The Cave of Dragonflies ASB Database

Hariyama

Fighting
Speed
50
Gender
Female or male
Population
0

Abilities

Thick Fat

Halves damage taken from Fire and Ice moves.

Guts

With a major status ailment, multiplies physical moves' base power by 1.5 and raises their energy cost by 2%.

Sheer Force

(Hidden ability.) Multiplies moves' base power by 1.3 if they have side-effects with less than a 100% chance of occurring, but prevents their side-effects.

Type matchups

Weak to (1.5×)
FlyingPsychicFairy
Resistant to (0.67×)
BugRockDark
Immune to (0×)
None

Evolution

Makuhita
Hariyama

3 EXP

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Arm Thrust Fighting Physical 15 * 100%

Hits 2-5 times in one action. Base power is 15 times the number of hits.

Attract Normal 4% 100%

Infatuates the target if it is the opposite gender.

Belly Drum Normal 6%

Maximizes the user's Attack. Costs 15% HP.

Body Slam Normal Physical 85 6% 100%

Has a 30% chance to paralyze the target.

Brick Break Fighting Physical 75 4% 100%

Breaks through Reflect and Light Screen.

Brine Water Special 65 4% 100%

Base power is doubled if the target is below 50% health.

Bulk Up Fighting 2%

Raises the user's Attack and Defense by one stage.

Bulldoze Ground Physical 60 4% 100%

Has a 100% chance to lower each target's Speed by one stage.

Bullet Punch Steel Physical 40 3% 100% +1

Deals damage. No other effect.

Captivate Normal 2% 100%

Lowers the target's Special Attack by two stages if it is the opposite gender.

Chip Away Normal Physical 70 4% 100%

Ignores the target's stat modifiers.

Close Combat Fighting Physical 120 7% 100%

Lowers the user's Defense and Special Defense by one stage.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Counter Fighting Physical * * 100% −5

Counters a physical move, dealing twice as much damage as the user took.

Cross Chop Fighting Physical 100 6% 80%

Has a critical hit rate one stage higher than normal.

Detect Fighting * +4

Protects the user from all moves this action.

Dig Ground Physical 80 4% 100%

Digs underground, dodging most moves, then hits. Costs 3% extra energy to do both in one action.

Double-Edge Normal Physical 120 7% 100%

Deals recoil damage to the user equal to 1/3 the damage dealt.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Dynamic Punch Fighting Physical 100 7% 50%

Has a 100% chance to confuse the target.

Earthquake Ground Physical 100 6% 100%

Deals damage. No other effect.

Endure Normal * +4

Prevents direct damage from lowering the user's health below 1% this action.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Fake Out Normal Physical 40 3% 100% +3

Makes the target flinch if the user has not already used this move since entering battle.

Feint Normal Physical 30 3% 100% +2

Breaks through Protect and Detect.

Feint Attack Dark Physical 60 3%

Never misses.

Fire Punch Fire Physical 75 4% 100%

Has a 10% chance to burn the target.

Fling Dark Physical * * 100%

Throws the user's held item at the target. Base power and energy cost depend on the item.

Focus Blast Fighting Special 120 7% 70%

Has a 10% chance to lower the target's Special Defense by one stage.

Focus Energy Normal 5%

Raises the user's critical hit chance by two stages.

Focus Punch Fighting Physical 150 9% 100% −3

Fails if the user takes damage before using this move.

Force Palm Fighting Physical 60 4% 100%

Has a 30% chance to paralyze the target.

Foresight Normal 5%

Resets each target's Evasion stages and makes Ghost-types vulnerable to Normal- and Fighting-type moves for six actions.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Headbutt Normal Physical 70 5% 100%

Has a 30% chance to make the target flinch.

Heavy Slam Steel Physical * * 100%

Base power and energy cost vary based on the user and target's weights.

Helping Hand Normal * +5

Multiplies the power of an ally's move by 1.5 this action.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Ice Punch Ice Physical 75 4% 100%

Has a 10% chance to freeze the target.

Iron Head Steel Physical 80 5% 100%

Has a 30% chance to make the target flinch.

Knock Off Dark Physical 65 4% 100%

Base power is multiplied by 1.5 if the target is holding an item, and removes the item.

Low Kick Fighting Physical * * 100%

Base power and energy cost vary with the target's weight.

Low Sweep Fighting Physical 65 5% 100%

Has a 100% chance to lower the target's Speed by one stage.

Mega Kick Normal Physical 120 7% 75%

Deals damage. No other effect.

Mega Punch Normal Physical 80 4% 85%

Deals damage. No other effect.

Metronome Normal *

Randomly uses any move.

Mimic Normal 1%

Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.

Mud-Slap Ground Special 20 2% 100%

Has a 100% chance to lower the target's Accuracy by one stage.

Natural Gift Normal Physical * * 100%

Varies based on the user's signature move.

Payback Dark Physical 50 3% 100%

Has double base power if the target has already acted this action.

Poison Jab Poison Physical 80 5% 100%

Has a 30% chance to poison the target.

Power-Up Punch Fighting Physical 40 3% 100%

Has a 100% chance to raise the user's Attack.

Protect Normal * +4

Protects the user against all moves this action.

Rain Dance Water 5%

Changes the weather to rain for nine actions.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Retaliate Normal Physical 70 4% 100%

Base power is doubled if an ally fainted this action or last action.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Revenge Fighting Physical 60 3% 100% −4

Base power is doubled if the user has already taken damage this action.

Reversal Fighting Physical * * 100%

Base power rises as the user's health falls.

Rock Climb Normal Physical 90 5% 85%

Has a 20% chance to confuse the target.

Rock Slide Rock Physical 75 5% 90%

Has a 30% chance to make each target flinch.

Rock Smash Fighting Physical 40 3% 100%

Has a 50% chance to lower the target's Defense.

Rock Tomb Rock Physical 60 4% 95%

Has a 100% chance to lower the target's Speed by one stage.

Role Play Psychic 3%

Copies the target's ability.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Sand Attack Ground 1% 100%

Lowers the target's Accuracy by one stage.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Seismic Toss Fighting Physical * * 100%

Base power and energy cost vary based on the user and target's weights.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Smack Down Rock Physical 50 3% 100%

Knocks the target to the ground.

Smelling Salts Normal Physical 70 4% 100%

Base power rises if the target is paralyzed, depending on the severity. Heals the target's paralysis.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Stomping Tantrum Ground Physical 75 4% 100%

Has double power if the user's previous move failed.

Stone Edge Rock Physical 100 6% 80%

Has a critical hit rate one stage higher than normal.

Strength Normal Physical 80 4% 100%

Deals damage. No other effect.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Sunny Day Fire 5%

Changes the weather to strong sunlight for nine actions.

Superpower Fighting Physical 120 7% 100%

Lowers the user's Attack and Defense by one stage.

Surf Water Special 90 5% 100%

Fails if there is not enough water available for the user to manipulate.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Tackle Normal Physical 40 2% 100%

Deals damage. No other effect.

Throat Chop Dark Physical 80 4% 100%

Prevents the target from using sound moves for three actions.

Thunder Punch Electric Physical 75 4% 100%

Has a 10% chance to paralyze the target.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Vacuum Wave Fighting Special 40 3% 100% +1

Deals damage. No other effect.

Vital Throw Fighting Physical 70 4% −1

Never misses.

Wake-Up Slap Fighting Physical 70 4% 100%

Base power rises if the target is asleep, depending on severity. Wakes the target up.

Whirlpool Water Special 35 3% 85%

Traps the target and deals 1% damage after each action for 4-5 actions.

Whirlwind Normal 3% −6

Blows a strong gust of wind, which can be used, for example, to knock the opponent back or clear the air.

Wide Guard Rock * +3

Protects the user and its allies against moves that hit multiple targets this action.

Work Up Normal 2%

Raises the user's Attack and Special Attack by one stage.