- Resumen
- Counters
- PC e IV
- PvP
- Ataques
Hariyama aprende 3 Ataques rápidos (Puño Bala, Contraataque y Palmeo), que cubren daño de tipo Acero y Lucha. Contraataque y Palmeo reciben STAB, la bonificación por ataque del mismo tipo, y causan ×1.2 de daño.
Fast Move | Raid Battles | Trainer Battles | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 13 | 13.00 | 9 | 9.00 | 1.0s | 8 | 6 | - | |||
| 10 | 10.00 | 16 | 16.00 | 1.0s | 13 | 10 | - | |||
| 10 | 10.00 | 11 | 11.00 | 1.0s | 7 | 7 | - | |||
| ×1.6 | ×1.0 | ×0.6 | ×0.6 | ×1.0 | ×1.6 | ×0.6 | ×0.4 | ×1.6 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×0.6 | ×1.6 | ×1.0 | ×1.6 | ×0.6 | |
| ×1.6 | ×1.0 | ×0.6 | ×0.6 | ×1.0 | ×1.6 | ×0.6 | ×0.4 | ×1.6 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×0.6 | ×1.6 | ×1.0 | ×1.6 | ×0.6 | |
| ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.6 | ×1.0 | ×1.0 | ×0.6 | ×0.6 | ×0.6 | ×1.0 | ×0.6 | ×1.0 | ×1.6 | ×1.0 | ×1.0 | ×1.6 |
Hariyama aprende 5 Ataques cargados (A Bocajarro, Puño Dinámico, Cuerpo Pesado, Fuerza Bruta y Palma Rauda), que cubren daño de tipo Lucha y Acero. A Bocajarro, Puño Dinámico, Fuerza Bruta y Palma Rauda reciben STAB, la bonificación por ataque del mismo tipo, y causan ×1.2 de daño.
Charge Move | Raid Battles | Trainer Battles | ||||||
|---|---|---|---|---|---|---|---|---|
| 105 | 42.00 | 100 | 1.05 | 2.5s | 100 | 45 | - |
| 70 | 35.00 | 50 | 1.40 | 2.0s | 70 | 50 | - | |
| 85 | 28.33 | 50 | 1.70 | 3.0s | 85 | 40 | - |
| 50 | 25.00 | 33 | 1.52 | 2.0s | 70 | 40 | - |
| 85 | 34.00 | 50 | 1.70 | 2.5s | 90 | 45 | - | |
| ×1.6 | ×1.0 | ×0.6 | ×0.6 | ×1.0 | ×1.6 | ×0.6 | ×0.4 | ×1.6 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×0.6 | ×1.6 | ×1.0 | ×1.6 | ×0.6 | |
| ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.6 | ×1.0 | ×1.0 | ×0.6 | ×0.6 | ×0.6 | ×1.0 | ×0.6 | ×1.0 | ×1.6 | ×1.0 | ×1.0 | ×1.6 | |
| ×1.6 | ×1.0 | ×0.6 | ×0.6 | ×1.0 | ×1.6 | ×0.6 | ×0.4 | ×1.6 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×0.6 | ×1.6 | ×1.0 | ×1.6 | ×0.6 | |
| ×1.6 | ×1.0 | ×0.6 | ×0.6 | ×1.0 | ×1.6 | ×0.6 | ×0.4 | ×1.6 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×0.6 | ×1.6 | ×1.0 | ×1.6 | ×0.6 | |
| ×1.6 | ×1.0 | ×0.6 | ×0.6 | ×1.0 | ×1.6 | ×0.6 | ×0.4 | ×1.6 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×0.6 | ×1.6 | ×1.0 | ×1.6 | ×0.6 |
A Bocajarro has a 100.0% chance to:
Fuerza Bruta has a 100.0% chance to:
Palma Rauda has a 30.0% chance to:
| 1. | 12.77 | 14.21 | 305.8 | ||
| 2. | 12.29 | 13.68 | 294.3 | ||
| 3. | 11.66 | 12.98 | 279.3 | ||
| 4. | 11.45 | 12.75 | 274.3 | ||
| 5. | 11.22 | 12.49 | 268.7 | ||
| 6. | 11.18 | 12.45 | 267.9 | ||
| 7. | 10.99 | 12.23 | 263.2 | ||
| 8. | 10.78 | 12.00 | 258.2 |
PWR es la potencia, DPS el daño por segundo, ENG la energía que genera cada uso, EPS la energía por segundo, CD la duración del ataque y DPE el daño por energía. DPT y EPT (daño y energía por turno) solo se aplican en PvP.
PWR es la potencia, DPS el daño por segundo, ENG el coste de energía, CD la duración del ataque y DPE el daño por energía. DPT y EPT (daño y energía por turno) solo se aplican en PvP.