297 - Hariyama
Type | Ability | |
---|---|---|
(1) Thick Fat (2) Guts (HA) Sheer Force | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Makuhita | Level 24 | Hariyama |
Stats
HP 144 | ATK 120 | DEF 60 | SPA 40 | SPD 60 | SPE 50 | BST 474 |
Wild Hold Items
- 5%: King's Rock
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Bullet Punch | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
1 | Focus Energy | None | None | 20 | Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail. This effect is passed on by baton pass. | ||
1 | Tackle | 50 | 100 | 30 | Priority: 0. Inflicts regular damage. | ||
4 | Sand Attack | None | 100 | 15 | Priority: 0. Lowers the target's accuracy by one stage. | ||
7 | Arm Thrust | 20 | 100 | 20 | Priority: 0. Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. | ||
9 | Fake Out | 40 | 100 | 10 | Priority: 3. Causes the target to flinch. Can only be used on the user's first turn after entering the field. | ||
11 | Force Palm | 60 | 100 | 10 | Priority: 0. Has a 30% chance to paralyze the target. | ||
13 | Whirlwind | None | Never Miss | 20 | Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. | ||
15 | Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
17 | Vital Throw | 70 | None | 10 | Priority: -1. Ignores accuracy and evasion modifiers. | ||
19 | Brine | 65 | 100 | 10 | Priority: 0. If the target has less than half its max HP remaining, this move has double power. | ||
21 | Seismic Toss | None | 100 | 20 | Priority: 0. Inflicts damage equal to the user's level. Type immunity applies. | ||
25 | Wake-Up Slap | 70 | 100 | 10 | Priority: 0. If the target is sleeping, this move has double power, and the target wakes up. | ||
29 | Revenge | 60 | 100 | 10 | Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power. pain split does not count as damaging the user. | ||
33 | Belly Drum | None | None | 10 | Priority: 0. User pays half its max HP to raise its Attack to +6 stages. If the user cannot pay the HP cost, this move will fail. | ||
37 | Cross Chop | 100 | 80 | 5 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
41 | Wide Guard | None | None | 10 | Priority: 3. Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail. This move cannot be selected by assist or metronome. | ||
45 | Counter | None | 100 | 20 | Priority: -5. Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user. | ||
49 | Reversal | None | 100 | 15 | Priority: 0. Power varies inversely with the user's proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20 | ||
53 | Close Combat | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each. | ||
59 | Heavy Slam | None | 100 | 10 | Priority: 0. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120. User's weight | Power -------------------------------- | ----: Up to 2× the target's weight | 40 Up to 3× the target's weight | 60 Up to 4× the target's weight | 80 Up to 5× the target's weight | 100 More than 5× the target's weight | 120 |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM8 | Bulk Up | None | None | 10 | Priority: 0. Raises the user's Attack and Defense by one stage each. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM23 | Smack Down | 50 | 100 | 15 | Priority: 0. Removes the target's immunity to ground-type damage. This effect removes any existing Ground immunity due to levitate, magnet rise, or telekinesis, and causes the target's flying type to be ignored when it takes Ground damage. If the target isn't immune to Ground damage, this move will fail. This move can hit Pokémon under the effect of bounce, fly, or sky drop, and ends the effect of Bounce or Fly. | ||
TM26 | Earthquake | 100 | 100 | 10 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dig, this move will hit with double power. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM28 | Dig | 80 | 100 | 10 | Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk. | ||
TM31 | Brick Break | 75 | 100 | 15 | Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM45 | Power-Up Punch | 50 | 100 | 20 | Priority: 0. Raises the user's Attack by one stage. | ||
TM47 | Low Sweep | 65 | 100 | 20 | Priority: 0. Lowers the target's Speed by one stage. | ||
TM52 | Focus Blast | 120 | 70 | 5 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM60 | Quash | None | 100 | 15 | Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
TM67 | Retaliate | 70 | 100 | 5 | Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM71 | Stone Edge | 100 | 80 | 5 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
TM78 | Bulldoze | 60 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
TM84 | Poison Jab | 80 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
TM87 | Rock Climb | 80 | 95 | 10 | Priority: 0. Has a 20% chance to confuse the target. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM94 | Rock Smash | 55 | 100 | 15 | Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist | ||
HM3 | Surf | 90 | 100 | 15 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dive, this move will hit with double power. | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Fire Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
Ice Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
Iron Head | 80 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
Low Kick | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120 | ||
Role Play | None | None | 10 | Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers. If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail. | ||
Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Superpower | 120 | 100 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each. | ||
Thunder Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Pinwheel Forest - Outside | Dark Grass (Doubles) | 69 | 4.0 | |
Pinwheel Forest - Outside | Dark Grass (Doubles) | 70 | 1.0 | |
Pinwheel Forest - Outside | Hidden Grotto: Challenger's Rock | ?? | 3.75 | |
Victory Road | Connecting Caves II, Top | Cave | 59-62 | 10.0 |
Victory Road | Connecting Caves II, Top | Dust Cloud | 60-65 | 40.0 |