Doubles Hariyama

Aerow

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hariyama.gif


Taken over from kjata30.

Overview
########

Hariyama faces huge competition as a supportive Trick Room Pokemon from Hitmontop and Scrafty, and as an offensive Trick Room Pokemon from Conkeldurr. Hariyama can perform both roles while only taking up one slot on the team, though the fact that it isn't solely dedicated to one of these roles may compromise its effectiveness. A great Attack stat means Hariyama can hit most threats very hard, especially after Flame Orb has been activated. A diverse movepool allows Hariyama to hit multiple threats and fulfill many roles on a Trick Room team. However, Hariyama's longevity is greatly shortened by Flame Orb and its lack of reliable healing options, as well as its underwhelming defenses. In addition, Hariyama's low Speed stat is a huge liability outside of Trick Room, and Hariyama is also one of the slowest Fake Out users.

Offensive Trick Room
########
name: Offensive Trick Room
move 1: Fake Out / Protect
move 2: Close Combat
move 3: Knock Off
move 4: Wide Guard / Ice Punch / Rock Slide
ability: Guts / Thick Fat
item: Flame Orb / Sitrus Berry
evs: 252 Atk / 128 Def / 128 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Fake Out and Protect are both good options to activate Flame Orb in conjunction with their additional utility. Fake Out helps teammates set up Trick Room more easily, and Protect keeps Hariyama alive longer while its teammate sets up Trick Room. Close Combat hits like a truck after Hariyama is burned, heavily damaging or OHKOing Pokemon that don't resist it. Knock Off is a great and powerful Dark-type move; it hits Ghost-types, which are immune to Close Combat, as well as Psychic-types for super effective damage. Access to both Close Combat and Knock Off is Hariyama's biggest niche over Hitmontop and Scrafty. Wide Guard can be used in a similar capacity, negating spread attacks such as Heat Wave, Rock Slide, and Earthquake. Ice Punch allows Hariyama to deal with threats such as Landorus-T, as well as Amoonguss, who loves to mess with Trick Room using its low Speed. Rock Slide can be used if additional coverage is wanted, as it takes care of Pokemon Hariyama otherwise barely could touch, such as Fire-types like Mega Charizard Y and Volcarona.

Set Details
========

The given EV spread is used to maximize Hariyama's attacking power, with the remaining EVs put in Defense and Special Defense to improve Hariyama's general bulk. Flame Orb is used to boost Hariyama's Attack stat by 50% thanks to Guts, while also letting it avoid status ailments such as sleep and paralysis. Hariyama can also use a Sitrus Berry and Guts to absorb Scald and Will-O-Wisp. Flame Orb is used over Toxic Orb as Trick Room attackers can't afford to switch in and out to reduce Toxic's damage; therefore Flame Orb does, in the end, less damage. Thick Fat and Sitrus Berry, together with Rock Slide, can be used to make Hariyama a cool check to Fire-types. 0 Speed IVs and a Brave nature are used to lower Hariyama's Speed as much as possible, allowing Hariyama to outspeed neutral base 30 and faster Pokemon in Trick Room. An Adamant nature and 31 Speed IVs can be used when not using Trick Room, although this results in this set being inferior to Hitmontop.

Usage Tips
========

Trick Room is essential for this set to work properly, as Hariyama's lacking Speed and underwhelming bulk results in faster Pokemon KOing Hariyama before it can attack without Trick Room. Using Fake Out, Hariyama can be easily paired with a Trick Room setter, allowing Trick Room to be set up multiple times throughout the match. Once Trick Room is up, Hariyama becomes a Pokemon that can break down many checks and counters to the team, hitting hard with its STAB and coverage moves. Because of the limited turns of Trick Room and Hariyama's limited longevity because of Flame Orb, Hariyama must be wary of Protect. However, Protect can also be used to Hariyama's advantage, allowing it to freely switch out and bring in a Trick Room setter to come in and set it up again. Hariyama can also predict the Protect, attacking the other Pokemon and leaving the opponent at a disadvantage.

Team Options
========

Trick Room setters are mandatory. Cresselia is one of the best Trick Room setters in Doubles, and is therefore a great teammate for Hariyama. Jellicent and Chandelure are also great partners, both being able to reliably set up Trick Room with Fake Out support. Something to deal with Talonflame is also strongly appreciated. Heatran is therefore a great teammate, as it resists Brave Bird while also being immune to Flare Blitz. Heatran also beats Amoonguss, who can be really annoying for Hariyama. Mega Ampharos can also be used to stop Talonflame. Bulky and powerful Pokemon such as Mega Abomasnow can help clean up once Hariyama is done blowing holes in the opponent's team. Talonflame also gets a mention as a partner due to its ability to attack first with its Flying-type STAB despite Trick Room, and deal with Amoonguss, which can take Close Combats easily and is also a problem during Trick Room due to its low Speed. Bisharp is another good teammate as its Defiant ability deters Intimidate users from switching in and destroys Psychic-, Ghost-, and Fairy-types, such as Latios, Cresselia, Gengar, Sylveon, and Gardevoir.

Other Options
########

Due to Hariyama's underwhelming Speed and poor defenses, Hariyama sadly has little use outside of Trick Room. However, there are some different sets Hariyama can run. A set utilizing Life Orb and Sheer Force can be used to boost the power of elemental punches and Rock Slide. Hariyama can also use a set with Assault Vest, which can be used in conjunction with Thick Fat to make Hariyama a decent specially defensive tank. Heavy Slam can be used if the team struggles against Fairy-types, as it hits most Fairies except Mawile, Klefki, and Azumarill extremely hard. A ChestoRest set can be good in conjunction with Hariyama's other abilities, Thick Fat and Sheer Force. Hariyama can use Helping Hand to boost the power of a teammate's attack. Feint can be used, but a set with Feint would be almost completely outclassed by Hitmontop; Hariyama needs to focus on hitting like a truck instead, and therefore prioritizing powerful moves. Hariyama has a wealth of coverage options to further support its team. Earthquake can be used to specifically deal with Mega Mawile, as Mega Mawile takes any other hit Hariyama has and OHKOes it with Play Rough. Fire Punch can be used for Scizor, while Thunder Punch surprises and OHKOes Azumarill.

Checks & Counters
########

**Offensive Typing Advantage**: Talonflame can easily OHKO Hariyama with its priority STAB Brave Bird; Hariyama can, however, OHKO a predicted switch-in with Rock Slide. Azumarill, Mega Mawile, Sylveon, and Mega Gardevoir are all huge threats, and can easily OHKO Hariyama with their Fairy-type STAB moves, especially if Trick Room is not active. Bulky and powerful Mega Evolutions, such as Mega Heracross, Mega Venusaur, and Mega Scizor, can also often beat Hariyama.

**Utility Moves**: Protect and Fake Out can easily stall out Trick Room, and Pokemon with Taunt, such as Gyarados, or with sleep inducing moves, such as Breloom, can stop Hariyama's partner from setting up Trick Room.

**Intimidate**: Hariyama doesn't like Intimidate, as Intimidate greatly reduces its offensive presence, typically forcing a switch. Gyarados, Hitmontop, and Landorus-T are all notable users of Intimidate. Landorus-T has to watch out for Ice Punch, however.
 
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Hi Aerow, try using bullet punch or poison jab for fairy Pokemons, good luck. :]
 
Last edited:
  • edit mention of choice scarf in OO to life orb, scarf hari sounds completely useless and life orb makes more sense with sheer force since when a move is affected by sheer force, there's no life orb recoil.
  • add mention of a bulkier set w/ thick fat in OO
  • your checks & counters description regarding status makes no sense since guts just activates when statused, so please edit it
  • "and Mega-Manetric laughs at -1 Earthquake and hits back hard with STAB attacks of its own." <--- remove this, earthquake isnt listed on hari at all
  • " Few Pokemon can hope to stall either Hariyama set either due to its coverage or raw power. However, Gliscor shrugs off Hariyama's attacks and can simply stall until burn damage takes its toll. Skarmory doesn't enjoy taking Close Combat, but can Roost if moving last." <-- this is doubles, none of those pokemon are used at all, nor is stall viable as a team archetype. please take out any references to stall
  • remove heavy slam in moves section, it doesnt sound very good as an option. if you /really/ want to mention it put it in OO
  • "Talonflame also gets a mention due to its ability to attack first despite Trick Room and deal with Fighting-types that Hariyama cannot punch through." <--- this doesn't make much sense seeing as fighting is neutral to fighting, so hariyama shouldnt have any trouble particularly dealing lots of damage to opposing fighting types. what talonflame would make a good partner because of is Amoonguss, which can redirect close combats easily and is a great mon under trick room.
  • add bisharp as a potential partner. it has defiant to deter intimidate and it can destroy psychic-, ghost-, and fairy-types
that's all i see for now. lemme know when youve done these and ill give it another look Aerow
 
Overview:
  • Largely outclassed in Trick Room as a supporter by Hitmontop/Scrafty, and as an offensive mon by Conkeldurr. Kind of the awkward middle-man who does both roles okay-ish.
Set:
  • Name the set Offensive Trick Room
  • Slash Detect behind Fake Out, and explain that both are means of activating Toxic Orb in addition to their additional utility. Hariyama needs its other moveslots open in order to carve out its niche in the metagame.
  • Switch to Flame Orb. Trick Room attackers can't afford to switch in and out to reduce Toxic's damage, so Flame Orb is in the end less damage.
  • Take out Feint. If Hariyama were to use Feint in that slot, it would be almost completely outclassed by Hitmontop. Hariyama needs to focus on hitting like a Truck instead. You can mention Feint in OO tho but explain my reasoning for it not being in the set. Knock Off is very important to Hariyama anyway and Close Combat+Knock Off is its biggest niche over Hitmontop/Scrafty in the first place.
  • Slash Sitrus Berry and Thick Fat also because Hariyama can be a cool Fire-type check.
Moves:
  • Put that last bullet in OO
Set Comments:
  • Add that Flame Orb boosts its attack while letting it avoid Sleep/Para. Hariyama can use Sitrus+Guts also just for the sake of dealing with Burns.
  • Specify that Hariyama should use Rock Slide with Thick Fat.
Usage Tips:
  • Fake Out + TR setter = good lead.
  • rephrase the bullet that says Fake Out stops priority status pokemon (because they can just attack next turn) to say "use Fake Out/detect to activate the Orb safely if Hariyama is facing Pokemon with status moves.
  • Because it doesnt have Feint anymore, it needs to play smart around Protect while Trick Room is up. Hariyama has the coverage/power to typically hit both sides hard, so sometimes the un-obvious play is better.
Team Options:
  • Add Cresselia to TR setters cause it is da bes.
  • you can remove the stuff to hit ghost / psychic types bullet cause Hariyama always has Knock Off now.
  • Add heatran to the stuff to beat talonflame. it also beats Amoonguss, who can still be really annoying to Hariyama.
Other Options:
  • No singles mention. Just say Sheer Force can boost its Punches
  • No belly drum. Azumarill does it better.
  • Assault Vest
  • Separate Bulk Up and Chestorest. If I ever used either, they would not be together.
Checks & Counters:
  • Take out Arcanine and add Gyarados/Hitmontop to Intimidate users.
  • Add a Utility tab and say Protect/Fake Out stalls Trick Room, and list Taunt/Sleep users that can stop Hariyama's partner from setting up Trick Room.
  • There is only one priority flying type attack, so the first sentence sounds dumb.
  • No Skarmory mention
  • Sylveon + Mega Garde, especially if Trick Room isnt up. It doesnt have heavy slam in the set, so you cant factor it in checks and counters
  • Bulky Megas like Heracross/Venusaur/Scizor typically beat it.
 
Thanks Lolk, everything should be implemented/fixed :)
  • imo the "mostly outclassed" in the overview should be changed to "faces significant competition from"
  • protect > detect. the odds of you seeing imprison don't justify the drastically reduced pp imo.
  • mention helping hand in OO
  • remove bulk up + 3 atks mention in OO
  • when you talk about bisharp as a teammate, be sure to give a few examples of specific pokemon it can hit in addition to the types it hits
looks good otherwise, think we can move on with this now
qc 2/3 :)
 
Take protect off of move 4 and make sure you emphasize the part about half-assing both roles. Saying it does both roles decently implies that it is better than it actually is.
 
Don't mention kecleon in the overview. Just mention it is one of the slowest fake out users in the metagame.

In moves, make sure you actually explain what protect and fake out do. Also don't mention surf or discharge, but don't forget rock slide.

Landorus-t has intimidate. Not landorus. Also mention that it has to watch for ice punch.

Otherwise this looks pretty good. I will stamp this when I get my computer back today because I want to look this over on something other than my phone before I send this to gp.
 
also Aerow I changed protect back to detect. ik i just asked you to change it but i forgot that we settled protect vs detect a while ago, so I told you to do a change that went against convention, which is totally my fault.
 
I'll let Lolk finish this check, this but one thing stood out to me

Because of the limited turns of Trick Room, Hariyama must be wary of Protect users, who are common in Doubles.
1) Most Pokemon Doubles are Protect users, and I wouldn't suggest that Hariyama be weary of most of the metagame. I'd rather just say to be weary of Protect
2) On this, try to predict when your opponent will use Protect and attack accordingly, for example, if you predict one opposing Pokemon using Protect, attack the other. If you predict both, considering seizing the opportunity to switch out Hariyama unpunished (usually this occurs on the last turn of Trick Room when the opponent double protects to stall out TR, and this is a good opportunity to switch out Hariyama to a TR user to get TR back up)
3) it's not just because of TR, it's also because of Flame Orb damage
 
I wouldn't say the pros of protect are stalling out field effects because it wants its field effect to last as long as possible. It by no means gives a partner a free attack either :> just say protect keeps it alive longer while teammates set up Trick Room.

List Specific Taunt and Sleep users in C&C such as Gyarados and Breloom.

Also dont say attack control in the intimidate tab. QC agreed the term is dumb. just say it doesnt like intimidate.
 
amcheck :)

add remove (comments)

Overview
########

Hariyama faces huge competition as a Trick Room supporter (<- what does this mean? It sets up Trick Room? It supports a Trick Room team?) by with Hitmontop and Scrafty, and as an offensive Trick Room Pokemon by Conkeldurr. However, Hariyama can do perform both roles at once while only taking up one slot on the team, albeit not as well. A great Attack stat means Hariyama can hit most threats very hard, especially after Flame Orb has been activated. Hariyama's low Speed stat is a huge liability outside of Trick Room, and Hariyama is also one of the slowest Fake Out users. A diverse movepool allows Hariyama to hit multiple threats and fulfill many roles on a Trick Room team. However, Hariyama's longevity is greatly shortened by Flame Orb and its lack of reliable healing options, as well as having its underwhelming defenses.

Offensive Trick Room
########
name: Offensive Trick Room
move 1: Fake Out / Detect (you mention detect here and protect later; I'm not sure which one you want so change the right one)
move 2: Close Combat
move 3: Knock Off
move 4: Wide Guard / Ice Punch / Rock Slide
ability: Guts / Thick Fat
item: Flame Orb / Sitrus Berry
evs: 252 Atk / 128 Def / 128 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Fake Out and Protect are both good options to activate Flame Orb, in addition to their additional utility. (period) with Fake Out helpsing teammates setting up Trick Room more easily, while Protect keeps Hariyama alive longer while teammates set up Trick Room. Close Combat hits like a truck after Hariyama is burned, heavily damaging or OHKOing Pokemon that don't resist it. Knock Off is a great and powerful Dark-type move, and that hits Ghost- and Psychic-types which are immune resist to Close Combat, as well as Psychic-types for super effective damage. Close Combat and Knock Off are Hariyama's biggest advantages niche over Hitmontop and Scrafty. Wide Guard can be used in a similar capacity, negating spread attacks such as Heat Wave, Rock Slide, and Earthquake. Ice Punch allows Hariyama to deal with threats such as Landorus-T, as well as Amoonguss, which who loves to mess (<- vague, can you clarify?) with Trick Room due to its low Speed. Rock Slide can be used if additional coverage is wanted, as it takes care of Pokemon Hariyama otherwise barely could touch, such as Fire-types like Mega Charizard Y and Volcarona.

Set Details
========

The given EV spread is used to maximize Hariyama's attacking power, with the remaining EVs put in Defense and Special Defense to improve Hariyama's general bulk. Flame Orb is used to boost Hariyama's Attack stat by 50% thanks to Guts, while also letting it avoid status ailments such as sleep and paralysis. Hariyama can also use Sitrus Berry and with Guts, to absorb Scald and Will-O-Wisp. Flame Orb is used over Toxic Orb since Trick Room attackers can't afford to switch in and out to reduce Toxic's damage, so Flame Orb does in the end less damage in the end. Thick Fat and Sitrus Berry together with Rock Slide can be used to make Hariyama a cool Fire-type check. 0 Speed IVs and a Brave nature are used to lower Hariyama's speed as much as possible, allowing Hariyama to "outspeed" (add quotes) neutral base 30 and faster Pokemon in Trick Room. Adamant nature and 31 Speed IVs can be used when not using Trick Room, although this results in this set being inferior to Hitmontop.

Usage Tips
========

Trick Room is essential for this set to work properly, since without Trick Room Hariyama's lacking Speed and underwhelming bulk results in faster Pokemon KOing Hariyama before it can attack without Trick Room. Hariyama using Fake Out allows it to be paired with a Trick Room setter, allowing it to support the team via Trick Room being set up multiple times throughout the match. Using Fake Out, Hariyama can be easily paired with a Trick Room setter, allowing Trick Room to be set up multiple times throughout the match. Once Trick Room is up, Hariyama becomes a Pokemon that can break down many checks and counters to the team, hitting hard with its STAB and coverage moves. Because of the limited turns of Trick Room and burn damage because of Flame Orb, Hariyama must be wary of Protect. However, Protect can also be used to Hariyama's advantage, allowing it to get a free switch out and allow a Trick Room setter to come in and set it up again; (semicolon) or, (comma) it can predict the Protect, attacking the other Pokemon and leaving the opponent at a disadvantage.

Team Options
========

Trick Room setters are mandatory. Cresselia is one of the best Trick Room setters in Doubles, and is therefore a great teammate for Hariyama. Jellicent and Chandelure are also great partners, both able to reliably set up Trick Room with Fake Out support. Something to deal with Talonflame is also strongly appreciated. Heatran is therefore a great teammate, since it resists Talonflame's Brave Bird while also being immune to its Flare Blitz. Heatran also beats Amoonguss, who which can be really annoying for Hariyama. Mega Ampharos can also be used to stop Talonflame. Bulky and powerful Pokemon such as Mega Abomasnow can help clean up once Hariyama is done blowing holes in the opponent's (apostrophe) team. Talonflame also gets a mention as a partner due to its ability to attack first with its Flying-type STAB despite Trick Room, and deal with Amoonguss, which can take Close Combats easily and is also a problem during Trick Room due to its low Speed. Bisharp is another good teammate as its Defiant ability deters Intimidate and destroy Psychic-, Ghost-, and Fairy-types, such as Latios, Cresselia, Gengar, Sylveon, and Gardevoir.

Other Options
########

Due to Hariyama's underwhelming Speed and poor defenses, Hariyama has sadly little use outside of Trick Room. However, there are some different sets Hariyama can run. A set utilizing Life Orb and Sheer Force can be used, to boost the power of elemental punches and Rock Slide. Hariyama can also use a set with Assault Vest, which can be used in conjunction with Thick Fat to make Hariyama a decent specially defensive tank. Heavy Slam can also be used if the team struggles against Fairy-types, as it hits most Fairies except Mawile, Klefki, and Azumarill extremely hard. A ChestoRest set can be good in conjunction with Hariyama's other abilities, Iron Fist and Sheer Force (Hariyama doesn't get Iron Fist?). Hariyama can use Helping Hand to boost the power of a teammate's (apostrophe) attack. Feint can be used, but a set with Feint would be almost completely outclassed by Hitmontop. (period), Hariyama needs to focus on hitting like a truck instead and therefore must prioritize prioritizing powerful moves. Hariyama has a wealth of coverage options to further support its team. Earthquake can be used to specifically deal with Mega Mawile, since Mega Mawile takes any other hit Hariyama has and OHKOes it with Play Rough. Fire Punch can be used for Scizor, while Thunder Punch surprises and OHKOes Azumarill.

Checks & Counters
########

**Super Effective MovesOffensive Typing Advantage**: Talonflame can easily OHKO Hariyama with its priority STAB Brave Bird; however, Hariyama can however OHKO a predicted switch-in with Rock Slide. Azumarill, Mega Mawile, Sylveon, and Mega Gardevoir are all a huge threats, and can easily OHKO Hariyama with their Fairy-type STAB moves, especially if Trick Room is not active. Bulky and powerful Mega Evolutions such as Mega Heracross, Mega Venusaur, and Mega Scizor can also often beat Hariyama.

**Utility Moves**: Protect and Fake Out can easily stall out Trick Room, and Pokemon with Taunt or sleep inducing moves such as Gyarados and Breloom, or with sleep inducing moves, such as Breloom, can stop Hariyama's partner from setting up Trick Room.

**Intimidate**: Hariyama doesn't like Intimidate, since it greatly reduces its Hariyama's utility, typically forcing a switch. Gyarados, Hitmontop, and Landorus-T are all notable users of Intimidate. Landorus-T has to watch out for Ice Punch, (comma) however.
 
hi
Overview
########

Hariyama faces huge competition as a supportive Trick Room supporterPokemon by Hitmontop and Scrafty, and as an offensive Trick Room Pokemon by Conkeldurr. However, Hariyama can doperform both roles while only taking up one slot on the team, albeit not as well. A great Attack stat means Hariyama can hit most threats very hard, especially after Flame Orb has been activated. Hariyama's low Speed stat is a huge liability outside of Trick Room, and Hariyama is also one of the slowest Fake Out users. A diverse movepool allows Hariyama to hit multiple threats and fulfill many roles on a Trick Room team. However, Hariyama's longevity is greatly shortened by Flame Orb and lack of reliable healing options, as well as having underwhelming defenses.

Offensive Trick Room
########
name: Offensive Trick Room
move 1: Fake Out / Protect
move 2: Close Combat
move 3: Knock Off
move 4: Wide Guard / Ice Punch / Rock Slide
ability: Guts / Thick Fat
item: Flame Orb / Sitrus Berry
evs: 252 Atk / 128 Def / 128 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Fake Out and Protect are both good options to activate Flame Orb, in addition to their additional utility, with Fake Out helping teammates setting up Trick Room more easily, whileand Protect keepsing Hariyama alive longer while its teammates sets up Trick Room. Close Combat hits like a truck after Hariyama is burned, heavily damaging or OHKOing Pokemon that don't resist it. Knock Off is a great and powerful Dark-type move, and; it hits Ghost-types, which are immune to Close Combat, as well as Psychic-types for super effective damage. Close Combat and Knock Off are Hariyama's biggest niche over Hitmontop and Scrafty. Wide Guard can be used in a similar capacity, negating spread attacks such as Heat Wave, Rock Slide, and Earthquake. Ice Punch allows Hariyama to deal with threats such as Landorus-T, as well as Amoonguss, who loves to mess with Trick Room due tousing its low Speed. Rock Slide can be used if additional coverage is wanted, as it takes care of Pokemon Hariyama otherwise barely could touch, such as Fire-types like Mega Charizard Y and Volcarona.

Set Details
========

The given EV spread is used to maximize Hariyama's attacking power, with the remaining EVs put in Defense and Special Defense to improve Hariyama's general bulk. Flame Orb is used to boost Hariyama's Attack stat by 50% thanks to Guts, while also letting it avoid status ailments such as sleep and paralysis. Hariyama can also use a Sitrus Berry and Guts, to absorb Scald and Will-O-Wisp. Flame Orb is used over Toxic Orb asince Trick Room attackers can't afford to switch in and out to reduce Toxic's damage, so Flame Orb does, in the end, less damage. Thick Fat and Sitrus Berry, together with Rock Slide, can be used to make Hariyama a cool Fire-type check. 0 Speed IVs and a Brave nature are used to lower Hariyama's speed as much as possible, allowing Hariyama to outspeed neutral base 30 and faster Pokemon in Trick Room. An Adamant nature and 31 Speed IVs can be used when not using Trick Room, although this results in this set being inferior to Hitmontop.

Usage Tips
========

Trick Room is essential for this set to work properly, asince Hariyama's lacking Speed and underwhelming bulk results in faster Pokemon KOing Hariyama before it can attack without Trick Room. Hariyama using Fake Out allows it to be paired with a Trick Room setter, allowing it to support the team via Trick Room being set up multiple times throughout the match. Using Fake Out, Hariyama can be easily paired with a Trick Room setter, allowing Trick Room to be set up multiple times throughout the match. Once Trick Room is up, Hariyama becomes a Pokemon that can break down many checks and counters to the team, hitting hard with its STAB and coverage moves. Because of the limited turns of Trick Room and burn damage because of Flame Orb, Hariyama must be wary of Protect. However, Protect can also be used to Hariyama's advantage, allowing it to get a free switch out and allow a Trick Room setter to come in and set it up again or it can predict the Protect, attacking the other Pokemon and leaving the opponent at a disadvantage.

Team Options
========

Trick Room setters are mandatory. Cresselia is one of the best Trick Room setters in Doubles, and is therefore a great teammate for Hariyama. Jellicent and Chandelure are also great partners, both being able to reliably set up Trick Room with Fake Out support. Something to deal with Talonflame is also strongly appreciated. Heatran is therefore a great teammate, asince it resists Brave Bird while also being immune to Flare Blitz. Heatran also beats Amoonguss, who can be really annoying for Hariyama. Mega Ampharos can also be used to stop Talonflame. Bulky and powerful Pokemon such as Mega Abomasnow can help clean up once Hariyama is done blowing holes in the opponents team. Talonflame also gets a mention as a partner due to its ability to attack first with its Flying-type STAB despite Trick Room, and deal with Amoonguss, which can take Close Combats easily and is also a problem during Trick Room due to its low Speed. Bisharp is another good teammate as its Defiant ability deters Intimidate and destroys Psychic-, Ghost-, and Fairy-types, such as Latios, Cresselia, Gengar, Sylveon, and Gardevoir.

Other Options
########

Due to Hariyama's underwhelming Speed and poor defenses, Hariyama has, sadly, little use outside of Trick Room. However, there are some different sets Hariyama can run. A set utilizing Life Orb and Sheer Force can be used, to boost the power of elemental punches and Rock Slide. Hariyama can also use a set with Assault Vest, which can be used in conjunction with Thick Fat to make Hariyama a decent specially defensive tank. Heavy Slam can also be used if the team struggles against Fairy-types, as it hits most Fairies except Mawile, Klefki, and Azumarill extremely hard. A ChestoRest set can be good in conjunction with Hariyama's other abilities, Thick Fat and Sheer Force. Hariyama can use Helping Hand to boost the power of a teammate's attack. Feint can be used, but a set with Feint would be almost completely outclassed by Hitmontop,; Hariyama needs to focus on hitting like a truck instead, and therefore prioritizing powerful moves. Hariyama has a wealth of coverage options to further support its team. Earthquake can be used to specifically deal with Mega Mawile, asince Mega Mawile takes any other hit Hariyama has and OHKOes it with Play Rough. Fire Punch can be used for Scizor, while Thunder Punch surprises and OHKOes Azumarill.

Checks &amp; Counters
########

**Offensive Typing Advantage**: Talonflame can easily OHKO Hariyama with its priority STAB Brave Bird,; Hariyama can, however, OHKO a predicted switch-in with Rock Slide. Azumarill, Mega Mawile, Sylveon, and Mega Gardevoir are all a huge threats, and can easily OHKO Hariyama with their Fairy-type STAB moves, especially if Trick Room is not active. Bulky and powerful Mega Evolutions such as Mega Heracross, Mega Venusaur, and Mega Scizor can also often beat Hariyama.

**Utility Moves**: Protect and Fake Out can easily stall out Trick Room, and Pokemon with Taunt such as Gyarados, or with sleep inducing moves, such as Breloom, can stop Hariyama's partner from setting up Trick Room.

**Intimidate**: Hariyama doesn't like Intimidate, asince Intimidate greatly reduces its utility, typically forcing a switch. Gyarados, Hitmontop, and Landorus-T are all notable users of Intimidate. Landorus-T has to watch out for Ice Punch, however.
gp 1/2
 
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Amateur check

Additions
Deletions


Overview
########

Hariyama faces huge competition as a supportive Trick Room Pokemon byfrom Hitmontop and Scrafty, and as an offensive Trick Room Pokemon byfrom Conkeldurr. However, Hariyama can perform both roles while only taking up one slot on the team, albeit not as wellthough the fact that it isn't solely dedicated to one of these roles may compromise its effectiveness. A great Attack stat means Hariyama can hit most threats very hard, especially after Flame Orb has been activated. Hariyama's low Speed stat is a huge liability outside of Trick Room, and Hariyama is also one of the slowest Fake Out users. A diverse movepool allows Hariyama to hit multiple threats and fulfill many roles on a Trick Room team. However, Hariyama's longevity is greatly shortened by Flame Orb and its lack of reliable healing options, as well as havingits underwhelming defenses. In addition, Hariyama's low Speed stat is a huge liability outside of Trick Room, and Hariyama is also one of the slowest Fake Out users.

Offensive Trick Room
########
name: Offensive Trick Room
move 1: Fake Out / Protect
move 2: Close Combat
move 3: Knock Off
move 4: Wide Guard / Ice Punch / Rock Slide
ability: Guts / Thick Fat
item: Flame Orb / Sitrus Berry
evs: 252 Atk / 128 Def / 128 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Fake Out and Protect are both good options to activate Flame Orb, in addiconjunction towith their additional utility, with emdashFake Out helpings teammates setting up Trick Room more easily, and Protect keepings Hariyama alive longer while its teammate sets up Trick Room. Close Combat hits like a truck after Hariyama is burned, heavily damaging or OHKOing Pokemon that don't resist it. Knock Off is a great and powerful Dark-type move; it hits Ghost-types, which are immune to Close Combat, as well as Psychic-types, for super effective damage. Access to both Close Combat and Knock Off areis Hariyama's biggest niche over Hitmontop and Scrafty. Wide Guard can be used in a similar capacity, negating spread attacks such as Heat Wave, Rock Slide, and Earthquake. Ice Punch allows Hariyama to deal with threats such as Landorus-T, as well as Amoonguss, who loves to mess with Trick Room using its low Speed. Rock Slide can be used if additional coverage is wanted, as it takes care of Pokemon Hariyama otherwise barely could touch, such as Fire-types like Mega Charizard Y and Volcarona.

Set Details
========

The given EV spread is used to maximize Hariyama's attacking power, with the remaining EVs put in Defense and Special Defense to improve Hariyama's general bulk. Flame Orb is used to boost Hariyama's Attack stat by 50% thanks to Guts, while also letting it avoid status ailments such as sleep and paralysis. Hariyama can also use a Sitrus Berry and Guts to absorb Scald and Will-O-Wisp. Flame Orb is used over Toxic Orb as Trick Room attackers can't afford to switch in and out to reduce Toxic's damage, so; therefore Flame Orb does, in the end, less damage. Thick Fat and Sitrus Berry, together with Rock Slide, can be used to make Hariyama a cool check to Fire-type checks. 0 Speed IVs and a Brave nature are used to lower Hariyama's sSpeed as much as possible, allowing Hariyama to outspeed neutral base 30 and faster Pokemon in Trick Room. An Adamant nature and 31 Speed IVs can be used when not using Trick Room, although this results in this set being inferior to Hitmontop.

Usage Tips
========

Trick Room is essential for this set to work properly, as Hariyama's lacking Speed and underwhelming bulk results in faster Pokemon KOing Hariyama before it can attack without Trick Room. Using Fake Out, Hariyama can be easily paired with a Trick Room setter, allowing Trick Room to be set up multiple times throughout the match. Once Trick Room is up, Hariyama becomes a Pokemon that can break down many checks and counters to the team, hitting hard with its STAB and coverage moves. Because of the limited turns of Trick Room and burn dHariyama’s limited longevity because of Flame Orb, Hariyama must be wary of Protect. However, Protect can also be used to Hariyama's advantage, allowing it to get a freely switch out and allowbring in a Trick Room setter to come in and set it up again or it. Hariyama can also predict the Protect, attacking the other Pokemon and leaving the opponent at a disadvantage.

Team Options
========

Trick Room setters are mandatory. Cresselia is one of the best Trick Room setters in Doubles, and is therefore a great teammate for Hariyama. Jellicent and Chandelure are also great partners, both being able to reliably set up Trick Room with Fake Out support. Something to deal with Talonflame is also strongly appreciated. Heatran is therefore a great teammate, as it resists Brave Bird while also being immune to Flare Blitz. Heatran also beats Amoonguss, who can be really annoying for Hariyama. Mega Ampharos can also be used to stop Talonflame. Bulky and powerful Pokemon such as Mega Abomasnow can help clean up once Hariyama is done blowing holes in the opponents team. Talonflame also gets a mention as a partner due to its ability to attack first with its Flying-type STAB despite Trick Room, and deal with Amoonguss, which can take Close Combats easily and is also a problem during Trick Room due to its low Speed. Bisharp is another good teammate as its Defiant ability deters Intimidate users from switching in and destroys Psychic-, Ghost-, and Fairy-types, such as Latios, Cresselia, Gengar, Sylveon, and Gardevoir.

Other Options
########

Due to Hariyama's underwhelming Speed and poor defenses, Hariyama has, sadly, has little use outside of Trick Room. However, there are some different sets Hariyama can run. A set utilizing Life Orb and Sheer Force can be used, to boost the power of elemental punches and Rock Slide. Hariyama can also use a set with Assault Vest, which can be used in conjunction with Thick Fat to make Hariyama a decent specially defensive tank. Heavy Slam can also be used if the team struggles against Fairy-types, as it hits most Fairies except Mawile, Klefki, and Azumarill extremely hard. A ChestoRest set can be good in conjunction with Hariyama's other abilities, Thick Fat and Sheer Force. Hariyama can use Helping Hand to boost the power of a teammate's attack. Feint can be used, but a set with Feint would be almost completely outclassed by Hitmontop; Hariyama needs to focus on hitting like a truck instead, and therefore prioritizing powerful moves. Hariyama has a wealth of coverage options to further support its team. Earthquake can be used to specifically deal with Mega Mawile, as Mega Mawile takes any other hit Hariyama has and OHKOes it with Play Rough. Fire Punch can be used for Scizor, while Thunder Punch surprises and OHKOes Azumarill.

Checks &amp; Counters
########

**Offensive Typing Advantage**: Talonflame can easily OHKO Hariyama with its priority STAB Brave Bird,; Hariyama can, however, OHKO a predicted switch-in with Rock Slide. Azumarill, Mega Mawile, Sylveon, and Mega Gardevoir are all a huge threats, and can easily OHKO Hariyama with their Fairy-type STAB moves, especially if Trick Room is not active. Bulky and powerful Mega Evolutions, such as Mega Heracross, Mega Venusaur, and Mega Scizor, can also often beat Hariyama.

**Utility Moves**: Protect and Fake Out can easily stall out Trick Room, and Pokemon with Taunt, such as Gyarados, or with sleep inducing moves, such as Breloom, can stop Hariyama's partner from setting up Trick Room.

**Intimidate**: Hariyama doesn't like Intimidate, as Intimidate greatly reduces its utility, typically forcing a switch. Gyarados, Hitmontop, and Landorus-T are all notable users of Intimidate. Landorus-T has to watch out for Ice Punch, however.
 
Last edited:
Amateur check

Additions
Deletions


Overview
########

Hariyama faces huge competition as a supportive Trick Room Pokemon byfrom Hitmontop and Scrafty, and as an offensive Trick Room Pokemon byfrom Conkeldurr. However, Hariyama can perform both roles while only taking up one slot on the team, albeit not as wellthough the fact that it isn't solely dedicated to one of these roles may compromise its effectiveness. A great Attack stat means Hariyama can hit most threats very hard, especially after Flame Orb has been activated. Hariyama's low Speed stat is a huge liability outside of Trick Room, and Hariyama is also one of the slowest Fake Out users. A diverse movepool allows Hariyama to hit multiple threats and fulfill many roles on a Trick Room team. However, Hariyama's longevity is greatly shortened by Flame Orb and its lack of reliable healing options, as well as havingits underwhelming defenses. In addition, Hariyama's low Speed stat is a huge liability outside of Trick Room, and Hariyama is also one of the slowest Fake Out users.

Offensive Trick Room
########
name: Offensive Trick Room
move 1: Fake Out / Protect
move 2: Close Combat
move 3: Knock Off
move 4: Wide Guard / Ice Punch / Rock Slide
ability: Guts / Thick Fat
item: Flame Orb / Sitrus Berry
evs: 252 Atk / 128 Def / 128 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Fake Out and Protect are both good options to activate Flame Orb, in addiconjunction towith their additional utility, with emdashFake Out helpings teammates setting up Trick Room more easily, and Protect keepings Hariyama alive longer while its teammate sets up Trick Room. Close Combat hits like a truck after Hariyama is burned, heavily damaging or OHKOing Pokemon that don't resist it. Knock Off is a great and powerful Dark-type move; it hits Ghost-types, which are immune to Close Combat, as well as Psychic-types, for super effective damage. Access to both Close Combat and Knock Off areis Hariyama's biggest niche over Hitmontop and Scrafty. Wide Guard can be used in a similar capacity, negating spread attacks such as Heat Wave, Rock Slide, and Earthquake. Ice Punch allows Hariyama to deal with threats such as Landorus-T, as well as Amoonguss, who loves to mess with Trick Room using its low Speed. Rock Slide can be used if additional coverage is wanted, as it takes care of Pokemon Hariyama otherwise barely could touch, such as Fire-types like Mega Charizard Y and Volcarona.

Set Details
========

The given EV spread is used to maximize Hariyama's attacking power, with the remaining EVs put in Defense and Special Defense to improve Hariyama's general bulk. Flame Orb is used to boost Hariyama's Attack stat by 50% thanks to Guts, while also letting it avoid status ailments such as sleep and paralysis. Hariyama can also use a Sitrus Berry and Guts to absorb Scald and Will-O-Wisp. Flame Orb is used over Toxic Orb as Trick Room attackers can't afford to switch in and out to reduce Toxic's damage, so; therefore Flame Orb does, in the end, less damage. Thick Fat and Sitrus Berry, together with Rock Slide, can be used to make Hariyama a cool check to Fire-type checks. 0 Speed IVs and a Brave nature are used to lower Hariyama's sSpeed as much as possible, allowing Hariyama to outspeed neutral base 30 and faster Pokemon in Trick Room. An Adamant nature and 31 Speed IVs can be used when not using Trick Room, although this results in this set being inferior to Hitmontop.

Usage Tips
========

Trick Room is essential for this set to work properly, as Hariyama's lacking Speed and underwhelming bulk results in faster Pokemon KOing Hariyama before it can attack without Trick Room. Using Fake Out, Hariyama can be easily paired with a Trick Room setter, allowing Trick Room to be set up multiple times throughout the match. Once Trick Room is up, Hariyama becomes a Pokemon that can break down many checks and counters to the team, hitting hard with its STAB and coverage moves. Because of the limited turns of Trick Room and burn dHariyama’s limited longevity because of Flame Orb, Hariyama must be wary of Protect. However, Protect can also be used to Hariyama's advantage, allowing it to get a freely switch out and allowbring in a Trick Room setter to come in and set it up again or it. Hariyama can also predict the Protect, attacking the other Pokemon and leaving the opponent at a disadvantage.

Team Options
========

Trick Room setters are mandatory. Cresselia is one of the best Trick Room setters in Doubles, and is therefore a great teammate for Hariyama. Jellicent and Chandelure are also great partners, both being able to reliably set up Trick Room with Fake Out support. Something to deal with Talonflame is also strongly appreciated. Heatran is therefore a great teammate, as it resists Brave Bird while also being immune to Flare Blitz. Heatran also beats Amoonguss, who can be really annoying for Hariyama. Mega Ampharos can also be used to stop Talonflame. Bulky and powerful Pokemon such as Mega Abomasnow can help clean up once Hariyama is done blowing holes in the opponents team. Talonflame also gets a mention as a partner due to its ability to attack first with its Flying-type STAB despite Trick Room, and deal with Amoonguss, which can take Close Combats easily and is also a problem during Trick Room due to its low Speed. Bisharp is another good teammate as its Defiant ability deters Intimidate users from switching in and destroys Psychic-, Ghost-, and Fairy-types, such as Latios, Cresselia, Gengar, Sylveon, and Gardevoir.

Other Options
########

Due to Hariyama's underwhelming Speed and poor defenses, Hariyama has, sadly, has little use outside of Trick Room. However, there are some different sets Hariyama can run. A set utilizing Life Orb and Sheer Force can be used, to boost the power of elemental punches and Rock Slide. Hariyama can also use a set with Assault Vest, which can be used in conjunction with Thick Fat to make Hariyama a decent specially defensive tank. Heavy Slam can also be used if the team struggles against Fairy-types, as it hits most Fairies except Mawile, Klefki, and Azumarill extremely hard. A ChestoRest set can be good in conjunction with Hariyama's other abilities, Thick Fat and Sheer Force. Hariyama can use Helping Hand to boost the power of a teammate's attack. Feint can be used, but a set with Feint would be almost completely outclassed by Hitmontop; Hariyama needs to focus on hitting like a truck instead, and therefore prioritizing powerful moves. Hariyama has a wealth of coverage options to further support its team. Earthquake can be used to specifically deal with Mega Mawile, as Mega Mawile takes any other hit Hariyama has and OHKOes it with Play Rough. Fire Punch can be used for Scizor, while Thunder Punch surprises and OHKOes Azumarill.

Checks &amp; Counters
########

**Offensive Typing Advantage**: Talonflame can easily OHKO Hariyama with its priority STAB Brave Bird,; Hariyama can, however, OHKO a predicted switch-in with Rock Slide. Azumarill, Mega Mawile, Sylveon, and Mega Gardevoir are all a huge threats, and can easily OHKO Hariyama with their Fairy-type STAB moves, especially if Trick Room is not active. Bulky and powerful Mega Evolutions, such as Mega Heracross, Mega Venusaur, and Mega Scizor, can also often beat Hariyama.

**Utility Moves**: Protect and Fake Out can easily stall out Trick Room, and Pokemon with Taunt, such as Gyarados, or with sleep inducing moves, such as Breloom, can stop Hariyama's partner from setting up Trick Room.

**Intimidate**: Hariyama doesn't like Intimidate, as Intimidate greatly reduces its utility, typically forcing a switch. Gyarados, Hitmontop, and Landorus-T are all notable users of Intimidate. Landorus-T has to watch out for Ice Punch, however.

We went over this amcheck on IRC and it's good to go. Please implement it. :)

GP 2/2
 
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