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Hariyama

    Jump to Gen III Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Hariyama's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Pastoria City (Shinnoh).

    Diamond & Pearl Level Up Moves
    Move NameLevelTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    BrineWaterSpecial6510010--Smart2
    If the foe’s HP is down to about half, this attack will hit with double the power.
    Increases judge's voltage by 2.
    TackleNormalPhysical359535--Tough3
    A physical attack in which the user charges and slams into the foe with its whole body.
    No Added Effect.
    Focus EnergyNormalOther----30--Cool0
    The user takes a deep breath and focuses to raise the critical-hit ratio of its attacks.
    Points of next appeal doubles.
    Sand-attackGroundOther--10015--Cute2
    Sand is hurled in the foe’s face, reducing its accuracy.
    Pokemon after self cannot lower any voltage in that turn.
    Arm ThrustFightingPhysical1510020--Tough2
    The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
    Can be used twice consecutively.
    Sand-attack4GroundOther--10015--Cute2
    Sand is hurled in the foe’s face, reducing its accuracy.
    Pokemon after self cannot lower any voltage in that turn.
    Arm Thrust7FightingPhysical1510020--Tough2
    The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
    Can be used twice consecutively.
    Vital Throw10FightingPhysical70--10--Cool2
    The user allows the foe to attack first. In return, this throw move is guaranteed not to miss.
    Appeals last in the next turn.
    Fake Out13NormalPhysical4010010100Cute2
    An attack that hits first and makes the target flinch. This move works only on the first turn.
    Points +2 if first to appeal.
    Whirlwind16NormalOther--10020--Smart0
    The foe is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends.
    Points +15 if all pokemon appeal to the same judge.
    Knock Off19DarkPhysical2010020--Cool3
    The user slaps down the foe’s held item, preventing the item from being used during the battle.
    No Added Effect.
    Smellingsalt22NormalPhysical6010010--Smart0
    This attack inflicts double damage on a paralyzed foe. It also cures the foe’s paralysis, however.
    Points equal 4 minus voltage of judge.
    Belly Drum27NormalOther----10--Cute0
    The user maximizes its Attack stat in exchange for HP equal to half its max HP.
    Points of next appeal doubles.
    Force Palm32FightingPhysical601001030Cool2
    The foe is attacked with a shock wave. It may also leave the target paralyzed.
    Points +2 if last to appeal.
    Seismic Toss37FightingPhysical??10020--Tough3
    The foe is thrown using the power of gravity. It inflicts damage equal to the user’s level.
    No Added Effect.
    Wake-up Slap42FightingPhysical6010010--Smart0
    This attack inflicts high damage on a sleeping foe. It also wakes the foe up, however.
    Points equal 4 minus voltage of judge.
    Endure47NormalOther----10--Tough2
    The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
    Pokemon after self cannot raise any voltage in that turn.
    Close Combat52FightingPhysical1201005--Smart2
    The user fights the foe in close without guarding itself. It also cuts the user’s Defense and Sp. Def.
    Points +3 if previous pokemon reaches max voltage of a judge.
    Reversal57FightingPhysical??10015--Cool2
    An all-out attack that becomes more powerful the less HP the user has.
    Points doubles if last to appeal.
    Machine Moves
    Move NameMachineTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Focus PunchTM01FightingPhysical15010020--Tough1
    The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
    Points +3 if appeals to the same judge with other pokemon.
    ToxicTM06PoisonOther--8510--Smart2
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    Pokemon after self cannot lower any voltage in that turn.
    Bulk UpTM08FightingOther----20--Beauty0
    The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
    Points of next appeal doubles.
    Hidden PowerTM10NormalSpecial??10015--Smart1
    A unique attack that varies in type and intensity depending on the Pokémon using it.
    Points +3 if lowest number of points in that turn.
    Sunny DayTM11FireOther----5--Beauty2
    The user intensifies the sun for five turns, powering up Fire-type moves.
    Pokemon after self cannot raise any voltage in that turn.
    Hyper BeamTM15NormalSpecial150905--Cool2
    The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
    Points +3 if previous pokemon reaches max voltage of a judge.
    ProtectTM17NormalOther----10--Cute0
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    Points equal 4 minus voltage of judge.
    Rain DanceTM18WaterOther----5--Tough2
    The user summons a heavy rain that falls for five turns, powering up Water- type moves.
    Pokemon after self cannot raise any voltage in that turn.
    FrustrationTM21NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the less the user likes its Trainer.
    Points +2 if last to appeal.
    EarthquakeTM26GroundPhysical10010010--Tough2
    The user sets off an earthquake that hits all the Pokémon in the battle.
    Points +2 if last to appeal.
    ReturnTM27NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the more the user likes its Trainer.
    Points +2 if first to appeal.
    DigTM28GroundPhysical8010010--Smart1
    The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
    Points +3 if appeals to the same judge with other pokemon.
    Brick BreakTM31FightingPhysical7510015--Cool3
    The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
    No Added Effect.
    Double TeamTM32NormalOther----15--Cool2
    By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    Appeals first in the next turn.
    Rock TombTM39RockPhysical508010100Smart2
    Boulders are hurled at the foe. It also lowers the foe’s Speed by preventing its movement.
    Appeals last in the next turn.
    FacadeTM42NormalPhysical7010020--Cute2
    An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
    Points doubles if last to appeal.
    Secret PowerTM43NormalPhysical701002030Smart2
    The user attacks with a secret power. Its added effects vary depending on the user’s environment.
    Order of appealing is random in the next turn.
    RestTM44PsychicOther----10--Cute0
    The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.
    Points equal to the voltage of judge.
    AttractTM45NormalOther--10015--Cute2
    If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
    Pokemon after self cannot lower any voltage in that turn.
    Focus BlastTM52FightingSpecial12070510Cool2
    The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.
    Points +2 if first to appeal.
    BrineTM55WaterSpecial6510010--Smart2
    If the foe’s HP is down to about half, this attack will hit with double the power.
    Increases judge's voltage by 2.
    FlingTM56DarkPhysical??10010--Tough1
    The user flings its held item at the foe to attack. Its power and effects depend on the item.
    Points +3 if lowest number of points in that turn.
    EndureTM58NormalOther----10--Tough2
    The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
    Pokemon after self cannot raise any voltage in that turn.
    PaybackTM66DarkPhysical5010010--Cool1
    If the user can use this attack after the foe attacks, its power is doubled.
    Points +3 if appeals to the same judge with other pokemon.
    Giga ImpactTM68NormalPhysical150905--Beauty2
    The user charges at the foe using every bit of its power. The user must rest on the next turn.
    Points +3 if previous pokemon reaches max voltage of a judge.
    Stone EdgeTM71RockPhysical100805--Tough2
    The user stabs the foe with a sharpened stone. It has a high critical-hit ratio.
    Increases judge's voltage by 2.
    CaptivateTM78NormalOther--10020--Beauty2
    If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
    Pokemon after self cannot lower any voltage in that turn.
    Rock SlideTM80RockPhysical75901030Tough3
    Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
    No Added Effect.
    Sleep TalkTM82NormalOther----10--Cute3
    While it is asleep, the user randomly uses one of the moves it knows.
    No Added Effect.
    Natural GiftTM83NormalPhysical??10015--Cool2
    The user draws power to attack by using its held Berry. The Berry determines its type and power.
    Points +2 if last to appeal.
    Poison JabTM84PoisonPhysical801002030Smart2
    The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe.
    Increases judge's voltage by 2.
    SwaggerTM87NormalOther--9015--Cute2
    The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.
    Pokemon after self cannot lower any voltage in that turn.
    SubstituteTM90NormalOther----10--Smart1
    The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
    Points +3 if lowest number of points in that turn.
    SurfHM03WaterSpecial9510015--Beauty2
    It swamps the entire battlefield with a giant wave. It can also be used for crossing water.
    Points +2 if first to appeal.
    StrengthHM04NormalPhysical8010015--Tough3
    The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
    No Added Effect.
    Rock SmashHM06FightingPhysical401001550Tough2
    The user slugs the foe with a shattering punch. It can also smash cracked boulders.
    Points +2 if last to appeal.
    Rock ClimbHM08NormalPhysical90852020Cool2
    A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.
    Points +2 if last to appeal.
    Egg Moves
    Move NameTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Faint AttackDarkPhysical60--20--Smart2
    The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail.
    Points +2 if last to appeal.
    DetectFightingOther----5--Cool0
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    Points equal 4 minus voltage of judge.
    ForesightNormalOther----40--Smart1
    Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Helping HandNormalOther----20--Smart1
    A move that boosts the power of the ally’s attack in a Double Battle.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Cross ChopFightingPhysical100805--Cool2
    The user delivers a double chop with its forearms crossed. It has a high critical-hit ratio.
    Points +2 if last to appeal.
    RevengeFightingPhysical6010010--Tough2
    An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.
    Points doubles if last to appeal.
    DynamicpunchFightingPhysical100505100Cool2
    The foe is punched with the user’s full, concentrated power. It confuses the foe if it hits.
    Points +2 if last to appeal.
    CounterFightingPhysical??10020--Tough2
    A retaliation move that counters any physical attack, inflicting double the damage taken.
    Points doubles if last to appeal.
    Wake-up SlapFightingPhysical6010010--Smart0
    This attack inflicts high damage on a sleeping foe. It also wakes the foe up, however.
    Points equal 4 minus voltage of judge.
    Bullet PunchSteelPhysical4010030--Smart2
    The user strikes with a tough punch as fast as a bullet. This move always goes first.
    Appeals first in the next turn.

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