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Hairs Pulled At Random [RMT]

...Hairs Pulled At Random...
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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...
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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?


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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
What's the first thing that comes to your mind when you see a Jirachi lead? I bet it the Anti-Lead TrickScarf Rachi. And that is exactly the reason I hate the Lead Jirachi. Its too easy to beat, well not really, because of hax, but Trick IS the reason I don't use the standard Anti-Lead. People just bring their Magnezones and let me get stuck on Trick...or Stealth Rock. Everybody expects this set...its just I-... Anyways, as you can see I'm running Shed Shell on Jirachi, to escape the wrath of Magnezone. It actually makes a pretty good surprise, since Magnezone is usually a scarf user nowadays (from what I've seen), I can abuse Shed Shell's beneficial effect to force opposing Magnezone out: by switching out into something that can force him out. I'd also wanted some wish support on my team, and Jirachi was the perfect choice. It can use wish, set up Stealth Rock, and cause some paraflinches with Body Slam and 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
Blissey has got to be the best Special Wall in the game, walling every special threat in the OU Metagame. Nubs always ban Blissey and Skarmory on the same team, I have no idea why, when just SkarmBliss is so easy to beat. Blissey helps my team by soaking up those special hits then start dishing out paralysis. For my item choice, Leftovers is a must for a wall. I could try using Chople Berry, to take Infernape's Close Combat, although I already have someone on my team that can take him one on one. Natural cure helps Blissey take status like a man....although it a female. I guess it should be "its takes status like a beast" ._.


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
When paired with intimidate, and that base 100 Sp Def, Gyarados can be surprisingly Bulky on both sides of the spectrum. Its actually a good thing that Gyarados learns support moves such as Thunder Wave, hence the name ParaDos. People usually use Gyarados as a sweeper, and I'm still gonna be using the same offensive Gyarados, but has some surprises of its own, as well as Bulk. Gyarados also beats Infernape, Scizor and Lucario which is nice. <3


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
Rotom-A (Preferably Heat form), is definitely one of my favorite pokemon. Having decent defenses, people would usually use him as a wall, or a rest talker. But I have my reason why I love him. Even though he's ;_; pursuit weak, he's still an awesome revenge killer. With choice scarf, and access to Thunderbolt...and Overheat, Rotom-H can revenge kill a lot of OU threats, beating +1 Gyarados, Heracross, Breloom, Gengar, Azelf and Alakazam. I can't just ignore someone with STAB Thunderbolt and Shadow ball. Thunderbolt is extremely improtant to beat Gyarados and other bulky waters. And tbh, I have never used a Rotom form before (excluding the testing I did for this team), and I must say, he is my favorite Ghost type. Oh wait, lol, I still have one last reason this guy is on my team...that ghost typing, he gets that juicy (yes, juicy) immunity to Breloom's STAB Focus Punch. <3 Breloom will no longer torment me with his SubPunching. And yeah, since I think I should be a bit more defensive, perhaps I should switch this guy into rest-talk Rotom?


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
With Technician, and access to a STAB Priotity move, Scizor is easily one of OUs top threats. With Technician, Bullet Punch has a power of 90, something to be wreckoned with. Scizor has the ability to beat frail pokemon such as Azelf, Gegnar, and Alakazam...threatening a KO. They can either get KOd by Pursuit or Bullet Punch. I say they're trapped and dead. Tch. With Choice Band, I reach an Attack stat of 591. I can just start on spamming bullet punches, but I won't because of all the magnezone's. Speaking of Magnezone, that's the reason I don't even use SD Scizor anymore. Scizor helps the team by pursuiting Clerics such as Blisey, who can ruin my team's strategy, which will piss me off.


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
Hariyama is my team's core. People always expect Hariyama as a UU wall or some kind of supporter, but I'm playing him differently. This is an extremely offensive approach to Hariyama. Now you know why I hae paralysis everywhere. Once everything is paralyzed, Hariyama will always move first and once it gets one Belly Drum, its GG.After one Belly Drum, Hariyama is capable of OHKOing every single pokemon in OU. So some poeple can laugh all the want, if played properly, they'll find their OU teams swept by this guy here. Despite the HP loss from Belly Drum, Haryama's decent bulk and leftovers makes up for that. Even LO Lucario's Extremespeed only does around 30%. Ice Shard does pitiful damage, thanks to Thick Fat.


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
 
Hi,

you have a good team overall, but I beleive that it needs some changes to be effective in the present metagame, here are some suggestions:

1) definitely use iron head on Jirachi: the 60% flinch rate is a good reason alone to use it over zen headbutt, which is less accurate and in tandem with body slam is completely walled by TTar.

2) on Blissey use the standard cleric set: softboiled-aromatherapy-toxic/thunder wave-flamethrower. Your team highly benefits form a cleric.

3) Gyarados: the EVs here seem pretty random. I don't see the usefulness of thunder wave, most of Gyarados switch ins are slow water types (read: Vaporeon), bulky grass types like Celebi (which also has natural cure) or defensive Rotom (which don't really mind being paralyzed - they aslo often carry rest). So I suggest to keep a defensive Gyarados, because it helps countering threats like Lucario, Scizor and Infernape, but to change its moveset and EVs, so:

Gyarados@leftovers
nature: impish
EVs: 252 HP / 224 Def / 32 Spe
-dragon dance
-waterfall
-rest
-sleep talk / stone edge

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).

4) scarf-Rotom is fine, but I believe that a defensive one would fit better into your team, so:

Rotom@leftovers
nature: bold
EVs: 252 HP / 168 Def / 88 Spe
-thunderbolt
-shadow ball
-will-o-wisp
-rest

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.

5) Definitely Machamp>Hariyama. There's no real reason to use Hariyama over Machamp: you don't need thick fat being quite covered against fire and ice move, and you'll rarely (if not never) sweep with a belly drum Haryama. All the calculations you listed are pretty pointless because every listed pokemon is faster than Hariyama and its unlikely that you'll paralyze every pokemon (especially sweepers) of your opponent's team. A standard sleep-talk Machamp should work better in this place.

Good luck!
 
1) definitely use iron head on Jirachi: the 60% flinch rate is a good reason alone to use it over zen headbutt, which is less accurate and in tandem with body slam is completely walled by TTar.
Okay. Will do.

2) on Blissey use the standard cleric set: softboiled-aromatherapy-toxic/thunder wave-flamethrower. Your team highly benefits form a cleric.
I'll definitely go with Cleric bliss. But Do you think I should consider Grass Knot or something? For those poke that resists T-Wave?

3) Gyarados: the EVs here seem pretty random. I don't see the usefulness of thunder wave, most of Gyarados switch ins are slow water types (read: Vaporeon), bulky grass types like Celebi (which also has natural cure) or defensive Rotom (which don't really mind being paralyzed - they aslo often carry rest). So I suggest to keep a defensive Gyarados, because it helps countering threats like Lucario, Scizor and Infernape, but to change its moveset and EVs, so:

Gyarados@leftovers
nature: impish
EVs: 252 HP / 224 Def / 32 Spe
-dragon dance
-waterfall
-rest
-sleep talk / stone edge

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).
The EVs are actually similar to Physically Bulky Mence. 252/188 Gives defenses like Mence's and leftover EVs helps me gets some special bulk. And I guess I was just too focused on spamming those Thunder Waves, sorry about that. Hariyama did got sweeps for me, although...I do agree that its extremely hard to paralyze my opponent's team.

And that Gyara looks good, I'll do some testing with the same set, but with Stone Edge over sleep talk since cleric bliss helps a lot. Thanks!

4) scarf-Rotom is fine, but I believe that a defensive one would fit better into your team, so:

Rotom@leftovers
nature: bold
EVs: 252 HP / 168 Def / 88 Spe
-thunderbolt
-shadow ball
-will-o-wisp
-rest

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.
Okay, thank you. I'll will try using defensive rotom. But should I try putting that Discharge over T-bolt?

5) Definitely Machamp>Hariyama. There's no real reason to use Hariyama over Machamp: you don't need thick fat being quite covered against fire and ice move, and you'll rarely (if not never) sweep with a belly drum Haryama. All the calculations you listed are pretty pointless because every listed pokemon is faster than Hariyama and its unlikely that you'll paralyze every pokemon (especially sweepers) of your opponent's team. A standard sleep-talk Machamp should work better in this place.
K. I'll do some testing on shoddy then edit the OP, making all the changes. Thank you.

Good luck!
Thanks. =)
 
252HP on Scizor is a waste. 248 is better for one reason: after Stealth Rock it has the same HP stat as 252HP, and Stealth Rock is pretty much always going to be up. If you really want better Physical defense on Hariyama, just dump the 220 EVs in defense.
 
I'll definitely go with Cleric bliss. But Do you think I should consider Grass Knot or something? For those poke that resists T-Wave?

No, grass knot means that you can't even break Gengar's substitutes and only really hurt Swampert. Flamethrower is better in my opinion.


Okay, thank you. I'll will try using defensive rotom. But should I try putting that Discharge over T-bolt?

Discharge is an option, but you'll feel the loss of power and will be no longer guaranteed to 2hko some bulky waters like Vaporeon.
 
@Haunter: Okay. I've tested it an Flamethrower is a better choice. lol@ SCizor switch ins.

@Paranoid SLowking: KK. I'm moving some HP evs to def.

*edits OP*
 
You shouldn't drop Belly Drum Hariyama under any circumstance. You said so yourself, you made this team around getting BD Yama to sweep. Don't change Hariyama around to conform to the rest of your team, change your team around so that it provides the best possible chance for Hariyama to get that Belly Drum and get some damage dealt.

Firstly, consider what Hariyama needs to be able to sweep. Paralysis support is a good start, you realized that and have that more than adequately covered with the rest of your team. However, some things you just can't paralyze (Ground type, Natural Cure) , and there are others that don't care if they're paralyzed - they'll just do that 50% needed to take you out after you've Drummed. If you want Hariyama to sweep, these issues have to be addressed as well.

Giving Hariyama dual screen support is a great way to increase the likelihood of it sweeping. It essentially means that if something cannot OHKO Hariyama when it's at full health, it won't stop it from Belly Drumming. Dual Screen Uxie would make a great choice to pair Hariyama up with - because of its excellent bulk, Uxie will make your opponent bring in something that can deal significant damage with super effective attacks. This is great for Hariyama, as it resists both Bug and Dark, the two most common types of attacks that would be used against Uxie. Try out this Uxie set in place of your current lead:

Uxie @ Light Clay
Bold | 252 HP / 252 Def / 4 SpD
Stealth Rock / Reflect / Light Screen / U-turn


At the start of the game, just get your Stealth Rock up and U-turn out (Uxie does this far more reliably than Jirachi, who is threatened by the STABs of many common leads such as Swampert, Infernape, and Heatran). Getting Stealth Rock up is a big priority for Hariyama, as it allows it to simply muscle its way past the Flying types that resist Fighting once they are at 75% health. Then, later on in the game, once you've spread paralysis around your opponent's team and think it is weakened enough for Hariyama to sweep, bring Uxie back in, set up both Reflect and Light Screen, then U-turn to Yama, instantly doubling its bulk and giving it much more of a chance of sweeping. Now that you're replacing Jirachi and its Wish, I suggest dropping Blissey's special attack for Protect and Softboiled for Wish. Don't worry about Gengar - you have a scarf Rotom and Scizor, it's not threatening your team.

Now, I think your Hariyama set can be touched up a bit. Close Combat's Defense drops, while unfortunate, are going to have to be lived with because Close Combat is Hariyama's only reliable STAB attack. Dual Screens should go some way to help with that anyway. Paralysis support cannot be guaranteed against the entire opposing team ever, and so it will help Hariyama out tons if it can get some speed itself. I've had a look at what it can do, and I'd like you to try out the following set:

Hariyama @ Salac Berry
Adamant | 252 Atk / 40 Def / 216 Spe [30 HP IV]
Substitute / Belly Drum / Close Combat / Faint Attack


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.

Sorry for the monster of a rate, but I didn't like the fact that you'd been advised to change your team around and get rid of Hariyama, when that was the reason you made the team in the first place. I hope my advice helps you get some Hariyama sweeps going, good luck :).
 
if your opponent gets stealth rock up whats going to stop infernape?
why not give your lead jirachi, a lead moveset:

trick
iron headhead
u-turn
steath rock
@choise scarf
252 att/80 hp/176 speed
Adament ^^

that way you dont have to rely on JUST gyarados to kill him, but u can outspeed and kill him with jirachi as well.
let blissey and rotom do the paralysis.
 
@Legacy Rider: Hmm... Since I wanna use uncommon stuff soooo much. I'll keep Hariyama again. lol
Good thing i have an extra copy ready. xD
Thank you for the rate. I'll update it again. I've tested Dynamic Punch Machame too, but I would prefer the sheer power of belly drum. Thanks again.

I already made the changed for Yama, but I'll test Uxie first and I'll edit the OP as soon as I can

@Element115: KK, I'll test LR's Uxie lead and the trickrachi lead and see which one does best.
 
LR, did you by any chance mean impish as opposed to bold on the Uxie? With no special attacks running, there Isn't much point in lowering u-turn's power with a bold nature.
 
Although I consider Legacy Rider a great battler and a very competent team rater, I have to disagree here: trying to keep Hariyama unrevealed and, mainly, healthy until the final stages of the battle opens your team to a massive TTar weakness; and this weakness becomes even more evident with Uxie which is an invitation for TTar to come in. With TTar in you're forced to switch to Haryama or, else, probably lose a pokemon, because nothing but Hariyama can switch into a CB stone edge; that means that Hariyama won't probably be able to sweep late game because it wil be weakened by SR, sandstorm and damage dealt by stone edges and crunches (though Scizor may switch on predicted crunches).

However, even excluding the TTar issue, 285 Spe is really poor when considering that things like Flygon and Gliscor will still be faster while being immune to thunder wave, Infernape will always be faster, Heatran often packs a choice scarf and can simply explode on Haryama, Salamence will usually be faster and finish it off with a stab dragon attack, Latias is in a similar position, Jirachi will usually be faster and can flinch Hariyama with iron head, and I may go on...

As stated before it's unlikely that you'll be able to paralyze every sweeper of your opponent's team and that's why you'll rarely sweep with Hariyama. Of course what LR suggested may give you more chances than you would have had before, but I still think that Machamp is an a lot safer choice.

Again, good luck!
 
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