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Hariyama


Main Pokédex page | Flavor text and images

General

Hariyama
fighting

Abilities

Thick Fat
Fire and Ice moves only do half damage against this Pokémon.
Guts
When this Pokémon has a major status ailment, its Attack increases by 50%.

Damage Taken

Dex Numbers

Generation
Ruby/Sapphire/Emerald RSE
Red/Blue/Yellow Kanto
297
Gold/Silver/Crystal Johto
n/a
Ruby/Sapphire/Emerald Hoenn
49
Diamond/Pearl Sinnoh
n/a

Names

Japanese
ハリテヤマ
Romaji
Hariteyama

Flavor

Height
7'6.6" or 2.3 m
Weight
559.5 lb or 253.8 kg
Species
Arm Thrust
Color
brown
Cry
mp3 here
Fire Red/Leaf Green Habitat
Mountain
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
¾ male; ¼ female (code: 63 or 0x3f)
Breeding groups
8: Humanshape
Steps to hatch
5,120
Compatible with
13 families; 35 total Pokémon

In the Wild

Base EXP
184 or 0xb8
Capture rate
200 or 0xc8
Base happiness
70 or 0x46
Growth rate
superslow
Effort points
2 HP
Wild held items
King's Rock (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
296 Makuhita Base form 297 Hariyama Raise to level 24

Stats

Stat Base Max Stat %ile
L50 L100
HP
144
251 492 98.2
Attack
120
172 339 91.1
Defense
60
112 219 39.1
Special Attack
40
92 179 13.8
Special Defense
60
112 219 39.1
Speed
50
102 199 28.8
Average
79
- - 65.1

Flavor

See also: All versions' flavor text and sprites

Diamond/Pearl It loves to match power with big-bodied Pokémon. It can knock a truck flying with its arm thrusts.

Locations

Note: this ONLY shows Diamond locations for the moment. (New Pokédex with all three games' encounters is in the works.)

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Hariyama's Attack is higher, so it will inflict more damage with physical () moves.

Hariyama gets the STAB from fighting moves.

Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Move Type Dmg PP Power Acc.* Pri. Description
-- -- Arm Thrust fighting physical 20 15 100% Hits 2-5 times in one turn.
-- Brine water special 10 65 100% Inflicts double damage against Pokemon that have less than half their max HP remaining.
-- -- Focus Energy normal none 30 -- 100% Increases the critical hit counter by 1 until the user leaves battle.
-- -- Sand-Attack ground none 15 -- 100% Lowers the target's Accuracy.
-- -- Tackle normal physical 35 35 95% Inflicts regular damage.
4 4 Sand-Attack ground none 15 -- 100% Lowers the target's Accuracy.
10 7 Arm Thrust fighting physical 20 15 100% Hits 2-5 times in one turn.
13 10 Vital Throw fighting physical 10 70 100% -1 Goes last. Never misses.
19 13 Fake Out normal physical 10 40 100% 1 Goes first. Can only be used as the first move after the user enters battle. Causes the target to Flinch.
22 16 Whirlwind normal none 20 -- 100% -6 Goes last. Immediately ends wild battles. Forces trainers to switch Pokemon.
29 19 Knock Off dark physical 20 20 100% Target drops its held item.
33 22 SmellingSalt normal physical 10 60 100% If the target is Paralyzed, inflicts double damage and cures the Paralysis.
40 27 Belly Drum normal none 10 -- 100% User pays half its max HP to raise its Attack as high as is allowed by stat changes.
32 Force Palm fighting physical 10 60 100% Has a 30% chance to Paralyze the target.
37 Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
42 Wake-Up Slap fighting physical 10 60 100% If the target is Sleeping, inflicts double damage and wakes it up.
44 47 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
51 Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
52 Close Combat fighting physical 5 120 100% Lowers the user's Defense and Special Defense after inflicting damage.
55 57 Reversal fighting physical 15 varies 100% Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Platinum Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Platinum Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Platinum ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. If the user takes physical damage this turn, inflicts twice the damage taken to the target.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
EmeraldFire Red/Leaf Green Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
EmeraldFire Red/Leaf Green Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Platinum Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Platinum Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Platinum Helping Hand normal none 20 -- 100% 5 Goes first. User's ally's next move inflicts 50% more damage.
Platinum Superpower fighting physical 5 120 100% Lowers the user's Attack and Defense after inflicting damage.
Platinum Knock Off dark physical 20 20 100% Target drops its held item.
Platinum Vacuum Wave fighting special 30 40 100% 1 Goes first. Inflicts regular damage.
Platinum Iron Head steel physical 15 80 100% Has a 30% chance to make the target Flinch.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum TMs and HMs
Chains 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 55 Brine water special 10 65 100% Inflicts double damage against Pokemon that have less than half their max HP remaining.
Chains 08 08 Bulk Up fighting none 20 -- 100% Raises the user's Attack and Defense.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 26 26 Earthquake ground physical 10 100 100% Inflicts regular damage.
Chains 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 52 Focus Blast fighting special 5 120 70% Has a 10% chance to lower the target's Special Defense.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 66 Payback dark physical 10 50 100% Inflicts double damage if the user receives damage before using this move.
Chains 84 Poison Jab poison physical 20 80 100% Has a 30% chance to Poison the target.
Chains 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains H8 Rock Climb normal physical 20 90 85% Has a 20% chance to Confuse the target.
Chains 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 71 Stone Edge rock physical 5 100 80% Has an increased chance for a critical hit.
Chains H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains H3 H3 Surf water special 15 95 100% Inflicts regular damage.
Chains 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.

Hariyama in other Pokédexes