Great, Ultra, and Master League Tier Lists are being overhauled.
Home
#297
Default

Hariyama

209

Attack

114

Defense

302

Stamina

3,198
Lvl 50Max CP
2,829
Lvl 40
2,020
Lvl 25Weather Boost
1,616
Lvl 20Raids/Eggs
1,212
Lvl 15Research

Hariyama was once the TDO-version of Machamp, but now it's just... not good. It's outclassed in all that it does, though in the main series it had a signature attack on its release called "Arm Thrust". While this Fighting Type move is no longer truly a signature attack, it could be a way to buff Hariyama's performance if it's ever added.

  • Force Palm is Hariyama’s optimal fast move, though Counter is a very close second.
  • Dynamic Punch is the clearly superior Fighting-type charge move, contributing the most damage and being flexible to use.
  • Superpower is a step down, and Close Combat is a further step down, and Upper Hand is actually a lower hand. 
  • Bullet Punch and Heavy Slam are almost never ideal on an offensive Hariyama, even in the snow.

  • Bullet Punch and Heavy Slam counter Hariyama’s Fairy-type weakness and hit Flying and Psychic-types with neutral damage.
  • Counter is a decent alternative to Bullet Punch, but it's resisted by Hariyama's usual counters.
  • Force Palm falls behind.
  • Dynamic Punch is better than Superpower on defense, but neither provides any coverage against Hariyama's weaknesses. 
  • Upper Hand is a tad weaker, but the fact that it's 3-bar makes it generally the best option.
  • Close Combat takes too long to access, being a 1-bar move. 

Force Palm has tremendous average performance thanks to its high damage output and above average energy generation, making it the Fast Move of choice for Hariyama. Upper Hand is a low-cost Charged Move that sports high damage per energy and a chance to buff Defense. Finally, Heavy Slam is an okay move with some counter-coverage

Hariyama is a mono-Fighting type featuring average bulk, and a very narrow but powerful moveset. Access to Upper Hand gives it a strong and spammy move that can potentially score Defense buffs, but its coverage is entirely limited to the very mediocre Heavy Slam. Pretty much, this is a relatively bulky Pokemon with two really strong moves, but everything else about it is either a hinderance or pretty mediocre.

50,000 Stardust + 50 Candy
Second Charge Move Cost
6%
Flee Rate
3 KM
Buddy Distance
20%
Catch Rate
25%
Female Ratio
75%
Male Ratio