Pokemon Brilliant Diamond and Shining Pearl Hariyama is a Fighting Type Arm Thrust Pokémon, with a 26.1% Chance To Catch with a regular Pokeball. Hariyama can be found with Thick Fat, Guts and Sheer Force as an Ability and has a Fluctuating growth rate with a 2 HP EV Yield. We recommend the Adamant Nature, based on 474 combined Base Stats.
Hariyama Stats and Abilities
Based on Hariyama Base IVs we consider this pokemon C-Tier choice. Hariyama Highest IV Stat is Attack 120 and the Lowest being Special Attack 40.
| Tier | Stat | Base | Min | Max | 
|---|---|---|---|---|
|    C   | HP | 144 | 398 | 492 | 
|    A   | Attack | 120 | 220 | 372 | 
|    F   | Defense | 60 | 112 | 240 | 
|    F   | Special Attack | 40 | 76 | 196 | 
|    F   | Special Defense | 60 | 112 | 240 | 
|    F   | Speed | 50 | 94 | 218 | 
|    C   | Total | 474 | 
| Hariyama | Detail | 
|---|---|
| Best Nature | Adamant 
				↑ +10% Attack↓ -10% Special Attack | 
| Caught in the Wild Held Item Chance | 5% King's Rock  | 
| Like/Dislikes | 
				 | 
| EV Yield | 2 HP | 
| Growth Rate | Fluctuating | 
| Catch Rate | 200 (26.1% with PokéBall, full HP) | 
| Egg Groups | Human-Like | 
| Egg Cycles | 20 (4,884–5,140 steps) | 
| Abilities | Description | 
|---|---|
Thick Fat  Ability 1 | Thick Fat reduces the damage taken from Fire-type and Ice-type moves by 50%. | 
Guts  Ability 2 | Guts raises the ability-bearer's Attack by 50% when inflicted by a major status ailment (poison, burn, paralysis, freeze or sleep). If burnt, the Pokémon does not suffer the usual drop in Attack. | 
Sheer Force  Hidden Ability | Sheer Force increases the power of moves that have beneficial secondary effects by 30%, but removes those additional effects. | 
How To Evolve Hariyama in BDSP
Makuhita requires (Level 24) to evolve into Hariyama.
 Evolution ChartWhere To Find Hariyama in BDSP
Hariyama has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
| Location | How To Catch | Pokemon Spawns | 
|---|---|---|
| 
		
		 5 - 1%  | 
		  
		   Makuhita 
		 Lv. 50-51 
		   | 
 Locations ListPokemon Brilliant Diamond and Shining Pearl Hariyama Weakness
Hariyama is a Fighting Type pokemon. This will cause Hariyama to take More Damage from , Psychic, Fairy Type Moves, and Less Damage from Rock, Bug, Dark Type moves.
| Damage | Types | 
|---|---|
| 4.0x  More Damage  | |
| 2.0x  More Damage  | 
					
					 | 
| 0.5x  Less Damage  | 
					
					 | 
| 0.25x  Less Damage  | |
| Immune to Damage | 
What pokemon is Hariyama Strong Against?
 Type Weakness ChartBest Moves Hariyama in BDSP
Best Moveset for Hariyama Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect | 
|---|---|---|---|---|---|---|---|
| 38 |  
						 Focus Punch  
						 |   | Physical |   225  | 100 | 20 | If the user is hit before attacking, it flinches instead. | 
| 46 |  
						 Close Combat  
						 |   | Physical |   180  | 100 | 5 | Lowers user's Defense and Special Defense. | 
| 22 |  
						 Vital Throw  
						 |   | Physical |   105  | — | 10 | User attacks last, but ignores Accuracy and Evasiveness. | 
| 1 |  
						 Brine  
						 |   | Special |   65   | 100 | 10 | Power doubles if opponent's HP is less than 50%. | 
Best Moveset for Hariyama TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect | 
|---|---|---|---|---|---|---|---|
| TM01 |  
						 Focus Punch  
						 |   | Physical |   225  | 100 | 20 | If the user is hit before attacking, it flinches instead. | 
| TM68 |  
						 Giga Impact  
						 |   | Physical |   150   | 90 | 5 | User must recharge next turn. | 
| TM15 |  
						 Hyper Beam  
						 |   | Special |   150   | 90 | 5 | User must recharge next turn. | 
| TM52 |  
						 Focus Blast  
						 |   | Special |   180  | 70 | 5 | May lower opponent's Special Defense. | 
Hariyama Level Up Moves
List of Moves Hariyama can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc | 
|---|---|---|
| 1 |  
					    	 Brine  
					    	
					    	 |  
					    	 Power: 65 
					    	Acc: 100 
					    	PP: 10 
					    	Power doubles if opponent's HP is less than 50%.  
					    	 | 
| 1 |  
					    	 Tackle  
					    	
					    	 |  
					    	 Power: 40 
					    	Acc: 100 
					    	PP: 35 
					    	A physical attack in which the user charges and slams into the target with its whole body.  
					    	 | 
| 1 |  
					    	 Focus Energy  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 30 
					    	Increases critical hit ratio.  
					    	 | 
| 4 |  
					    	 Sand Attack  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 15 
					    	Lowers opponent's Accuracy.  
					    	 | 
| 7 |  
					    	 Arm Thrust  
					    	
					    	 |  
					    	 Power:  
					    	22.5 Acc: 100 
					    	PP: 20 
					    	Hits 2-5 times in one turn.  
					    	 | 
| 10 |  
					    	 Fake Out  
					    	
					    	 |  
					    	 Power: 40 
					    	Acc: 100 
					    	PP: 10 
					    	User attacks first, foe flinches. Only usable on first turn.  
					    	 | 
| 13 |  
					    	 Force Palm  
					    	
					    	 |  
					    	 Power:  
					    	90 Acc: 100 
					    	PP: 10 
					    	May paralyze opponent.  
					    	 | 
| 16 |  
					    	 Whirlwind  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 20 
					    	In battles, the opponent switches. In the wild, the Pokémon runs.  
					    	 | 
| 19 |  
					    	 Knock Off  
					    	
					    	 |  
					    	 Power: 65 
					    	Acc: 100 
					    	PP: 20 
					    	Removes opponent's held item for the rest of the battle.  
					    	 | 
| 22 |  
					    	 Vital Throw  
					    	
					    	 |  
					    	 Power:  
					    	105 Acc: — 
					    	PP: 10 
					    	User attacks last, but ignores Accuracy and Evasiveness.  
					    	 | 
| 26 |  
					    	 Belly Drum  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	User loses 50% of its max HP, but Attack raises to maximum.  
					    	 | 
| 30 |  
					    	 Detect  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 5 
					    	Protects the user, but may fail if used consecutively.  
					    	 | 
| 34 |  
					    	 Seismic Toss  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 20 
					    	Inflicts damage equal to user's level.  
					    	 | 
| 38 |  
					    	 Focus Punch  
					    	
					    	 |  
					    	 Power:  
					    	225 Acc: 100 
					    	PP: 20 
					    	If the user is hit before attacking, it flinches instead.  
					    	 | 
| 42 |  
					    	 Endure  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Always left with at least 1 HP, but may fail if used consecutively.  
					    	 | 
| 46 |  
					    	 Close Combat  
					    	
					    	 |  
					    	 Power:  
					    	180 Acc: 100 
					    	PP: 5 
					    	Lowers user's Defense and Special Defense.  
					    	 | 
| 50 |  
					    	 Reversal  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 15 
					    	The lower the user's HP, the higher the power.  
					    	 | 
| 54 |  
					    	 Heavy Slam  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 10 
					    	The heavier the user, the stronger the attack.  
					    	 | 
Hariyama TM Moves
List of Moves Hariyama can learn using (TMs) Technical Machine Items.
| TM | Move | Desc | 
|---|---|---|
| TM01 |  
					    	 Focus Punch  
					    	
					    	 |  
					    	 Power:  
					    	225 Acc: 100 
					    	PP: 20 
					    	If the user is hit before attacking, it flinches instead.  
					    	 | 
| TM08 |  
					    	 Bulk Up  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 20 
					    	Raises user's Attack and Defense.  
					    	 | 
| TM10 |  
					    	 Work Up  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 30 
					    	Raises user's Attack and Special Attack.  
					    	 | 
| TM11 |  
					    	 Sunny Day  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 5 
					    	Makes it sunny for 5 turns.  
					    	 | 
| TM15 |  
					    	 Hyper Beam  
					    	
					    	 |  
					    	 Power: 150 
					    	Acc: 90 
					    	PP: 5 
					    	User must recharge next turn.  
					    	 | 
| TM17 |  
					    	 Protect  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Protects the user, but may fail if used consecutively.  
					    	 | 
| TM18 |  
					    	 Rain Dance  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 5 
					    	Makes it rain for 5 turns.  
					    	 | 
| TM26 |  
					    	 Earthquake  
					    	
					    	 |  
					    	 Power: 100 
					    	Acc: 100 
					    	PP: 10 
					    	Power is doubled if opponent is underground from using Dig.  
					    	 | 
| TM27 |  
					    	 Low Sweep  
					    	
					    	 |  
					    	 Power:  
					    	97.5 Acc: 100 
					    	PP: 20 
					    	Lowers opponent's Speed.  
					    	 | 
| TM28 |  
					    	 Dig  
					    	
					    	 |  
					    	 Power: 80 
					    	Acc: 100 
					    	PP: 10 
					    	Digs underground on first turn, attacks on second. Can also escape from caves.  
					    	 | 
| TM31 |  
					    	 Brick Break  
					    	
					    	 |  
					    	 Power:  
					    	112.5 Acc: 100 
					    	PP: 15 
					    	Breaks through Reflect and Light Screen barriers.  
					    	 | 
| TM32 |  
					    	 Double Team  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 15 
					    	Raises user's Evasiveness.  
					    	 | 
| TM39 |  
					    	 Rock Tomb  
					    	
					    	 |  
					    	 Power: 60 
					    	Acc: 95 
					    	PP: 15 
					    	Lowers opponent's Speed.  
					    	 | 
| TM42 |  
					    	 Facade  
					    	
					    	 |  
					    	 Power: 70 
					    	Acc: 100 
					    	PP: 20 
					    	Power doubles if user is burned, poisoned, or paralyzed.  
					    	 | 
| TM44 |  
					    	 Rest  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	User sleeps for 2 turns, but user is fully healed.  
					    	 | 
| TM45 |  
					    	 Attract  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 15 
					    	If opponent is the opposite gender, it's less likely to attack.  
					    	 | 
| TM52 |  
					    	 Focus Blast  
					    	
					    	 |  
					    	 Power:  
					    	180 Acc: 70 
					    	PP: 5 
					    	May lower opponent's Special Defense.  
					    	 | 
| TM55 |  
					    	 Brine  
					    	
					    	 |  
					    	 Power: 65 
					    	Acc: 100 
					    	PP: 10 
					    	Power doubles if opponent's HP is less than 50%.  
					    	 | 
| TM56 |  
					    	 Fling  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 10 
					    	Power depends on held item.  
					    	 | 
| TM58 |  
					    	 Endure  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Always left with at least 1 HP, but may fail if used consecutively.  
					    	 | 
| TM66 |  
					    	 Payback  
					    	
					    	 |  
					    	 Power: 50 
					    	Acc: 100 
					    	PP: 10 
					    	Power doubles if the user was attacked first.  
					    	 | 
| TM68 |  
					    	 Giga Impact  
					    	
					    	 |  
					    	 Power: 150 
					    	Acc: 90 
					    	PP: 5 
					    	User must recharge next turn.  
					    	 | 
| TM71 |  
					    	 Stone Edge  
					    	
					    	 |  
					    	 Power: 100 
					    	Acc: 80 
					    	PP: 5 
					    	High critical hit ratio.  
					    	 | 
| TM80 |  
					    	 Rock Slide  
					    	
					    	 |  
					    	 Power: 75 
					    	Acc: 90 
					    	PP: 10 
					    	May cause flinching.  
					    	 | 
| TM82 |  
					    	 Sleep Talk  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	User performs one of its own moves while sleeping.  
					    	 | 
| TM83 |  
					    	 Bulldoze  
					    	
					    	 |  
					    	 Power: 60 
					    	Acc: 100 
					    	PP: 20 
					    	Lowers opponent's Speed.  
					    	 | 
| TM84 |  
					    	 Poison Jab  
					    	
					    	 |  
					    	 Power: 80 
					    	Acc: 100 
					    	PP: 20 
					    	May poison the opponent.  
					    	 | 
| TM87 |  
					    	 Swagger  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 85 
					    	PP: 15 
					    	Opponent becomes confused, but its Attack is sharply raised.  
					    	 | 
| TM90 |  
					    	 Substitute  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Uses HP to creates a decoy that takes hits.  
					    	 | 
| TM95 |  
					    	 Surf  
					    	
					    	 |  
					    	 Power: 90 
					    	Acc: 100 
					    	PP: 15 
					    	Hits all adjacent Pokémon.  
					    	 | 
| TM96 |  
					    	 Strength  
					    	
					    	 |  
					    	 Power: 80 
					    	Acc: 100 
					    	PP: 15 
					    	 | 
| TM98 |  
					    	 Rock Smash  
					    	
					    	 |  
					    	 Power:  
					    	60 Acc: 100 
					    	PP: 15 
					    	May lower opponent's Defense.  
					    	 | 
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