Code: #297 Hariyama Typing: Fighting Ability 01: Thick Fat Fire and Ice-type moves deal 50% damage. Ability 02: Guts Attack raises to 1.5 times when induced with a status (BURN, PARALYZE, SLEEP, POISON, FREEZE). BURN’s effect of lowering Attack is not applied. Ability 03: Encourage Attacks gain power, but lose their secondary effect. Base Stats: HP: 144 Atk: 120 Def: 60 SpA: 40 SpD: 60 Spe: 50 Level-Up Moves: Lv1: Brine, Lv1: Tackle, Lv1: Focus Energy, Lv1: Sand-Attack, Lv1: Arm Thrust, Lv4: Sand-Attack, Lv7: Arm Thrust, Lv10: Vital Throw, Lv13: Fake Out, Lv16: Whirlwind, Lv19: Knock Off, Lv22: SmellingSalt, Lv27: Belly Drum, Lv32: Force Palm, Lv37: Seismic Toss, Lv42: Wake-Up Slap, Lv47: Endure, Lv52: Close Combat, Lv57: Reversal, Lv62: [M484] Egg Moves: Faint Attack Detect Foresight Helping Hand Cross Chop Revenge DynamicPunch Counter Wake-Up Slap Bullet Punch Feint [M469]Wide Guard Focus Punch [M498]Payment Plan Learnable TMs: , TM06 - Toxic, TM08 - Bulk Up, TM10 - Hidden Power, TM11 - Sunny Day, TM15 - Hyper Beam, TM17 - Protect, TM18 - Rain Dance, TM21 - Frustration, TM23 - Strike Down, TM26 - Earthquake, TM27 - Return, TM28 - Dig, TM31 - Brick Break, TM32 - Double Team, TM39 - Rock Tomb, TM42 - Facade, TM44 - Rest, TM45 - Attract, TM47 - Ankle Sweep, TM48 - Troll, TM52 - Focus Blast, TM56 - Fling, TM66 - Payback, TM67 - Get Even, TM68 - Giga Impact, TM71 - Stone Edge, TM78 - Smooth Over, TM80 - Rock Slide, TM83 - Cheer Up, TM84 - Poison Jab, TM87 - Swagger, TM90 - Substitute, TM94 - Rock Smash, HM03 - Surf, HM04 – Strength Without access to an attack boosting move such as Swords Dance which thee other members of its fighting brethren use, Hariyama had to resort to becoming a tank and supporter, its offensive capabilities suppressed. But now, generation 5 has given the sumo fighter a new trick; a new ability, Encourage which will automatically power up Hariyama’s attacks at the cost of its moves losing their secondary effect … but who said this was a bad thing? Now, with Encourage, Hariyama is free to use its strongest fighting type (Next to focus Punch) move, Close Combat without worrying about those nasty defense and special defense drops every time it uses Close Combat. Below is a set that might be able to fully exploit Encourage’s effect on Hariyama’s offensive capabilities. Hariyama @ Life Orb/ Leftovers 252 Atk / 128 Def / 128 SpD Encourage Ability/ Adamant Nature - Close Combat - Stone Edge - Payback - Ice Punch Both a Life Orb and Leftovers can be used on this set; if you want the extra power, go with a Life Orb but if you to prolong Hariyama’s life, use Leftovers. Since it doesn’t make much sense investing in Hariyama’s mediocre base 50 speed, the EVs have been spread over attack and its defensive stats for bulk; also an Adamant nature is used for the maximum damage output. The Moveset Is quite simple; Close Combat for a reliable STAB move, Stone Edge for Flying types that resist Hariyama’s STAB fighting type attack, Payback for ghosts, etc and Ice Punch is there for decent coverage with the rest of Hariyama’s moves.■ ■ ■ ■ ■ ■ ■ Feel free to post comments, suggestion and anything else concerning how you feel about Hariyama’s role in the generation5 metagame. Will it be a decent attacker or will it stay to be a tanking Pokemon in the depths in UU? Let me know what you think!