...Hairs Pulled At Random...
Hey guys, its me, uh, MegaMaiden. Pleased to meet you all. Anyways, enough with that. You guys are all here to read through this RMT, rate it, and witness the power of Hax, as well a specific moveset that barely anyone uses, hell, I don't think anyone even uses this set, except for me, of course. Still don't know what the moveset is? Hehe, soon enough, it will be revealed eventually. Want some clues? Well, lets just say that he's slow, fairly bulky, and he has access to Belly Drum and also has a STAB 120 Fighting move. <3
So I was lurking in Smogon's RMTs, and I came across this thread: Obi's We Are The Machampions!. His team actually seemed really interesting, its is really slow, but the paralysis support makes up for that. So I tried to make a variation of it, but instead of having Dynamic Punch Machamp as my team's core, I'll be using a certain moveset, while rarely used, has incredible potential. That set is...the one and only...Belly Drum Hariyama, yes, Belly Drum Hariyama. in case you are slow or retarded, then Belly Drum Hariyama. Since Hariyama is too slow to sweep with Belly Drum's boost, expect me to be spamming Thunder Waves likes there's no tomorrow. Don't get me wrong, spreading paralysis was never easy. And I've tested this team, and out of 10 matches, I won 8 of them. So its record so far is 8 W - 2 L. This team's battle style is...I'M FIRING MY LAZOR.....er, Thunder Waves.
So yeah, this team is based around Hariyama, when everything is paralyzed, once I get one Belly Drum, Hariyama is capable of OHKOing every single pokemon in OU. Here's what my team needs to fulfill:
- Spamming Paralysis all over my opponent's team,
- Kill Clerics such as Blissey,
- To be able to take advantage of having paralyzed opponents,
- Get rid of pokemon that can take paralysis, which are ground types.
- PWN them with a +6 Hariyama sweep.
My team doesn't actually need any speed since Paralysis is enough. Don't say that anything with Taunt Screws me over: I have 3 different ways to cause paralysis. Discharge, which has a paralysis rate of 70%. Body slam, when paired with Serene Grace gives me 60% of paralysis. And lastly, the most basic way to cause paralysis...Thunder Wave. Also, its not easy to set up on this team...its not. It never was easy. Out of my 5 pokes (not counting Hariyama since he's not coming out until everybody else's Paralyzed), they can only set up on 2 of them. But then even if they are able to set up, I still have ways of beating them.
The reason the name of the team is Hairs Pulled at Random is because the song Straws Pulled at Random by Meshuggah has been one of my favorite metal songs ever. And since I'll be taking advanage of paralysis, and hopefully parahax, my opponent will be pulling their hair because of frustration. How could parahax not frustrate you?
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Team at a glance...
Yeah, so this team is mostly offense...but is still bulky and can take hits... And now that you've seen them at a glance, its time to give you their indepth details.
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Let's go in-depth, shall we?
Jirachi @ Shed Shell
Ability: Serene Grace
Nature: Impish
EVs: 240 Hp | 160 Def | 76 Sp Def | 32 Speed
Moves:
- Stealth Rock
- Wish
- Body Slam
- Iron Head
Stealth Rock is a must on the current Metagame, and it always will be. SR helps me gain those important OHKOs or 2HKOs and also helps wear down my opponent's team, mainly Life Orb users such as Salamence. Wish is there since I thought I needed it. Jirachi can pass wish to most of my pokemon...It can pass wish to Gyarados, since it resists Fire and Ground. It can pass wishes to Rotom, who covers Jirahi's Ground weakness. And finally, Rachi can also pass some wishes to Hariyama, who can take Fire Moves, thanks to its ability Thick Fat. With the help of Serene Grace, possibility of Secondary effects are doubled. I can paralyze my opponent 60% of the time with Body Slam, and a 60% chance of flinching from Iron Head. So Jirachi also helps me spread the love paralysis. And yes, because of the Serene Grace + Body Slam's Paralysis + Iron Head = nubs banning this pokemon. Trust me, I have seen a lot of nubs banning Iron Head Jirachi, SporePunch Breloom, and Cresselia in their battles.
The EVs are simple really, 240 Hp EVs gives Jirachi a HP stat of 401, which means that it will take 5 Seismic Tosses to KO me, but then again, Wish says hi! 160 Def and 240 HP EV allows me not to get 2HKOed by +1 LO Outrage from Max Atk Salamence. 32 Spe lets me outrun Jolly Tyranitar as well as Timid Magnezone. The 76 Sp Def EVs are actually Leftover EVs and can still help me take some hits from the special side, although I think that's not really necessary.
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Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 252 Def | 80 Sp Atk | 176 Sp Def
Moves:
- Softboiled
- Aromatheraphy
- Thunder Wave
- Flamethrower
A good, reliable, recovery move is needed on a special wall, and luckily Blissey has one. So I'd go for Softboiled. Seismis toss is pretty cool, sometimes, since it always deals 100 damage. The only downfall is that there are a lot of pokes that doesn't mind Seismic toss, such as Ghost types, but the only thing this Bliss will do to Ghost Types such as Gengar is paralyze them. Aromatheraphy helps relieve my team of status, for example, if I get my pokemon poisoned or paralyzed. Or I could just put Thunderbolt to be able to deal with Starmie? Nah, I think Rotom does enough. Aromatheraphy is also useful for recovering status, in case my pokemon gets sleep, poisoed, burned or paralyzed. Thunder Wave is a must on Blissey. As I said a while ago, I need to spread as much paralysis as possible. As for the last slot, Flamethrower is good on hitting Skarmory and Scizor, who likes to switch in on Blissey. Ice beam and Grass knot hits bulky grouds for SE damage. I would prefer using Grass Knot to hit Swampert, who walls most of my team. But Ice beam can still do some damage to Salamence switch-ins.
The EVs here are really standard. Well, I just picked the EV spread for WishBliss, but I changed the moveset. I don't really need to max Blissey's HP since its already high enough. Maxing out Blissey's defense is needed so that I can take Physical attacks, when needed to. 80 Sp Atk gives Blissey a bit of attacking power, while 176 Sp Def lets Blissey become the Special wall that I wanted.
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Gyarados @ Leftovers
Ability: Intimidate
Nature: Impish
EVs: 252 Hp | 224 Def | 32 Speed
Moves:
- Rest
- Waterfall
- Stone Edge
- Dragon Dance
Currently the Rest Talk Gyara, but I removed Sleep talk since Bliss is there to get rid of status.
Suggested by Haunter:
The 32 EVs are just to outspeed positive base 90 Spe pokemons like Lucario after a DD. This set ensures long durability and is also capable of sweeping late game, when you have eliminated Gyarados' counters. Sleep talk is standard on this set, but if you want another attacking move, stone edge is usually better than EQ allowing you to hit oppoisng Gyarados and Salamence. Having a cleric on the team means that you're free to use rest when Gyara has done its job and switch out, coming in later at full health again (and awake).
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Rotom-H @ Leftovers
Ability: Levitate
Nature: Bold
EVs: 252 Hp | 168 Def | 88 Speed
Moves:
- Discharge / Thunderbolt
- will o wisp
- Shadow Ball
- rest
Suggested by Haunter:
Defensive Rotom still counters Gyarados (a +1 waterfall will never ohko it), but is a lot more durable and, most notably, is not pursuit bait for things like TTar or Scizor (when not locked into overheat). Gengar, Heracross and Breloom should not be a problem for your team, so outspeeding them is not really necessary. The 88 Spe EVs are just to be sure to outspeed Scizor and burn it with W-o-W before ti pursuits you. Rest ensures durability and, again, works nicely with Blissey's aromatherapy. W-o-W>overheat in most of the cases: with this move you can still cripple pokemons like Scizor and Metagross, but mainly you can stall TTar's pursuits which, after the burn, will always fail to 2hko you.
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Scizor @ Choice Band
Ability: Technician
Nature: Adamant
EVs: 248 Hp | 252 Atk | 8 Def
Moves:
- Bullet Punch
- Pursuit
- U-Turn
- Super Power
Bullet Punch is an awesome priority move. With Technician, it powersup to 60 BP. And plus STAB, 90 BP priority move. Bullet Punch has the ability to OHKO a lot of frailer pokemon in OU. But usually I'll only start using BP once my opponent's are weak enough. In other words, they are in BP's OHKO range. Pursuit is a great move on scizor. Since the likes of Gengar and Blissey will usually switch out on Scizor, Pursuit hurts them a lot, turning into a 80 BP move. If they decide to stay in, Pursuit still has 60 BP, thanks to Technician. U-turn is mainly the only move I'll be using early game,as it prevents me to get trapped by Magnezone and also helps me scout threats. Super Power is there to OHKO Blissey for sure (although pursuiting is the best choice IMO). I don't really mind the Atk and Def drop from Super power, since I don't plan on letting scizor stay in for that long anyways.
The EVs here are standard and simple. I'm not using the 248/252/8 Spread from smogon since Vaporeon runs 68 Speed EVs nowadays and investing too much EVs in speed is a waste. 248 Hp EVs helps with its survivability and the leftover 8 Def EVs helps me take physical hits by 1% more. xD
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Hariyma @ Salac Berry
Ability: ThickFat
Nature: Adamant
EVs: 252 Atk | 40 Def| 216 Speed
Moves:
- Belly Drum
- Substitute
- Close combat
- Faint Attack
Belly Drum is the best move a fighting type could ever learn. With 244 Atk EVs and a belly drum boost, my Atk stat sky rockets to 1480. I can use Life Orb, if I'm really confident that I can sweep his whole team, althogh Leftovers Recovery is much better. Now Close Combat will be my main choice of attack. It gets STAB, and is also Hariyama's strongest attacking move (bar Focus Punch). But because of Close Combat's Defense/Sp Defense drop, I might use Cross Chop instead, so that is won't be too easy revenge killing my with priority moves. Smellingsalt is a really interesting choice on Hariyama. If my opponent is paralyzed, Smellingsalt's base power goes up to 120. So what if they get cured of Paralysis? Will they get to live and tell the tale when they get hit with a +6 120 BP Attack? My last attack is Stone Edge,to get coverage. Hitting Flying types as well as ghost types. +6 Stone Edge still hurts the bulkiest ghost types,scoring an OHKO on Dusknoir. (89.12% - 105.10%, which is an OHKO after SR) Although it doesn't get STAB, and only has a BP of 40, Bullet Punch can still prove to be worthy on this set. Beating faster ground types that can't get paralyzed. Faint Attack is also a good choice since it hits Cresselia for an OHKO. And after a belly drum, Faint Attack and Close Combat can grill every single thing in OU. So here's a change I made...
Thanks to Legacy Raider for the improvements on this set:
It seems a bit odd, but I think this is Hariyama's best chance at sweeping in OU. With the Speed EVs, after a Salac boost, Hariyama hits 285 Speed. This isn't all that fast, but it is definitely better than the (oh shit you've replaced Hariyama already) low speed your set currently has. It outspeeds common forms of Celebi quite easily, which is a benchmark you should be looking to hit as it has Natural Cure and so won't be paralyzed. It also outspeeds Heatran and Adamant Lucario, letting you hit them with Close Combat before having to take a hit, and Jolly Mamoswine, who once again cannot be paralyzed by electric attacks. If you can get paralysis on most sweepers, the only things you really fear now are +speed Gliscor and Starmie. Most importantly, with the speed, Hariyama outspeeds almost the entirety of a stall team, so it'd be interesting to see a standard stall team stand up to this (Choice Band Scizor rapes pure offense, and so with this, you have both extreme styles of play well covered).
Faint Attack is worth the slot over Payback when you're at +6. You'll be wanting to attack first, and so Payback's lower initial base power makes it a worse choice. Very little will stand up to Hariyama's Close Combat at +6, and so you want your other attack just for those things you can't take out with Close Combat. These are Celebi, Rotom, and Cresselia. Close Combat is strong enough to take out the other common resists of Close Combat:
+5 Close Combat vs 252/252+ Gyarados: 75.4 - 88.8% (OHKO with SR)
+6 Close Combat vs 252/40 Gliscor: 91.2 - 107.6% (OHKO with SR)
Now, Faint Attack deals with everything else:
+6 Faint Attack vs 252/252+ Celebi: 96.5 - 113.9%
+6 Faint Attack vs 252/252+ Rotom-a: 123.0 - 144.7%
+6 Faint Attack vs 252/56+ Cresselia: 90.5 - 106.8%
Behind dual screens, almost all defensive walls will fail to break Hariyama's Substitute with their standard attacks (Blissey's S Toss, Celebi's Grass Knot on average, Rotom's Thunderbolt, Hippowdon's Earthquake, etc). By running a 30 Spe IV, it means your HP is divisible by 4 and so Salac Berry activates after a Substitute + Belly Drum, letting you get your sweep.
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Well, here's my team. Rate and comment please, I need help on this team.
Also you guys may conlude that we all have some hax-whorishness within ourselves. <3





