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Official artwork of Hariyama

#0297

Hariyama

Gen III

Arm Thrust Pokémon

Fighting

Pokédex entry · Ruby

HARIYAMA practices its straight-arm slaps in any number of locations. One hit of this POKéMON’s powerful, openhanded, straight-arm punches could snap a telephone pole in two.

Height
2.3 m
Weight
253.8 kg
Base EXP
166
Growth
Fluctuating
Catch rate

200/255Very easy

Friendship

70/255

Base stats

HP144Attack120Defense60Speed50Sp. Def60Sp. Atk40
HP★
144
Attack
120
Defense
60
Speed
50
Sp. Def
60
Sp. Atk
40

Total 474

High

EV yield +2 HP

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP204251
Attack112189
Defense58123
Speed49112
Sp. Def58123
Sp. Atk40101
Total521899

About Hariyama

The Pokédex assigns the mountains as its habitat, and in Ruby, Sapphire, and Emerald the place where it appears in the wild is Victory Road, when there isn't much game left to play. It stands 2.3 metres tall and weighs 253.8 kilograms. The entries take care to clarify that all that bulk isn't fat: it's “a hunk of pure muscle” that becomes rock-solid when it tenses up.

The design is a sumo wrestler, and it makes no attempt to hide it. Topknot, loincloth around the waist that echoes the sport's outfit, cream-coloured upper half and dark blue lower half. Before a fight, it stomps the ground to increase its strength, and it practises shoving with its arms outstretched wherever it goes — according to the Pokédex, it can split a telephone pole in half that way. Its official category is the Push Pokémon, which leaves little room for interpretation.

It likes testing itself against large Pokémon. Two different entries repeat the same boast: sending a ten-ton truck flying with one punch, or knocking it over with a slap of the open hand. According to another entry, veteran specimens leave combat behind and devote themselves to training young Makuhita. The line ends here; there is no third stage.

Combat analysis

×2

Weakness

FlyingPsychicFairy
×½

Resistance

BugRockDark

Hariyama in depth

More haritaosu than yama

The Japanese ハリテヤマ (Hariteyama) combines haritaosu, to knock down with one blow, with yama, mountain, and also happens to sound like hariau, to compete. When it left Japan, the name was shortened to Hariyama without any further adaptation, which is unusual for a generation in which almost everything was rewritten for Western audiences.

The design goes straight for sumo: the topknot, the loincloth, the wide stance, and the pre-battle stomp that the entries describe as a way of building up strength. Even the category label, Push Pokémon, points to the open-handed technique that gives the creature its name. The cream-and-dark-blue contrast between the torso and legs is the only part of the whole design that does not answer to a sporting reference.

Two signature moves

Arm Thrust was a move belonging to this line for four generations: nobody else learned it until the fifth. It is available here from level 1, with 15 power per hit and several hits per turn. Fake Out, at level 10, remains the stranger case of the two, because Makuhita and Hariyama are the only Pokémon that learn it by levelling up.

The rest of the movepool is nothing special, but it is broad. Earthquake, Stone Edge, Iron Head, Throat Chop, Zen Headbutt, and all three elemental punches at 75 power arrive through TMs, while Drain Punch is the only recovery option that does not require going to sleep with Rest. Level-up moves also include Seismic Toss at 34, which deals fixed damage and resolves many in-game battles without relying on the type chart, and Headlong Rush at 60, a 120-power Ground-type attack that arrives very late.

Living with 144 hit points

That massive HP stat dictates everything it does. Bulk Up, at level 22, is the slow route: it raises Attack and Defense and gives Hariyama a reason to stay on the field. Belly Drum, at 26, is the opposite — maxing out its Attack in one go at the cost of half its HP, which in its case is a huge bite in absolute terms but still leaves a respectable margin. Reversal, at 50, points in the opposite direction to its own stat sheet: it rewards being on the verge of fainting, and with 144 HP, reaching that threshold takes longer than it does for almost any other Pokémon.

Compared with Machamp and Conkeldurr, the other pure Fighting-type brutes, the trade-off is power for HP and Thick Fat. That ability is what truly sets it apart from the group: a Fighting type that does not take the Ice Punch damage an opponent expects forces them to rethink the exchange.

Its base stats have not changed since Generation III, and the 474-point total is still the same as it was in Ruby and Sapphire. The only major adjustment came in Generation V, when Sheer Force was added as a hidden ability, bringing an alternative approach with it: give up the same-type attack bonus and hit with boosted elemental punches instead, without the secondary effects those moves usually carry.

TCG cards

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