Shadow Hariyama in Trainer Battles

IV Chart

Looking to dominate your competition in Pokémon GO Trainer Battles? You'll want to make sure your Shadow Hariyama has the right IVs for GO Battle League. We found the top IV combinations for each League in GO Battle League, helping you rise to the top of the ranks. Here are the best Shadow Hariyama IVs for each League in Pokémon GO:

Great League League icon

Great League

  • 0ATK
  • 14DEF
  • 14STA
1500 CP @ Level 20
Ultra League icon

Ultra League

  • 0ATK
  • 15DEF
  • 13STA
2499 CP @ Level 36.5
Master League icon

Master League

  • 15ATK
  • 15DEF
  • 15STA
3198 CP @ Level 50
InfoMore information

The best IVs for PvP are IVs which grant you the maximum amount of Defense and Stamina, and the least amount of Attack. Attack contributes to CP the most, which makes it not ideal for Trainer Battles, while high Stamina and Defense can get you through a lot more battles.

For Leagues with lower CP limits, such as the Great League, usually the best IVs you can have are 0 / 15 / 15, or something similar to that. The reasoning behind this is that we want to pack as much stats as possible in under 1500 CP, and low Attack IV allows us to do that.

For Ultra League, the situation is a bit different, as the CP cap is higher. Pokémon which top over 2500 CP will still prefer 0 / 15 / 15 and similar IVs, but Pokémon whose Max CP doesn't reach 2500 will prefer 15 / 15 / 15. Examples like Watchog whose Max CP is 2056 CP, should have 15 / 15 / 15 for Ultra League, while Scizor (3393 CP) should have 0 / 15 / 15 IVs which will result in 2499 CP, just under the cutoff point.

For Master League, where there is no CP cap, you want perfect Pokémon IVs - 15 / 15 / 15 - regardless of which Pokémon we are talking about.

In general, it is usually Pokémon with IVs you wouldn't use for Raids that are good for Trainer Battles. Also be aware that PvP IVs are important, but not as important as having correct moves and team composition.

For more guides on Pokémon GO Trainer Battles, check out our main website.out our main website.

Fast Attacks

Name
DPT
EPT
PWR
ENG
CD
SteelBullet Punch Fast Charge3.003.50671s
FightingCounter Multipurpose4.003.00861s
FightingForce Palm Multipurpose4.333.3313102s

Fast attacks create energy when used, which can later be used to fire off a Charge move. Unlike Charge attacks, Fast attacks don't have special status effects.

Ideally, for fast attacks you're looking for a move that has both high EPT and high DPT, for example Dragon Breath which has 4 DPT and 3 EPT. It's widely considered that 3 DPT and 3 EPT is the rough baseline for fast attacks in PvP.

InfoFast Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • CD - How long does it take to perform this move
  • DPTDamage per turn
  • EPTEnergy per turn

Charged Attacks

Name
DPE 🔽
PWR
ENG
FightingClose Combat NukeSelf-Debuff
Special effectsSpecial

Close Combat has a 100.0% chance to:

  • Decrease User's Defense by 33.3%
2.2210045
FightingSuperpower GeneralSelf-Debuff
Special effectsSpecial

Superpower has a 100.0% chance to:

  • Decrease User's Attack by 20.0%
  • Decrease User's Defense by 20.0%
2.138540
FightingDynamic Punch General1.809050
SteelHeavy Slam General1.407050
NormalFrustration Spam / Bait0.141070

Charge attacks cost energy to use, deal a large amount of damage, and some of them even have Special Effects that can change your or your Opponents stats.

Similar to Fast Attacks, some Charge attacks are strictly better than others. The main metric for comparing charge attacks is DPE (Damage per Energy), which describes how much damage you output per Energy point spent.

InfoCharge Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • DPEDamage per Energy

Moveset analysis

Move set
Charge cycle info
Fast move
Charge move
Charge Time
DMG per cycle
SteelBullet Punch Fast ChargeFightingClose Combat NukeSelf-Debuff
Special effectsSpecial

Close Combat has a 100.0% chance to:

  • Decrease User's Defense by 33.3%
7s (7)133
SteelBullet Punch Fast ChargeFightingDynamic Punch General8s (8)122
SteelBullet Punch Fast ChargeSteelHeavy Slam General8s (8)101
SteelBullet Punch Fast ChargeFightingSuperpower GeneralSelf-Debuff
Special effectsSpecial

Superpower has a 100.0% chance to:

  • Decrease User's Attack by 20.0%
  • Decrease User's Defense by 20.0%
6s (6)112
SteelBullet Punch Fast ChargeNormalFrustration Spam / Bait10s (10)84
FightingCounter MultipurposeFightingClose Combat NukeSelf-Debuff
Special effectsSpecial

Close Combat has a 100.0% chance to:

  • Decrease User's Defense by 33.3%
8s (8)168
FightingCounter MultipurposeFightingDynamic Punch General9s (9)162
FightingCounter MultipurposeSteelHeavy Slam General9s (9)141
FightingCounter MultipurposeFightingSuperpower GeneralSelf-Debuff
Special effectsSpecial

Superpower has a 100.0% chance to:

  • Decrease User's Attack by 20.0%
  • Decrease User's Defense by 20.0%
7s (7)143
FightingCounter MultipurposeNormalFrustration Spam / Bait12s (12)139
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Shadow Hariyama PvP IVs rank checker

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