Hariyama

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  1. ¬Hitomoshi
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    dpiconani297Hariyama dpiconani297




    Link utili:
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    dpmfa297

    Grassospesso

    Aumenta la resistenza alle mosse di Fuoco e Ghiaccio.

    Dentistretti

    Potenzia l'Attacco in caso di alterazioni di stato.

    Forzabruta
    Mondo dei Sogni

    Forzabruta aumenta del 30% la potenza di tutte le mosse con effetti secondari positivi, ma impedisce il verificarsi di tali effetti. L'abilitŕ non ha effetto su mosse con effetti secondari negativi come contraccolpo (es. Sdoppiatore), turni di ricarica (es. Iper Raggio o Volo) o riduzione delle statistiche di chi le usa (es. Troppoforte). Tuttavia, mosse con effetti secondari sia positivi che negativi (come Fuococarica) subiscono il poteziamento di Forzabruta mantenendo perň gli effetti negativi. Forzabruta previene il contraccolpo dovuto all'Assorbisfera, mantenendo il potenziamento ad essa dovuto, solamente quando il Pokémon usa una mossa potenziata dall'abilitŕ. Forzabruta nega anche l'effetto di Conchinella, *Eject Button* e *Red Card*.



    Tipo

    Tier

    :lotta:

    RU



    StatMin-MinMaxMax+
    PS
    145
    -429492-
    Att
    120
    248276339372
    Dif
    60
    140156219240
    Att Sp
    40
    104116179196
    Dif Sp
    60
    140156219240
    Vel
    50
    122136199218



    Nome MovesetStrumentoAbilitŕNatura
    All-Out AttackerTossicsfera / AssorbisferaDentistrettiDecisa


    MosseEVs
    ~Zuffa
    ~ Rivincita
    ~ Pugnoscarica
    ~ Bruciapelo / Pietrataglio / Gelopugno
    252 Att / 172 Dif / 84 Vel


    Although Hariyama may often be thought of as too slow, a Guts-boosted STAB Close Combat coming off a base 120 Attack stat is still pretty scary, and with moves such as Payback for coverage on those pesky Ghost-types, and Bullet Punch for ever-useful priority, it's no wonder that Hariyama has made himself known as a most formidable offensive threat. The final slot is a mish-mash of useful options; Fake Out is usually the best choice so Hariyama may activate his Toxic Orb in complete safety, while also getting off some free damage. If using Life Orb, however, the last two become much more viable for their invaluable coverage on Flying-types. It is noteworthy to point out that Hariyama makes a surprisingly effective lead with this set, getting favorable match-ups against common foes such as Ambipom (with Protect over Bullet Punch or Payback), Cloyster, Omastar, and Hippopotas.

    Toxic Orb is the first item slashed because of its larger power boost and ability to block status. The turn it takes to activate can also be made inconsequential thanks to Fake Out. Life Orb, on the other hand, is still a good option, as it prevents Protect and Substitute users from wearing Hariyama down so easily. In addition, if you manage to activate Guts on top of it, Hariyama will pack gratuitous amounts of power, and will be able to 2HKO just about every opponent in his path. The EV spread is fairly simple, with maximum Attack for power, enough Speed to outpace minimum base 60 Speed Pokemon such as Clefable and Weezing, and the rest in Defense for bulk. Because Hariyama's HP is so massive already, investing in a defense is always the better course of action. Thus, shifting all of those Defense EVs into Special Defense can also be a good idea, and would depend on what you find Hariyama switching into most often. An evenly-distributed spread is also an option, but this is sort of a jack-of-all-trades-master-of-none scenario.

    If using this set as a lead, one must make note of the unfavorable match-ups as well. In particular, Hariyama has trouble dealing with opposing Moltres, Spiritomb, and Alakazam leads. A defensive core along the lines of Milotic and Registeel can help patch up this weakness remarkably well. Hariyama will also appreciate entry hazard and paralysis support, as the secured KOs and ability to actually outspeed things will allow for a much cleaner sweep on his part. Conveniently, both of these forms of support can be provided by the aforementioned Registeel. Finally, Houndoom makes a very good teammate, simply because of its ability to deal with Spiritomb, a major thorn in Hariyama's side.


    Nome MovesetStrumentoAbilitŕNatura
    RestTalkAvanziGrassospessoScalta / Cauta


    MosseEVs
    ~ iRiposo
    ~ Sonnolaia
    ~ Palmoforza / Incrocolpo
    ~ Turbine
    12 PS / 252 Dif / 244 Dif Sp


    Hariyama is one of only two bulky Fighting-types in UU, and though he lacks the movepool and utility of his competitor, Hitmontop, he more than makes up for it with his greater bulk, power, and Thick Fat ability. This Hariyama can reliably switch in and check a variety of threats, including, but not limited to, Aggron, Absol, Tauros, Houndoom, Arcanine, and Registeel. Force Palm is the STAB move of choice, as it deals enough damage to what it needs to and has a very nifty paralysis chance, which makes many offensive Pokemon, even those that resist it, wary of switching into Hariyama. Cross Chop is the more powerful alternative for STAB, but it has imperfect accuracy, and does not have any useful secondary effects. It does, however, grant Hariyama the OHKO on Aggron and Chansey, the 2HKO on Registeel, Rhyperior, and Clefable, and the 3HKO on Regirock, whereas Force Palm would not. Whirlwind is the other key move of the set, as the ability to directly cause switches and phaze are most valuable assets indeed, and are things that Hitmontop can only dream of doing itself. Finally, RestTalk is used to keep Hariyama healthy throughout the match and allow him to absorb status.

    Payback can be used to smack down Ghost-types that attempt to sponge Hariyama's attacks, while Stone Edge and Ice Punch are options to hit Flying-types such as Altaria super effectively. These moves would have to go over Rest and Sleep Talk if you decide to use them, as a STAB move and Whirlwind are considered mandatory. This also means that Hariyama won't have any form of recovery outside of Leftovers, so keep that in mind. The 12 EVs in HP hit a Leftovers number, and the rest of the EVs maximize both of Hariyama's defenses. An Impish nature is more appropriate for the metagame, but if you find Hariyama switching into special attackers more often on your team, a Careful nature would then be preferred.

    This particular Hariyama set works well as a defensive pivot; coming in, taking a few hits, dishing some back, maybe using Whirlwind once in a while, and switching out again. Because of this, Wish support can be useful so that Hariyama does not have to waste time using Rest and relying on the shaky Sleep Talk. Hypno is ideal for this, as Hariyama resists both its Dark- and Bug-type weaknesses, while Hypno can absorb any Psychic-type attacks aimed at Hariyama. Chansey and Clefable are also good for Wish, and even though neither have any resistances that benefit Hariyama, they are more useful Pokemon in general. Entry hazards are also helpful, as with Whirlwind shuffling your opponent's team again and again, passive damage will easily be taking their toll very quickly. A Pokemon such as Omastar, who happens to resist Flying, can do this very well.

    Nome MovesetStrumentoAbilitŕNatura
    SubPunchAvanziGrassospessoDecisa


    MosseEVs
    ~ Sostituto
    ~ Centripugno
    ~ Rivincita
    ~ Pietrataglio / Gelopugno
    252 Att / 252 Dif Sp / 4 Vel


    It would be a waste to not at least try Focus Punch on Hariyama; coming off a base 120 Attack stat and boosted by STAB, it is indeed a thing to be feared. Being Focus Punch, however, it requires that Hariyama charge up before it is unleashed, and during that time, his concentration can be interrupted by even the slightest pinprick. Thankfully, Hariyama also gets access to Substitute, which he can set up against a variety of foes thanks to his great bulk, and use it to protect himself whilst he achieves zen, guaranteeing that he is able to fire off his brutal attack unhindered. Payback covers the Ghost- and Psychic-types that may attempt to endure Hariyama's forceful fists, OHKOing all but the most defensively dedicated, whereas the last slot covers the Flying-types that also resist Focus Punch.

    Attack is maximized so that Hariyama's Focus Punch is as powerful as possible, while the 4 Speed EVs enable him to outspeed minimum Speed base 50s. After that, things start to get a little trickier; because the attackers in UU are so powerful, Hariyama is unable to gain many new setup opportunities with the EVs he has left. A specially defensive spread will at least make it so that Houndoom will be unable to break Hariyama's Substitute with Dark Pulse, and only sometimes with Fire Blast. Even then, many other dedicated special attackers will still be able to punch through them fairly comfortably. The same can be said with a physically defensive spread. So really, those last 252 EVs come down to preference, and are pretty much free game.

    Houndoom is an awesome teammate to Hariyama, as it often attracts special walls to itself, all of whom Hariyama can set up on with particular ease. It also conveniently handles Weezing, Slowbro, and Spiritomb—all of which are Pokemon Hariyama has trouble breaking through. Second to that, dual screen support will help immensely in Hariyama's ability to set up, practically increasing the number of Pokemon that can't break his Substitute three-fold. Such a defensive platform can be provided by a Pokemon like Uxie, who is also able to set up that awesome entry hazard everybody loves—Stealth Rock. Last but not least, Wish support is helpful in helping Hariyama recover the HP he lost from making Substitutes; Chansey and Clefable are generally the best Wish users in the tier.

    Nome MovesetStrumentoAbilitŕNatura
    OU Attacking LeadTossicsfera / FiammosferaDentistrettiDecisa


    MosseEVs
    ~ Bruciapelo
    ~ Zuffa / Colpo Basso
    ~ Rivcincita
    ~ Pietrataglio / Gelopugno
    252 Att / 164 Dif Sp / 92 Vel


    Hariyama is a Pokemon with lots of attacking power and bulk; its movepool is wide enough to cover the majority of common leads, while its superb HP allows it to emerge victorious from the exchange. Thanks to Fake Out, Hariyama can break the opposing lead's Focus Sash while activating Guts and blocking status from leads like Smeargle and Roserade. Hariyama can then proceed to use one of its other three powerful moves to defeat the opponent.

    Close Combat is your main STAB attack, dealing heavy blows to almost every lead. Low Kick is a good alternative, allowing Hariyama to hit most leads for the same amount of damage without the side-effect of lowering its defenses, although the drop in power is noticeable against leads such as Swampert and Machamp. Payback allows you to hit Azelf and Uxie super effectively while Ice Punch rounds out the coverage, annihilating leads such as Gliscor and Dragonite. Stone Edge is an alternative, allowing Hariyama to knock Flying-types out of the sky later in the game, but the ability to OHKO Gliscor with a Guts-boosted Ice Punch is usually too good to give up. However, Stone Edge allows it to take on Gyarados, one of Hariyama's biggest counters, later in the game, dealing 55% - 65.3% after Intimidate (assuming Guts has been activated).

    The main reason to use Hariyama over Machamp is because of its natural bulk. Hariyama has much more HP than Machamp, allowing Hariyama to invest EVs in its defenses and Speed, one thing Machamp misses out on. Hariyama has access to Fake Out, something that Machamp does not have, which allows Hariyama to break the opposing lead's Focus Sash before the pummeling begins, which is definitely a big bonus. Machamp, on the other hand, must bring the opponent's lead down to its Focus Sash before it can Bullet Punch, leaving it vulnerable to a counter switching in. With Hariyama as a lead, you can now utilize Machamp late game; Substitute Machamp makes a great partner to Hariyama. Machamp is usually checked by faster or bulky Pokemon such as Azelf, Heatran, and Gliscor; Hariyama can take them out at the start of the battle, thereby easing Machamp's sweep.

    The item Hariyama holds is up to the user's preference. Flame Orb should be used if Hariyama is planning to stay on the field for a while, otherwise Toxic Orb is the item of choice. The EVs are chosen so that Hariyama hits as hard as possible and takes special attacks superbly. 92 EVs are invested into Speed so that Hariyama can outpace minimum Speed Tyranitar, although more can be invested to adjust for Speed creep on Tyranitar's part.

    Metagross and Infernape are troublesome leads. Metagross has enough bulk to survive a Fake Out followed by a Close Combat, therefore Close Combat should not be so hastily used, as after the Defense drop Hariyama has a good chance of getting OHKOed by Meteor Mash. The best course of action against Metagross would be to Payback first, followed by a Close Combat to take it out. It should be noted however, that Metagross can beat Hariyama if it chooses to attack outright instead of setting up Stealth Rock. The same strategy applies to Infernape. Due to Infernape's faster Fake Out, Hariyama cannot break Infernape's Focus Sash; Hariyama must resort to using Payback on the second turn to break Infernape's Focus Sash, and then finish it off with Close Combat.

    Starmie is a great partner to Hariyama as it checks Infernape and Metagross well. It can switch in on Infernape's Fake Out, Hydro Pump Infernape down its Focus Sash as Infernape sets up Stealth Rock, and then proceed to outspeed and kill Infernape with Rapid Spin while clearing the rocks. Starmie can also switch into Metagross as it uses Stealth Rock, then Hydro Pump for a 2HKO while Metagross fails to knock out Starmie with Earthquake. Starmie can then perform its spinner duties regardless.

    Altre Opzioni



    UU

    Looking at other potential sets, a Choice Band set is actually completely viable, and would be listed if it was not for the fact that Hariyama gets Guts, which outclasses it set-wise in most ways. Belly Drum is just plain bad on Hariyama, as he simply does not have the Speed to use it effectively at all. A Bulk Up set is also viable, but is either way too easily walled, phazed, or just defeated in general. In terms of other STAB options, Hariyama has plenty; Revenge, Brick Break, and Low Kick being the actually viable ones. While all of them are fine moves in their own right, they are simply not as good as the STAB moves already listed. Rock Slide can go over Stone Edge on any set. Knock Off can be extremely annoying for Pokemon that rely on their items for success, and finally, Refresh can work, but has its uses shared with (and done better by) Rest and Guts.

    OU

    ThunderPunch is a more reliable option to take out Gyarados, but if you want to deal with Gyarados, Stone Edge is usually the superior option, thanks to its ability to hit other Flying-types for more damage. Facade is a powerful attack that hits most Pokemon for neutral damage, but Close Combat and Payback cover everything else and provide more useful coverage.

    Controlli e Counters



    UU

    Hariyama's sheer power, coverage, bulk, and versatility makes outright countering him a herculean task. Spiritomb comes close, with good bulk, an immunity to Fighting, and no weaknesses. It even has Taunt to block Whirlwind, and can set up on Hariyama with Calm Mind. However, it is not completely safe, as a Guts-boosted Stone Edge will 3HKO even its most defensive set, and if further boosted by a Life Orb, Spiritomb will be 2HKOed. Weezing is a similar case, and though faring slightly better against offensive variants, it is largely useless against the defensive set. Besides those two, bulky Psychic-types also make good general switch-ins; they must be wary of Payback, however, as it 2HKOes all of them when boosted by Guts. Taunt Mismagius can play similarly to Spiritomb against the defensive set, but shouldn't be trying to face down offensive variants anytime soon. It's usually best to not try to out-tank Hariyama, but rather focus on his low Speed stat and weaken him gradually before taking him out. In this case, powerful Psychic- and Flying-types such as Alakazam and Swellow are best.

    OU

    Gyarados is the best counter to Hariyama sets that lack Stone Edge or ThunderPunch. It can easily come in, Intimidate Hariyama, and proceed to Dragon Dance. Skarmory is faster and can nail Hariyama with Brave Bird, though be wary of using Roost as Close Combat will be super effective against Skarmory on that turn. Once Hariyama is weakened, a strong Psychic-type attack such as Psychic from Azelf can easily dispatch Hariyama, especially after any defense drops from Close Combat.

    Edited by † Paul † - 31/10/2011, 11:20
     
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  2. -Drifblim-
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    imageLink ai Commenti su Haryamaimage

     
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1 replies since 20/1/2011, 22:43   190 views
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