Choice Band Hariyama

DennisEG

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QC: erisia / ~Eternally / Punchshroom
GP: Mr. Uncompetitive / The Dutch Plumberjack
[SET]
name: Choice Band
move 1: Close Combat
move 2: Knock Off
move 3: Stone Edge
move 4: Bullet Punch / Earthquake
item: Choice Band
ability: Guts / Thick Fat
nature: Adamant
evs: 252 Atk / 108 Def / 112 SpD / 36 Spe

[SET COMMENTS]
Moves
========
Close Combat is Hariyama's powerful STAB move, able to cause massive damage to opposing teams that lack a Pokemon resistant or immune to it. However, Close Combat lowers Hariyama's defenses, which makes it easier to revenge kill. Knock Off has great coverage with Close Combat, able to hit Psychic- and Ghost-types, such as Mesprit, Mismagius, and Gourgeist-XL, which are the most common switch-ins for Fighting-type attacks after Poison-types. It also removes the foe's item, which is very useful to wear teams down in the long run. Stone Edge is needed to hit bulky Flying-types such as Pelipper, Scyther, Charizard, and Mantine, which can switch into any of Hariyama's other attacks. Bullet Punch gives Hariyama a priority move and the ability to deal a massive damage to or KO frail attackers weak to it, such as Archeops and Jynx. It can be really useful late-game as well to pick off weakened Pokemon. Earthquake offers super effective coverage against Poison-types such as Garbodor and Skuntank, avoiding the Aftermath damage from the latter as well. It also gives Hariyama a way to hit Rock- and Steel-types, such as Steelix and Rhydon, super effectively without lowering its defenses and using up Close Combat PP. Heavy Slam could be an option to deal massive damage to Mega Audino, as well as deal neutral damage to Poison-types such as Vileplume and Weezing, with Hariyama having a nice chance to 2HKO them after prior damage. Keep in mind that Close Combat still has a chance to 2HKO Mega Audino. Hariyama can run other coverage moves such as Ice Punch, which can be used to 2HKO defensive Vileplume while providing solid neutral coverage and hitting Flying-types super effectively. Facade is another choice for breaking down typical Fighting-type counters, such as Weezing and Vileplume, which commonly rely on status to neuter Fighting-types.

Set Details
========
Full investment in Attack combined with an Adamant nature allows Hariyama to hit as hard as possible and 2HKO every Pokemon in the tier with Close Combat that doesn't resist or is immune to it after Stealth Rock, which makes it a hard move to switch into. 108 EVs in Defense help Hariyama out in taking hits from the likes of Kangaskhan, Tauros, and Shiftry, most notably guaranteeing that it survives Kangaskhan's Fake Out + Double Edge from full health as well as letting it survive Tauros's Zen Headbutt after two switches into Stealth Rock. The Speed investment is to outpace base 54 Speed Pokemon such as Gourgeist-XL and Vileplume, and the remaining EVs are put into Special Defense to avoid the OHKO from Choice Specs Aurorus's Hyper Voice after Stealth Rock. An alternative EV spread of 252 Atk / 4 Def / 252 Spe with an Adamant nature can be considered to allow Hariyama to outpace positive-natured base 40 Speed Pokemon such as Rhydon, Pelipper, Mantine, and Lanturn. It also lets Hariyama Speed tie with other offensive base 50 Speed Pokemon such as Aggron and Mega Audino. Guts is the ability of choice to take full advantage of status effects, which is one of the usual ways to deal with Fighting-types. It's also the main niche Hariyama has over other Choice Band Fighting-types such as Primeape. With a Guts boost, Hariyama is able to 2HKO Vileplume and Weezing with a resisted Close Combat and has a nice chance to OHKO defensive Mesprit with Knock Off. With this ability, it can also surprise defensive Ghost-types such as Rotom, Mismagius, and Gourgeist-XL. Thick Fat can still be useful if your team needs the extra insurance against Fire- and Ice-types, as Hariyama is still pretty bulky. Choice Band is the item of choice to pump up Hariyama's already high Attack stat so it can hit as hard as possible immediately and have a nice chance to OHKO bulky Pokemon such as Malamar, Lanturn and Rhydon with Close Combat.

Usage Tips
========
Hariyama should be used as wallbreaker and must be brought in safely against bulkier Pokemon such as Lanturn or predicted Rock- or Dark-type moves such as Rhydon's Stone Edge and Skuntank's Dark Pulse. This way, it can use Choice Band-boosted moves to threaten the opposing team. Thanks to Guts, Hariyama can switch in on bulky Water-types looking to score burns with Scald, such as Lanturn, without much worry, but this means it'll be worn down more quickly. It can also function as a status absorber and switch in on a predicted status-inflicting move. Try to avoid getting Hariyama hit by Knock Off and losing its Choice Band so that it won't lose wallbreaking capabilities. You have to predict correctly in order to not waste a turn or take unnecessary residual damage. Also, make sure to conserve Close Combat's PP. Hariyama possesses great bulk, but it cannot take special attacks very well. Instead, try to bring it in for free against passive Pokemon such as Lanturn or Pokemon that Hariyama can threaten out such as Rhydon and Miltank. Don't predict recklessly, as this could cost you offensive momentum; for example, if you have a check to Flying-types, don't try to catch them on the switch, as your opponent could have another initial switch-in, so scout for it first. Also be careful of setup sweepers that can take advantage of the move you lock Hariyama, such as Scyther being able to set up when it's locked into Earthquake.

Team Options
========
Entry hazard support from Pokemon such as Mesprit and Garbodor can give Hariyama an easier time breaking down the opposition. Mesprit has the best synergy possible with Hariyama, as it can get rid of Poison-types and switch in on Psychic-type attacks that threaten Hariyama. Garbodor can chip away damage at strong physical attackers that force out Hariyama thanks to Rocky Helmet and Aftermath. A way to compensate for Hariyama's low base Speed is with Thunder Wave support. Some Pokemon that help with this are Xatu, Mesprit, and Liepard. Another strong physical attacker, such as Primeape, Kangaskhan, or Tauros, can weaken opposing physical walls such as Weezing and Vileplume to the point that Hariyama can easily them pick off, or vice versa. Tauros is also a really good partner, as it can run Pursuit to trap a Choice Scarf Rotom locked into Shadow Ball or just trap and weaken Psychic- and Ghost-types in general. Skuntank and Liepard are solid partners, as they have access to Pursuit, are immune to Psychic-type moves, and can trap Psychic- and Ghost-type Pokemon such as Mesprit, Rotom, and Xatu, making it easier for Hariyama to spam Choice Band-boosted Close Combat. Bulky Pokemon that can shrug off hits such as Rhydon, Steelix, and Mega Audino are good teammates, as, despite Hariyama's decent bulk, it cannot take multiple hits and can worn be down very quickly. Rhydon and Steelix are great teammates because they have access to Stealth Rock, which helps Hariyama get crucial KOs; for example, Stone Edge is guaranteed OHKO on Pelipper after Stealth Rock damage. Also, both are great switch-ins to Flying-types that threaten Hariyama.
 
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erisia

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When you write a set analysis, you don't need to include an Overview, Other Options, or Checks and Counters, so you can remove these sections.

Mention specific targets that CB Close Combat OHKOes and 2HKOes with and without Guts to emphasise the power difference over the standard AV set (Malamar, defensive Lanturn, and Rhydon are OHKOed without Guts, defensive Vileplume and Pelipper are 2HKOed with Guts). Again, mention specific targets that a boosted Knock Off deals with well (OHKOes offensive Mesprit without Guts for example).

I'm not entirely sure why you mention Façade allows Hariyama to absorb status; Guts already does that with regards to burns. Other than that it seems like a decent option so I'd like other QC members to weigh in on this.

The set should definitely be 252 Spe EVs as otherwise max speed base 50's like Aggron can just stomp Hariyama. This way you have a 50/50 to OHKO it with Close Combat / Earthquake. It's also useful if you're using Heavy Slam to lure in and break Mega Audino, so you can tie with offensive sets. I don't think 8 Def EVs does anything particularly relevant vs Scyther so just change it to 4 EVs.

Also don't mention a fully defensive Choice Band set, that sounds horrible. If you were going to do something like that, I guess you could drop some Speed and put the rest in Def, but I wouldn't even do that when Hariyama's better Speed tier is one of the best attributes of this set, luring in and KOing usual checks like Pelipper.

In team options, don't mention Ariados as a Sticky Web user. Smeargle is almost always better with Spore / Toxic Spikes / Sticky Web / Skill Swap, and even then it's a questionable moveset.

DennisEG let me know when you've implemented this.
 
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DennisEG

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When you write a set analysis, you don't need to include an Overview, Other Options, or Checks and Counters, so you can remove these sections.

Mention specific targets that CB Close Combat OHKOes and 2HKOes with and without Guts to emphasise the power difference over the standard AV set (Malamar, defensive Lanturn, and Rhydon are OHKOed without Guts, defensive Vileplume and Pelipper are 2HKOed with Guts). Again, mention specific targets that a boosted Knock Off deals with well (OHKOes offensive Mesprit without Guts for example).

I'm not entirely sure why you mention Façade allows Hariyama to absorb status; Guts already does that with regards to burns. Other than that it seems like a decent option so I'd like other QC members to weigh in on this.

The set should definitely be 252 Spe EVs as otherwise max speed base 50's like Aggron can just stomp Hariyama. This way you have a 50/50 to OHKO it with Close Combat / Earthquake. It's also useful if you're using Heavy Slam to lure in and break Mega Audino, so you can tie with offensive sets. I don't think 8 Def EVs does anything particularly relevant vs Scyther so just change it to 4 EVs.

Also don't mention a fully defensive Choice Band set, that sounds horrible. If you were going to do something like that, I guess you could drop some Speed and put the rest in Def, but I wouldn't even do that when Hariyama's better Speed tier is one of the best attributes of this set, luring in and KOing usual checks like Pelipper.

In team options, don't mention Ariados as a Sticky Web user. Smeargle is almost always better with Spore / Toxic Spikes / Sticky Web / Skill Swap, and even then it's a questionable moveset.

DennisEG let me know when you've implemented this.
Done. I put mentions on set detail section and add heavy slam on moves
 

erisia

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I wouldn't mention Close Combat being stalled out of PP; usually these scenarios leave Hariyama at very low defensive stats, so it's either KOed long before this point or it's just swept the opponent's team somehow lol. In usage tips talk about specific examples where misprediction can suck, such as going for Stone Edge hoping the foe brings in a Scyther and they bring in Claydol instead. Additionally, mention that Hariyama should watch out for being locked into a potentially exploitable move after an attack: for example, it KOes Garbodor with Earthquake and then Swords Dance Scyther gets to set up. Also mention that this set can't switch into special attacks like the SpD set can, and that it should ideally be brought into battle against passive defensive mons that can't punish it as easily, such as Miltank and Regirock.

We were discussing whether this set should run a fast or bulky EV spread (252 Atk and a mix of EVs in Def and SpD to avoid specific KOs), but my vote goes to this offensive spread because it lures in and damages things like Pelipper and Weezing that could otherwise beat it easily. So QC 1/3 for now.
 

DennisEG

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I wouldn't mention Close Combat being stalled out of PP; usually these scenarios leave Hariyama at very low defensive stats, so it's either KOed long before this point or it's just swept the opponent's team somehow lol. In usage tips talk about specific examples where misprediction can suck, such as going for Stone Edge hoping the foe brings in a Scyther and they bring in Claydol instead. Additionally, mention that Hariyama should watch out for being locked into a potentially exploitable move after an attack: for example, it KOes Garbodor with Earthquake and then Swords Dance Scyther gets to set up. Also mention that this set can't switch into special attacks like the SpD set can, and that it should ideally be brought into battle against passive defensive mons that can't punish it as easily, such as Miltank and Regirock.

We were discussing whether this set should run a fast or bulky EV spread (252 Atk and a mix of EVs in Def and SpD to avoid specific KOs), but my vote goes to this offensive spread because it lures in and damages things like Pelipper and Weezing that could otherwise beat it easily. So QC 1/3 for now.
Done and thanks
 

etern

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Moves:
  • I'd remove mentions of Thunder Punch as Pelipper is the only relevant target, and it is both relatively uncommon nowadays, and still 2HKO'd by Stone Edge (OHKO'd after rocks). Basically there are a lot of more useful moves that it could be running.
  • Mention that Earthquake also avoids Aftermath damage from Skuntank and Garbodor.
Set Details:
  • In the first point, just add in that Close Combat 2HKO's every non resistant Pokemon in the tier after Stealth Rock.
  • Guts also helps Hariyama surprise Defensive Ghost-types such as Rotom, Gourgeist-XL, and Mismagius.
Usage Tips:
  • Mention that you'd also want to avoid losing your Choice Band because your opponent will realize that your Hariyama is not a bulky Thick Fat set, and potentially play much more aggressively.
  • Make sure to switch into only weaker special attacks in order to bluff an Assault Vest set, and catch your opponent off guard with Hariyama's power.

Well done, the content in this skeleton is great. QC 2/3
 

erisia

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Hmmm, maybe hold up a second before writing this up. Prior to ~Eternally joining the QC team, we discussed what the best approach was for this band set and a generally bulky one (252 Atk / 108 Def / 108 SpD / 40 Spe Adamant or something similar) and the bulky one received a lot of support. While the speedy set is a good lure for things like Mantine etc, the general bulk provided by the defensive investment is more helpful in a lot of situations, such as against fast attackers and wallbreakers, where the extra Speed isn't enough anyways. Tagging QC members so they can weigh in on this: boltsandbombers Hootie Blast DTC Raseri Punchshroom
 

DennisEG

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Moves:
  • I'd remove mentions of Thunder Punch as Pelipper is the only relevant target, and it is both relatively uncommon nowadays, and still 2HKO'd by Stone Edge (OHKO'd after rocks). Basically there are a lot of more useful moves that it could be running.
  • Mention that Earthquake also avoids Aftermath damage from Skuntank and Garbodor.
Set Details:
  • In the first point, just add in that Close Combat 2HKO's every non resistant Pokemon in the tier after Stealth Rock.
  • Guts also helps Hariyama surprise Defensive Ghost-types such as Rotom, Gourgeist-XL, and Mismagius.
Usage Tips:
  • Mention that you'd also want to avoid losing your Choice Band because your opponent will realize that your Hariyama is not a bulky Thick Fat set, and potentially play much more aggressively.
  • Make sure to switch into only weaker special attacks in order to bluff an Assault Vest set, and catch your opponent off guard with Hariyama's power.

Well done, the content in this skeleton is great. QC 2/3
Done and thanks !

Hmmm, maybe hold up a second before writing this up. Prior to ~Eternally joining the QC team, we discussed what the best approach was for this band set and a generally bulky one (252 Atk / 108 Def / 108 SpD / 40 Spe Adamant or something similar) and the bulky one received a lot of support. While the speedy set is a good lure for things like Mantine etc, the general bulk provided by the defensive investment is more helpful in a lot of situations, such as against fast attackers and wallbreakers, where the extra Speed isn't enough anyways. Tagging QC members so they can weigh in on this: boltsandbombers Hootie Blast DTC Raseri Punchshroom
Ok.
 

boltsandbombers

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  • Max Speed is good, but not exactly what we want to see on the main set, we came up with a mixed defensive spread of 252 Atk / 108 Def / 112 SpD / 36 Spe; the Defense investment helps out taking hits from the likes of Kangaskhan, Tauros, and Shiftry most notably guaranteeing that it lives Kangaskhan's Fake Out + Double Edge from full as well as letting it survive Tauros' Zen Headbutt after 2 Stealth Rock Switch ins. The Speed outpaces Gourgeist-XL and the rest is put in SpD which coincidentally avoids the OHKO from Choice Specs Aurorus's Hyper Voice after rocks. Please make this the main EV spread and be sure to adjust Set Details accordingly, and you can still mention the fast spread in set details. As such, remove the 'fast' in the set name.
  • Deslash Ice Punch, OHKOing Scyther and Xatu is way too important to pass up, but you can leave it as a moves mention.
  • Slash Thick Fat after Guts, even without AV Hariyama is still pretty bulky and if your team needs the extra insurance against Fire and Ice types it can be useful.
Nitpicking other stuff:

Moves -

When you describe Knock Off, give examples of Psychic and Ghost-type Pokemon.
Fighting and Dark coverage it's only resisted by Fairy-types, hitting super effective or neutral the rest of types.
This is pretty much just fluff and is stating info from a type chart.
Don't say that EQ OHKOs Lanturn because CC OHKOs it anyways.

Make these changes and you're good to write this up.
 

Punchshroom

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name: Bulky Choice Band
You can just rename this set to Choice Band; the EV investment in both the main set and the alternate one in Set Details gets the message across.

Stone Edge is needed to hit bulky Flying-types such as Pelipper, Scyther, and Mantine which otherwise can switch confortably agaisnt any other Hariyama's attack.
List Charizard as a target as well.

An alternative Ev spread of 252 Atk / 4 Def / 252 Spe with an Adamant nature should be considered because allow Hariyama to outpace plus nature base 40 speed such as Rhydon, Pelipper, Mantine, and Lanturn so you can hit them without taking a hit
If it 'should' be considered, it sounds important enough to make it onto the main set. I believe you mean 'can' be considered.

Sticky Web could be a nice solution for the lower base speed on Hariyama, so this way Hariyama can outspeed most Pokemon and threaten more the opposing team, some Sticky web user are Leavanny and Smeargle
Yeah Hariyama is still too slow to properly make use of Sticky Web support, especially the slower Hariyama which is the main set, so I'd scrap this mention of Sticky Web altogether. Instead, you could talk about Thunder Wave support to slow down foes for Hariyama; a good number of mons you listed in Team Options gets access to this move (Liepard, Mesprit, Xatu, Mega Audino) while still offering their other respective forms of support.

QC 3/3
 

DennisEG

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You can just rename this set to Choice Band; the EV investment in both the main set and the alternate one in Set Details gets the message across.

List Charizard as a target as well.

If it 'should' be considered, it sounds important enough to make it onto the main set. I believe you mean 'can' be considered.

Yeah Hariyama is still too slow to properly make use of Sticky Web support, especially the slower Hariyama which is the main set, so I'd scrap this mention of Sticky Web altogether. Instead, you could talk about Thunder Wave support to slow down foes for Hariyama; a good number of mons you listed in Team Options gets access to this move (Liepard, Mesprit, Xatu, Mega Audino) while still offering their other respective forms of support.

QC 3/3
Done and thanks man !

Ready for GP
 

Mr. Uncompetitive

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GP 1/2

Additions, (AC) = add comma

Removals, (RC) = remove comma
Comments


[SET]
name: Choice Band
move 1: Close Combat
move 2: Knock Off
move 3: Stone Edge
move 4: Bullet Punch / Earthquake
item: Choice Band
ability: Guts / Thick Fat
nature: Adamant
evs: 252 Atk / 108 Def / 112 SpD / 36 Spe

[SET COMMENTS]
Moves
========
Close Combat is Hariyama's powerful STAB move, able to cause massive damage in to opposing teams without that lack a resistance or an immunity to it. However, (AC) Close Combat lowers Hariyama's defense defenses, (AC) which make makes it more easier to revenge kill. Knock Off forms the best coverage you can get paired has great coverage with Close Combat, able to hit Psychic- and Ghost-types, (AC) such as Mesprit, Mismagius, and Gourgeist-XL, (AC) that which are the most common switch ins switch-ins for Fighting-type attacks bar barring Poison-types such as Mesprit, Mismagius, and Gourgeist-XL. Knock Off also removes the foe's item, (AC) which is very usefull useful to wear teams down thinking long term in the long run. Stone Edge is needed to hit bulky Flying-types such as Pelipper, Scyther, Charizard, and Mantine, (AC) which otherwise can switch confortably agaisnt comfortable switch into any other of Hariyama's other attack attacks. Bullet Punch gives priority to Hariyama a priority move and the ability to cause deal a massive damage to or pick a KO to frail attackers weak to it, such as Archeops and Jynx. Priority on lower base Speed Pokemon could be really useful in the It can be really useful late-game as well to pick off weakened Pokemon as well. Earthquake offers super effective coverage against Poison-types such as Garbodor and Skuntank, (AC) avoiding the Aftermath damage from the latter as well. Also It also gives Hariyama a way to hit Rock- and Steel-types, (AC) such as Steelix and Rhydon, (AC) for super effective damage super effectively such as Steelix and Rhydon without lowering its defenses and conserve more using up Close Combat power points PP. Heavy Slam could be an option too to cause deal a massive damage to Mega Audino, as well as secure a deal neutral damage against to Poison-types such as Vileplume and Weezing, (AC) with Hariyama having a nice chance to 2hko 2HKO them after a prior or hazard damage. Keep in mind that Close Combat still have has a chance to 2HKO Mega Audino. You Hariyama can run another other coverage moves such as Ice Punch , (AC) as it can be used to 2HKO defensive Vileplume while providing solid neutral coverage and hitting Flying-types for super effective damage super effectively. Facade is another choice for breaking down typical Fighting-type counters, such as Weezing and Vileplume, which commonly rely on status to neutralize neuter Fighting-types.

Set Details
========
Full investment on attack in Attack combined with an Adamant nature allow allows Hariyama to hit as hard as possible able to 2HKO's and 2HKO every none resistant Pokemon in the tier with Close Combat that doesn't resist or is immune to it after Stealth Rocks Stealth Rock, which make makes Close Combat it a hard move to swith switch into. A 108 Evs on EVs in Defense helps help Hariyama out in taking hits from the likes of Kangaskhan, Tauros, and Shiftry, (AC) most notably guaranteeing that it lives Kangaskhan's Fake Out + Double Edge from full health as well as letting it survive Tauros's Zen Headbutt after 2 Stealth Rock switch ins. The Speed investment is to outpace base 54 Speed Pokemon such as Gourgeist-XL and Vileplume and the remainig Evs remaining EVs are put into SpD Special Defense which to avoids avoid the OHKO from Choice Specs Aurorus's Hyper Voice after rocks Stealth Rock. An alternative Ev EV spread of 252 Atk / 4 Def / 252 Spe with an Adamant nature can be considered because to allow Hariyama to outpace plus positive nature base 40 speed Speed Pokemon such as Rhydon, Pelipper, Mantine, and Lanturn so you can hit them without taking a hit (seems very fluffy since that's a given if you're outspeeding something). Also let you tie It also lets Hariyama Speed tie with another other offensive base 50 Speed Pokemon such as Aggron and Mega Audino. Guts is the ability of choice to take full advantage of status effects, (AC) which is one of the ways to deal with Fighting-types. It's (add apostrophe) also the main niche Hariyama has over other Choice Band Fighting-types such as Primeape, (RC) is that it does not have to worry about status, specifically burn, thanks to Guts (gonna make the call and say this is fluff, given that all of this was said in the prior sentence). With a Guts boost Hariyama is able to 2HKO Vileplume and Weezing with a resisted Close Combat, and have has a nice chance to HKO OHKO Defensive Mesprit with Knock Off. With this ability, (AC) you it can also surprise defensive Ghost-types such as Rotom, Mismagius, and Gourgeist-XL. Thick Fat still could be used even without AV Hariyama is still pretty bulky and can still be useful if your team needs the extra insurance against Fire- and Ice-types, (AC) as Hariyama is still pretty bulky it can be useful. (please try not to c/p straight from boltsandbombers's post...Tried to condense this as well based on what I thought was most relevant) Choice Band is the item of choice to pump up the already Hariyama's already high attack Attack stat so you it can hit immediately as hard as possible immediately and have a nice chance to HKO OHKO bulky Pokemon such as Malamar, Lanturn and Rhydon with Close Combat.

Usage Tips
========
Hariyama should be used as wallbreaker and bring it safetly safely against Bulkyer bulkier Pokemon such as Lanturn or predicted Rock- and Dark-types Dark-type moves such as Rhydon's Stone Edge or Skuntank's Dark Pulse, (RC) . (add period) this This way, (AC) you it can click a use Choice Band-boosted moves and threatned to threaten the opposing team. Thanks to Guts, Hariyama can switch in without much worry on bulky Water-types looking to score burns with Scald, such as Lanturn, however without much worry, (AC) but this mean means you'll it'll be weaken weakened more easily. As well fuction It can also function as a status absorber and switch in on a predict predicted status status-inflicting move. Try to conserve as much as possible your item, so avoid getting Hariyama hit by Knock Off and losing its Choice Band knocked off (tried to rework this sentence a bit while keeping the meaning of it intact). You have to predict correctly in order to not waste a turn or getting uneccesary take unnecessary residual damage. Also help you to , (AC) make sure to conserve Close Combat Close Combat's power points PP. Hariyama posses a possesses great bulk however people is so used to the Assault Vest set that try to switching into Special Attacks which Hariyama cannot take very well or take at all , (AC) but unlike the Assault Vest set, it cannot take special attacks very well (condensed and got rid of some other grammar issues), (RC) . (add period) (avoiding a run-on sentence) so Instead, (AC) try to bring it in for free against passive Pokemon such as Lanturn or Pokemon that Hariyama can threaten out such as Rhydon and Miltank. Don't predict aggresively recklessly, (AC) as this could lose cost you offensive momentum; for example, (AC) if you have a check to Flying-types don't try to catch them on the switch, (AC) as your opponent could have another initial switch in, so scout for it first for his initial switching. Also be careful of setup sweepers when you lock itself Hariyama in into a move; for example you revenge a Rock-type with Earthquake rather than Close Combat, and the opponent has in the back a Flying or Levitate Pokemon that can setup such as Scyther that give you a lot of problems , (AC) such as Scyther being able to set up when it's locked into Earthquake (condensed it).

Team Options
========
Entry Hazards hazards support from Pokemon such as Mesprit and Garbodor can give Hariyama an easier time breaking down the opposition. Mesprit gives Hariyama the best sinergy synergy possible, as it can get rid off Poison-types and switch in on Psychic-types Psychic-type attacks that threatnen threaten Hariyama, (RC) . (add period) Garbodor can cheap chip away damage on at strong physical attackers that forces force out Hariyama thanks to Rocky Helmet and Aftermath. A form of exploid way to compensate for Hariyama's low base Speed is with Thunder Wave support, (RC) . (add period) some Some Pokemon that help with this are Xatu, Mesprit, and Liepard. Another strong physical attacker, (AC) such as Primeape, Kangaskhan, and Tauros, (AC) to overwhelm opposing walls (fluff/redundant with the following information) such as Primeape, Kangaskhan, and Tauros can weaken opposing physical walls such as Weezing and Vileplume at that to the point that Hariyama can easily them pick off, or viceversa vice versa. Tauros is also a really good partner, (AC) as it can run Pursuit and to trap a Choice-lock Choice Scarf Rotom locked into Shadow Ball, or just trap and weaken Psychic- and Ghost-type Ghost-types in general. Skuntank and Liepard are solid partners, (AC) as had they have access to Pursuit and are immune to Psychic-types Psychic-type moves, able to trap Psychic- and Ghost-type Pokemon such as Mesprit, Rotom, and Xatu, make more easier to Hariyama spam Choice Band-boosted Close Combat. Bulky Pokemon that can shrug off hits such as Rhydon, Steelix, and Mega Audino are good teammates such as Rhydon, Steelix, and Mega Audino , (AC) as, (AC) despite of a decent bulk Hariyama posses Hariyama's decent bulk, (AC) it cannot take multiple hits and this can worn it be down very quickly. Rhydon and Steelix are great teammates because they have access to Stealth rocks Stealth Rock which helps Hariyama to get crucial HKO KOs; for example, (AC) Stone Edge is guaranteed HKO OHKO after rocks damage on Pelipper after Stealth Rock damage. Also, (AC) both are great switch-ins against to Flying-types that threaten Hariyama.
 
Last edited:

DennisEG

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GP 1/2
Additions, (AC) = add comma
Removals, (RC) = remove comma
Comments


[SET]
name: Choice Band
move 1: Close Combat
move 2: Knock Off
move 3: Stone Edge
move 4: Bullet Punch / Earthquake
item: Choice Band
ability: Guts / Thick Fat
nature: Adamant
evs: 252 Atk / 108 Def / 112 SpD / 36 Spe

[SET COMMENTS]
Moves
========
Close Combat is Hariyama's powerful STAB move, able to cause massive damage to opposing teams that lack a resistance or an immunity to it. However, Close Combat lowers Hariyama's defenses, which makes it easier to revenge kill. Knock Off has great coverage with Close Combat, able to hit Psychic- and Ghost-types, such as Mesprit, Mismagius, and Gourgeist-XL, which are the most common switch-ins for Fighting-type attacks barring Poison-types. Knock Off also removes the foe's item, which is very useful to wear teams down in the long run. Stone Edge is needed to hit bulky Flying-types such as Pelipper, Scyther, Charizard, and Mantine, which can switch into any of Hariyama's other attacks. Bullet Punch gives Hariyama a priority move and the ability to deal a massive damage to or KO frail attackers weak to it, such as Archeops and Jynx. It can be really useful late-game as well to pick off weakened Pokemon. Earthquake offers super effective coverage against Poison-types such as Garbodor and Skuntank, avoiding the Aftermath damage from the latter as well. It also gives Hariyama a way to hit Rock- and Steel-types, such as Steelix and Rhydon, super effectively without lowering its defenses and using up Close Combat PP. Heavy Slam could be an option to deal massive damage to Mega Audino, as well as deal neutral damage to Poison-types such as Vileplume and Weezing, with Hariyama having a nice chance to 2HKO them after prior damage. Keep in mind that Close Combat still has a chance to 2HKO Mega Audino. Hariyama can run other coverage moves such as Ice Punch , as it can be used to 2HKO defensive Vileplume while providing solid neutral coverage and hitting Flying-types super effectively. Facade is another choice for breaking down typical Fighting-type counters, such as Weezing and Vileplume, which commonly rely on status to neuter Fighting-types.

Set Details
========
Full investment in Attack combined with an Adamant nature allows Hariyama to hit as hard as possible able and 2HKO every Pokemon in the tier with Close Combat that doesn't resist or is immune to it after Stealth Rock, which makes it a hard move to switch into. 108 EVs in Defense help Hariyama out in taking hits from the likes of Kangaskhan, Tauros, and Shiftry, most notably guaranteeing that it lives Kangaskhan's Fake Out + Double Edge from full health as well as letting it survive Tauros's Zen Headbutt after 2 Stealth Rock switch ins. The Speed investment is to outpace base 54 Speed Pokemon such as Gourgeist-XL and Vileplume and the remaining EVs are put into Special Defense to avoid the OHKO from Choice Specs Aurorus's Hyper Voice after Stealth Rock. An alternative EV spread of 252 Atk / 4 Def / 252 Spe with an Adamant nature can be considered to allow Hariyama to outpace positive nature base 40 Speed Pokemon such as Rhydon, Pelipper, Mantine, and Lanturn. It also lets Hariyama Speed tie with other offensive base 50 Speed Pokemon such as Aggron and Mega Audino. Guts is the ability of choice to take full advantage of status effects, which is one of the ways to deal with Fighting-types. It's also the main niche Hariyama has over other Choice Band Fighting-types such as Primeape. With a Guts boost Hariyama is able to 2HKO Vileplume and Weezing with a resisted Close Combat, and has a nice chance to OHKO Defensive Mesprit with Knock Off. With this ability, it can also surprise defensive Ghost-types such as Rotom, Mismagius, and Gourgeist-XL. Thick Fat can still be useful if your team needs the extra insurance against Fire- and Ice-types, as Hariyama is still pretty bulky. Choice Band is the item of choice to pump up Hariyama's already high Attack stat so it can hit as hard as possible immediately and have a nice chance to OHKO bulky Pokemon such as Malamar, Lanturn and Rhydon with Close Combat.

Usage Tips
========
Hariyama should be used as wallbreaker and bring it safely against bulkier Pokemon such as Lanturn or predicted Rock- and Dark-type moves such as Rhydon's Stone Edge or Skuntank's Dark Pulse. This way, it can use Choice Band-boosted moves to threaten the opposing team. Thanks to Guts, Hariyama can switch in on bulky Water-types looking to score burns with Scald, such as Lanturn, without much worry, but this means it'll be weakened more easily. It can also function as a status absorber and switch in on a predicted status-inflicting move. Try to avoid getting Hariyama hit by Knock Off and losing its Choice Band, this way it won't lose wallbreaking capabilities. You have to predict correctly in order to not waste a turn or take unnecessary residual damage. Also, make sure to conserve Close Combat's PP. Hariyama possesses great bulk, but unlike the Assault Vest set, it cannot take special attacks very well. Instead, try to bring it in for free against passive Pokemon such as Lanturn or Pokemon that Hariyama can threaten out such as Rhydon and Miltank. Don't predict recklessly, as this could cost you offensive momentum; for example, if you have a check to Flying-types don't try to catch them on the switch, as your opponent could have another initial switch in, so scout for it first. Also be careful of setup sweepers when you lock Hariyama into a move, such as Scyther being able to set up when it's locked into Earthquake.

Team Options
========
Entry hazards support from Pokemon such as Mesprit and Garbodor can give Hariyama an easier time breaking down the opposition. Mesprit gives Hariyama the best synergy possible, as it can get rid off Poison-types and switch in on Psychic-type attacks that threaten Hariyama. Garbodor can chip away damage at strong physical attackers that force out Hariyama thanks to Rocky Helmet and Aftermath. A to compensate for Hariyama's low base Speed is with Thunder Wave support. Some Pokemon that help with this are Xatu, Mesprit, and Liepard. Another strong physical attacker, such as Primeape, Kangaskhan, and Tauros, can weaken opposing physical walls such as Weezing and Vileplume to the point that Hariyama can easily them pick off, or vice versa. Tauros is also a really good partner, as it can run Pursuit to trap a Choice Scarf Rotom locked into Shadow Ball, or just trap and weaken Psychic- and Ghost-types in general. Skuntank and Liepard are solid partners, as they have access to Pursuit and are immune to Psychic-type moves, able to trap Psychic- and Ghost-type Pokemon such as Mesprit, Rotom, and Xatu, make more easier to Hariyama spam Choice Band-boosted Close Combat. Bulky Pokemon that can shrug off hits such as Rhydon, Steelix, and Mega Audino are good teammates, as, despite Hariyama's decent bulk, it cannot take multiple hits and can worn be down very quickly. Rhydon and Steelix are great teammates because they have access to Stealth Rock which helps Hariyama get crucial KOs; for example, Stone Edge is guaranteed OHKO on Pelipper after Stealth Rock damage. Also, both are great switch-ins to Flying-types that threaten Hariyama.
Thanks man, appreciated !
 

Lumari

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remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[SET]
name: Choice Band
move 1: Close Combat
move 2: Knock Off
move 3: Stone Edge
move 4: Bullet Punch / Earthquake
item: Choice Band
ability: Guts / Thick Fat
nature: Adamant
evs: 252 Atk / 108 Def / 112 SpD / 36 Spe

[SET COMMENTS]
Moves
========
Close Combat is Hariyama's powerful STAB move, able to cause massive damage to opposing teams that lack a Pokemon resistant resistance or an immunity immune to it. However, Close Combat lowers Hariyama's defenses, which makes it easier to revenge kill. Knock Off has great coverage with Close Combat, able to hit Psychic- and Ghost-types, such as Mesprit, Mismagius, and Gourgeist-XL, which are the most common switch-ins for Fighting-type attacks barring after Poison-types. Knock Off It also removes the foe's item, which is very useful to wear teams down in the long run. Stone Edge is needed to hit bulky Flying-types such as Pelipper, Scyther, Charizard, and Mantine, which can switch into any of Hariyama's other attacks. Bullet Punch gives Hariyama a priority move and the ability to deal a massive damage to or KO frail attackers weak to it, such as Archeops and Jynx. It can be really useful late-game as well to pick off weakened Pokemon. Earthquake offers super effective coverage against Poison-types such as Garbodor and Skuntank, avoiding the Aftermath damage from the latter as well. It also gives Hariyama a way to hit Rock- and Steel-types, such as Steelix and Rhydon, super effectively without lowering its defenses and using up Close Combat PP. Heavy Slam could be an option to deal massive damage to Mega Audino, as well as deal neutral damage to Poison-types such as Vileplume and Weezing, with Hariyama having a nice chance to 2HKO them after prior damage. Keep in mind that Close Combat still has a chance to 2HKO Mega Audino. Hariyama can run other coverage moves such as Ice Punch, (remove space) as it which can be used to 2HKO defensive Vileplume while providing solid neutral coverage and hitting Flying-types super effectively. Facade is another choice for breaking down typical Fighting-type counters, such as Weezing and Vileplume, which commonly rely on status to neuter Fighting-types.

Set Details
========
Full investment in Attack combined with an Adamant nature allows Hariyama to hit as hard as possible able and 2HKO every Pokemon in the tier with Close Combat that doesn't resist or is immune to it after Stealth Rock, which makes it a hard move to switch into. 108 EVs in Defense help Hariyama out in taking hits from the likes of Kangaskhan, Tauros, and Shiftry, most notably guaranteeing that it lives survives Kangaskhan's Fake Out + Double Edge from full health as well as letting it survive Tauros's Zen Headbutt after 2 two switches into Stealth Rock switch ins. The Speed investment is to outpace base 54 Speed Pokemon such as Gourgeist-XL and Vileplume, (AC) and the remaining EVs are put into Special Defense to avoid the OHKO from Choice Specs Aurorus's Hyper Voice after Stealth Rock. An alternative EV spread of 252 Atk / 4 Def / 252 Spe with an Adamant nature can be considered to allow Hariyama to outpace positive nature positive-natured base 40 Speed Pokemon such as Rhydon, Pelipper, Mantine, and Lanturn. It also lets Hariyama Speed tie with other offensive base 50 Speed Pokemon such as Aggron and Mega Audino. Guts is the ability of choice to take full advantage of status effects, which is one of the usual ways to deal with Fighting-types. It's also the main niche Hariyama has over other Choice Band Fighting-types such as Primeape. With a Guts boost, (AC) Hariyama is able to 2HKO Vileplume and Weezing with a resisted Close Combat (RC) and has a nice chance to OHKO defensive Mesprit with Knock Off. With this ability, it can also surprise defensive Ghost-types such as Rotom, Mismagius, and Gourgeist-XL. Thick Fat can still be useful if your team needs the extra insurance against Fire- and Ice-types, as Hariyama is still pretty bulky. Choice Band is the item of choice to pump up Hariyama's already high Attack stat so it can hit as hard as possible immediately and have a nice chance to OHKO bulky Pokemon such as Malamar, Lanturn and Rhydon with Close Combat.

Usage Tips
========
Hariyama should be used as wallbreaker and bring it must be brought in safely against bulkier Pokemon such as Lanturn or predicted Rock- and or Dark-type moves such as Rhydon's Stone Edge or and Skuntank's Dark Pulse. This way, it can use Choice Band-boosted moves to threaten the opposing team. Thanks to Guts, Hariyama can switch in on bulky Water-types looking to score burns with Scald, such as Lanturn, without much worry, but this means it'll be weakened worn down more easily quickly. It can also function as a status absorber and switch in on a predicted status-inflicting move. Try to avoid getting Hariyama hit by Knock Off and losing its Choice Band (RC) this way so that it won't lose wallbreaking capabilities. You have to predict correctly in order to not waste a turn or take unnecessary residual damage. Also, make sure to conserve Close Combat's PP. Hariyama possesses great bulk, but unlike the Assault Vest set, it cannot take special attacks very well. Instead, try to bring it in for free against passive Pokemon such as Lanturn or Pokemon that Hariyama can threaten out such as Rhydon and Miltank. Don't predict recklessly, as this could cost you offensive momentum; for example, if you have a check to Flying-types, (AC) don't try to catch them on the switch, as your opponent could have another initial switch-in, (AH) so scout for it first. Also be careful of setup sweepers when that can take advantage of the move you lock Hariyama into a move, such as Scyther being able to set up when it's locked into Earthquake.

Team Options
========
Entry hazards hazard support from Pokemon such as Mesprit and Garbodor can give Hariyama an easier time breaking down the opposition. Mesprit gives Hariyama has the best synergy possible with Hariyama, as it can get rid off of Poison-types and switch in on Psychic-type attacks that threaten Hariyama. Garbodor can chip away damage at strong physical attackers that force out Hariyama thanks to Rocky Helmet and Aftermath. A way to compensate for Hariyama's low base Speed is with Thunder Wave support. Some Pokemon that help with this are Xatu, Mesprit, and Liepard. Another strong physical attacker, such as Primeape, Kangaskhan, and or Tauros, can weaken opposing physical walls such as Weezing and Vileplume to the point that Hariyama can easily them pick off, or vice versa. Tauros is also a really good partner, as it can run Pursuit to trap a Choice Scarf Rotom locked into Shadow Ball (RC) or just trap and weaken Psychic- and Ghost-types in general. Skuntank and Liepard are solid partners, as they have access to Pursuit, (AC) and are immune to Psychic-type moves, able to and can trap Psychic- and Ghost-type Pokemon such as Mesprit, Rotom, and Xatu, make more making it easier to for Hariyama to spam Choice Band-boosted Close Combat. Bulky Pokemon that can shrug off hits such as Rhydon, Steelix, and Mega Audino are good teammates, as, despite Hariyama's decent bulk, it cannot take multiple hits and can worn be down very quickly. Rhydon and Steelix are great teammates because they have access to Stealth Rock, (AC) which helps Hariyama get crucial KOs; for example, Stone Edge is guaranteed OHKO on Pelipper after Stealth Rock damage. Also, both are great switch-ins to Flying-types that threaten Hariyama.
 
Last edited:

DennisEG

Civil Engineer
is a Top Tutor Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[SET]
name: Choice Band
move 1: Close Combat
move 2: Knock Off
move 3: Stone Edge
move 4: Bullet Punch / Earthquake
item: Choice Band
ability: Guts / Thick Fat
nature: Adamant
evs: 252 Atk / 108 Def / 112 SpD / 36 Spe

[SET COMMENTS]
Moves
========
Close Combat is Hariyama's powerful STAB move, able to cause massive damage to opposing teams that lack a Pokemon resistant or immune to it. However, Close Combat lowers Hariyama's defenses, which makes it easier to revenge kill. Knock Off has great coverage with Close Combat, able to hit Psychic- and Ghost-types, such as Mesprit, Mismagius, and Gourgeist-XL, which are the most common switch-ins for Fighting-type attacks after Poison-types. It also removes the foe's item, which is very useful to wear teams down in the long run. Stone Edge is needed to hit bulky Flying-types such as Pelipper, Scyther, Charizard, and Mantine, which can switch into any of Hariyama's other attacks. Bullet Punch gives Hariyama a priority move and the ability to deal a massive damage to or KO frail attackers weak to it, such as Archeops and Jynx. It can be really useful late-game as well to pick off weakened Pokemon. Earthquake offers super effective coverage against Poison-types such as Garbodor and Skuntank, avoiding the Aftermath damage from the latter as well. It also gives Hariyama a way to hit Rock- and Steel-types, such as Steelix and Rhydon, super effectively without lowering its defenses and using up Close Combat PP. Heavy Slam could be an option to deal massive damage to Mega Audino, as well as deal neutral damage to Poison-types such as Vileplume and Weezing, with Hariyama having a nice chance to 2HKO them after prior damage. Keep in mind that Close Combat still has a chance to 2HKO Mega Audino. Hariyama can run other coverage moves such as Ice Punch, which can be used to 2HKO defensive Vileplume while providing solid neutral coverage and hitting Flying-types super effectively. Facade is another choice for breaking down typical Fighting-type counters, such as Weezing and Vileplume, which commonly rely on status to neuter Fighting-types.

Set Details
========
Full investment in Attack combined with an Adamant nature allows Hariyama to hit as hard as possible and 2HKO every Pokemon in the tier with Close Combat that doesn't resist or is immune to it after Stealth Rock, which makes it a hard move to switch into. 108 EVs in Defense help Hariyama out in taking hits from the likes of Kangaskhan, Tauros, and Shiftry, most notably guaranteeing that it survives Kangaskhan's Fake Out + Double Edge from full health as well as letting it survive Tauros's Zen Headbutt after two switches into Stealth Rock. The Speed investment is to outpace base 54 Speed Pokemon such as Gourgeist-XL and Vileplume, and the remaining EVs are put into Special Defense to avoid the OHKO from Choice Specs Aurorus's Hyper Voice after Stealth Rock. An alternative EV spread of 252 Atk / 4 Def / 252 Spe with an Adamant nature can be considered to allow Hariyama to outpace positive-natured base 40 Speed Pokemon such as Rhydon, Pelipper, Mantine, and Lanturn. It also lets Hariyama Speed tie with other offensive base 50 Speed Pokemon such as Aggron and Mega Audino. Guts is the ability of choice to take full advantage of status effects, which is one of the usual ways to deal with Fighting-types. It's also the main niche Hariyama has over other Choice Band Fighting-types such as Primeape. With a Guts boost, Hariyama is able to 2HKO Vileplume and Weezing with a resisted Close Combat and has a nice chance to OHKO defensive Mesprit with Knock Off. With this ability, it can also surprise defensive Ghost-types such as Rotom, Mismagius, and Gourgeist-XL. Thick Fat can still be useful if your team needs the extra insurance against Fire- and Ice-types, as Hariyama is still pretty bulky. Choice Band is the item of choice to pump up Hariyama's already high Attack stat so it can hit as hard as possible immediately and have a nice chance to OHKO bulky Pokemon such as Malamar, Lanturn and Rhydon with Close Combat.

Usage Tips
========
Hariyama should be used as wallbreaker and must be brought in safely against bulkier Pokemon such as Lanturn or predicted Rock- or Dark-type moves such as Rhydon's Stone Edge and Skuntank's Dark Pulse. This way, it can use Choice Band-boosted moves to threaten the opposing team. Thanks to Guts, Hariyama can switch in on bulky Water-types looking to score burns with Scald, such as Lanturn, without much worry, but this means it'll be worn down more quickly. It can also function as a status absorber and switch in on a predicted status-inflicting move. Try to avoid getting Hariyama hit by Knock Off and losing its Choice Band so that it won't lose wallbreaking capabilities. You have to predict correctly in order to not waste a turn or take unnecessary residual damage. Also, make sure to conserve Close Combat's PP. Hariyama possesses great bulk, but it cannot take special attacks very well. Instead, try to bring it in for free against passive Pokemon such as Lanturn or Pokemon that Hariyama can threaten out such as Rhydon and Miltank. Don't predict recklessly, as this could cost you offensive momentum; for example, if you have a check to Flying-types, don't try to catch them on the switch, as your opponent could have another initial switch-in, so scout for it first. Also be careful of setup sweepers that can take advantage of the move you lock Hariyama, such as Scyther being able to set up when it's locked into Earthquake.

Team Options
========
Entry hazard support from Pokemon such as Mesprit and Garbodor can give Hariyama an easier time breaking down the opposition. Mesprit has the best synergy possible with Hariyama, as it can get rid of Poison-types and switch in on Psychic-type attacks that threaten Hariyama. Garbodor can chip away damage at strong physical attackers that force out Hariyama thanks to Rocky Helmet and Aftermath. A way to compensate for Hariyama's low base Speed is with Thunder Wave support. Some Pokemon that help with this are Xatu, Mesprit, and Liepard. Another strong physical attacker, such as Primeape, Kangaskhan, or Tauros, can weaken opposing physical walls such as Weezing and Vileplume to the point that Hariyama can easily them pick off, or vice versa. Tauros is also a really good partner, as it can run Pursuit to trap a Choice Scarf Rotom locked into Shadow Ball or just trap and weaken Psychic- and Ghost-types in general. Skuntank and Liepard are solid partners, as they have access to Pursuit, are immune to Psychic-type moves, and can trap Psychic- and Ghost-type Pokemon such as Mesprit, Rotom, and Xatu, making it easier for Hariyama to spam Choice Band-boosted Close Combat. Bulky Pokemon that can shrug off hits such as Rhydon, Steelix, and Mega Audino are good teammates, as, despite Hariyama's decent bulk, it cannot take multiple hits and can worn be down very quickly. Rhydon and Steelix are great teammates because they have access to Stealth Rock, which helps Hariyama get crucial KOs; for example, Stone Edge is guaranteed OHKO on Pelipper after Stealth Rock damage. Also, both are great switch-ins to Flying-types that threaten Hariyama.
Thanks once again !!

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