What it does
Harvest checks at the end of each turn: if the user consumed a Berry during that turn, there's a 50% chance it comes back. Under harsh sunlight (not just sun from Sunny Day — it applies to Drought too), the restoration is guaranteed every turn. The Berry's activation threshold stays the same — it only gets consumed when that threshold is met. Harvest then has a chance to put it back, ready to trigger again the next time the condition is met.
Who runs it
Trevenant is the primary carrier at 80% usage. Its Ghost/Grass typing covers a wide range of resistances and immunities. The combination of Harvest with a Sitrus Berry gives it repeated 25% max HP recovery whenever it drops below half, pushing its actual durability far above its base stats suggest. It also slots into Trick Room teams both as a setter and as a slow attacker, since its low Speed becomes a benefit once the field is reversed.
How to use it
The core loop: HP drops below half, Sitrus Berry fires, Harvest restores it at end of turn. Repeat. In sunlight this loop runs at 100% reliability — every time you take a big hit, the Berry comes back. Pair Trevenant with Will-O-Wisp to inflict Burn on physical attackers, cutting their damage output while Trevenant cycles its recovery. As a Trick Room setter, the extra durability from Harvest gives it more turns to get the Trick Room up and stay relevant afterward.
Tips & strategy
Sunlight is the biggest multiplier for this set — either bring your own weather support or plan to exploit an opponent's sun team. Without sun, the 50% rate means the Berry won't come back on the turn you need it most about half the time. A Lum Berry variant is worth considering in high-status environments where Paralysis or Burn are frequent threats. The clearest hard counter to Harvest is Knock Off — it removes the Berry and prevents Harvest from restoring it, so watch for that.