts to sweep late-game. If you want to go another route, Trick Room support can be a useful form of speed control that takes advantage of Hariyama's subpar Speed. Notable setters are Carbink and Uxie, both of which have the ability to set up Stealth Rock and dual screens. If you choose to run Trick Room support, an alternative EV spread of 252 Atk / 128 Def / 128 SpD will benefit you more than Hariyama with a spread with Speed investment (compare spreads to spreads, rather than spreads to Hariyama).

Other Options
########

Hariyama can opt to run a defensive RestTalk set to favor longevity over initial bulk, but it is significantly weaker than Assault Vest variants and foes can take advantage of turns where during which Hariyama is forced to sleep. Hariyama can directly take advantage of Guts by activating it with either Flame Orb or Toxic Orb, though it's very likely that Hariyama will come across status in a match, and the extra residual damage can rack up quickly. Hariyama can use its other ability, Sheer Force, to boost the power of several of its moves, but this is typically inferior to a Choice Band set. Sets choosing to forgo Assault Vest in favor of Leftovers can utilize Toxic or Bulk Up instead favor of (in favor of means that you're giving up Toxic/Bulk Up to use a coverage or priority move) a coverage or priority move. Stone Edge can be used to hit Flying-types, such as Scyther, Mantine, Pelipper and Swanna, which would otherwise take negligible damage from Hariyama's other coverage options.

Checks & Counters
########

**Fairy-types**: Fairy-type Pokemon such as Granbull, Togetic, and Mega Audino can hit Hariyama for super effective damage with their STAB move of choice and typically shrug off attacks such as Close Combat and Knock Off, or in Mega Audino's case, takes the hit and KO a Hariyama with lowered defenses. However, Togetic doesn't appreciate taking a Knock Off, and all three need to watch out for Heavy Slam.

**Bulky Poison-types**: Weezing, Garbodor, and Qwilfish all take minimal damage from Hariyama's attacks and can stack entry hazards against it. Weezing can burn Hariyama with Will-O-Wisp and use Pain Split to heal off any damage it takes.

**Flying-types**: Offensive Flying-types such as Scyther, Rotom-S, and Archeops can force Hariyama out with their powerful STAB attacks, with only Archeops taking much damage from any of Hariyama's coverage moves. Defensive Flying-types such as Pelipper and Mantine can shrug off any of Hariyama's attacks and support their team with Defog or choose to weaken Hariyama with their super effective STAB moves.

**Physical Attackers**: Strong physical attackers such as Kangaskhan, Feraligatr, (comma) and Sawk can overwhelm Hariyama fairly easily throughout the course of the match, forcing it to take entry hazard damage every time it has to switch out and come back in. While variants of Hariyama with 128 Defense EVs can take some physical attacks better, it's not recommended that it stays in to take these hits unless absolutely necessary.

**Psyshock Users**: Special attackers with access to Psyshock, such as Ninetales, Xatu, and Mesprit, can be troublesome for Hariyama, considering its Defense stat is typically weaker than its Special Defense stat. It should be noted that most common Psyshock users don't appreciate a Knock Off.
 

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