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Hariyama Moves & Learnsetin Pokémon Emerald Legacy

fighting40 total moves

Complete moveset and learnset for Hariyama in Pokémon Emerald Legacy. Learn which moves Hariyama can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

18
Level Up
22
TM/HM
0
Move Tutor
0
Egg Moves
40
Total

Level Up Moves (18)

Moves that Hariyama learns naturally as it levels up.

TackleLevel: 1normal
3510035
Charges the foe with a full- body tackle.
Focus EnergyLevel: 1normal
0030
Focuses power to raise the critical-hit ratio.
Bulk UpLevel: 1fighting
0020
Bulks up the body to boost both ATTACK and DEFENSE.
Arm ThrustLevel: 1fighting
1810020
Straight-arm punches that strike the foe 2 to 5 times.
Sand AttackLevel: 4ground
010015
Reduces the foe's accuracy by hurling sand in its face.
Arm ThrustLevel: 10fighting
1810020
Straight-arm punches that strike the foe 2 to 5 times.
Vital ThrowLevel: 13fighting
7010020
Makes the user's move last, but it never misses.
Fake OutLevel: 19normal
4010010
A 1st-turn, 1st-strike move that causes flinching.
WhirlwindLevel: 22normal
010020
Blows away the foe with wind and ends the battle.
Knock OffLevel: 26dark
5010020
Knocks down the foe's held item to prevent its use.
Smelling SaltLevel: 30normal
7510015
Powerful against paralyzed foes, but also heals them.
Brick BreakLevel: 34fighting
7510015
Destroys barriers such as REFLECT and causes damage.
Belly DrumLevel: 38normal
0010
Maximizes ATTACK while sacrificing HP.
Body SlamLevel: 40normal
8510015
A full-body slam that may cause paralysis.
ReversalLevel: 43fighting
110015
Inflicts more damage when the user's HP is down.
EndureLevel: 46normal
0010
Endures any attack for 1 turn, leaving at least 1HP.
Seismic TossLevel: 50fighting
110020
Inflicts damage identical to the user's level.
SuperpowerLevel: 55fighting
1201005
Boosts strength sharply, but lowers abilities.

TM/HM Moves (22)

Moves that Hariyama can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Focus Punchfighting
15010020TM01
A powerful loyalty attack. The user flinches if hit.
Toxicpoison
08510TM06
Poisons the foe with an intensifying toxin.
Bulk Upfighting
0020TM08
Bulks up the body to boost both ATTACK and DEFENSE.
Hidden Powernormal
110015TM10
The effectiveness varies with the user.
Sunny Dayfire
0010TM11
Boosts the power of FIRE- type moves for 5 turns.
Hyper Beamnormal
150905TM15
Powerful, but leaves the user immobile the next turn.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
0010TM18
Boosts the power of WATER- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the TRAINER is disliked.
Earthquakeground
10010010TM26
A powerful quake, but has no effect on flying foes.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Digground
7010020TM28
Digs underground the first turn and strikes next turn.
Brick Breakfighting
7510015TM31
Destroys barriers such as REFLECT and causes damage.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Rock Tombrock
509525TM39
Stops the foe from moving with rocks and cuts SPEED.
Facadenormal
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Surfwater
9510015HM03
Creates a huge wave, then crashes it down on the foe.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Rock Smashfighting
6010015HM06
A rock-crushing attack that may lower DEFENSE.