Gen 1 Kabutops (NU) [GP 1/1]

Sabelette

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[OVERVIEW]

Kabutops serves as a powerful physical attacker and defensive check to Fire-types in RBY NU. Its Slash deals heavy damage to most foes, 3HKOing all but the bulkiest Pokemon and notably 2HKOing Mr. Mime. The few that resist it, like Golem, cannot handle STAB Surf, making it very difficult to check Kabutops once it finds entry. Kabutops completely shrugs off burn with Slash, making it by far the most reliable answer to Moltres and Ninetales as well as a tenuous Charizard check. It can also sweep; Swords Dance allows Kabutops to tear through most foes, and it can even set up in front of certain threats, like Blastoise and Moltres. Compared to the other Water-type Swords Dance user, Kingler, Kabutops has less raw power but more switch-in opportunities; its partial Rock typing allows it to catch an opposing Hyper Beam or Explosion and gives it a 4x resistance to Fire, allowing it to effortlessly blockade Moltres and Ninetales. It's also slightly faster, outspeeding Blastoise. In exchange, it loses some defensive utility against Water-types and has difficulty checking Golem, as it cannot switch in safely.

However, Kabutops is a weaker Charizard check than any other Water-type due to its Earthquake weakness; Charizard comes just short of 2HKOing it, so even slight chip allows Charizard to win. Kabutops is just barely too slow to beat threats like Nidoking and Seadra, which win one-on-one thanks to Kabutops's Rock typing. This is also a problem against the slower Kingler, which can 2HKO it with Crabhammer. As with other Water-types, Kabutops piles onto a team's Electrode weakness and takes up the team slot usually reserved for a Ground-type. As the metagame has shifted away from Fire Spin, and threats like Moltres and Ninetales have fallen off, Kabutops has struggled to maintain the dominance it once had, but it is still a fearsome mid-game attacker that is difficult to answer when given the first strike.

[SET]
name: Swords Dance
move 1: Slash
move 1: Swords Dance
move 2: Hyper Beam
move 4: Surf

[SET COMMENTS]
Slash 2HKOes frail foes like Mr. Mime and Raticate and 3HKOing everything else of note. Swords Dance and Hyper Beam give it a stronger option to sweep late-game; at +2, Kabutops OHKOes the aforementioned Pokemon and has decent odds to OHKO Venomoth and Electrode, so it can become quite the threat if given a free turn. +2 Hyper Beam also deals massive damage to Clefable, Blastoise, and Kingler, allowing Kabutops to soften these threats for teammates before going down or outright KO them if chipped. Surf mostly serves to cover Golem, Nidoking, and opposing Kabutops, but it also matters against Charizard, as Slash is only a 3HKO.

Kabutops functions best as a mid-game wallbreaker or late-game sweeper. As a wallbreaker, Kabutops looks to find entry against slower foes and either tear through them with Slash or set up with Swords Dance and deal as much damage as possible before going down. It excels in this role against paralyzed Mr. Mime and Raticate, especially if they're chipped heavily, and it can also trade hits with Blastoise. Moltres and Ninetales are ideal entry points, of course, and Kabutops may also be able to riskily enter against Charizard; it also can switch into a predicted Hyper Beam from Charizard, Clefable, or Raticate and punish them heavily. Once in, Kabutops exploits the fact that switching into its Slash is nearly impossible; only opposing Kabutops and the incredibly rare Gastly can switch in well, as physically bulky Pokemon like Clefable and Kingler cannot win one-on-one if they take a hit on entry. Exeggcute can switch in once and attempt to paralyze it or put it to sleep, but it's 3HKOed even if it switches into Surf, so a single miss leaves it in severe peril.

As a late-game sweeper, Kabutops looks for endgames in which it can set up Swords Dance and cleave through the enemy team with Hyper Beam. This usually requires faster foes like Charizard, Mr. Mime, and Nidoking to be chipped or paralyzed; once this happens, Kabutops merely needs a chance to set up without getting paralyzed. This is often difficult to achieve, as Kabutops's best setup targets tend to trade hits and get KOed early- or mid-game. Thus, it may choose to skip setting up even late-game and just attack with Slash or Surf to try to close out a game. Kabutops should be played more defensively if the opponent reveals a Moltres, Ninetales, or Fire Spin Charizard, as it freely enters against both Fire Blast and Fire Spin. However, it can be worn down over time, especially if the foe connects with Fire Spin to freely escape.

Kabutops typically fits as the sixth Pokemon on a "Big 5" team—that is, Clefable, Mr. Mime, Blastoise, Charizard, and Venomoth—but it can also be used as part of a "Water-type spam" core, with Seadra or Kingler substituting for Charizard, or on structures using a Ground-type over Charizard to provide support against Electrode. As part of a "Big 5" team, it benefits from paralysis spread by Venomoth, Mr. Mime, and Clefable, all of which can also soften up foes for Kabutops to later sweep through. Seadra appreciates Kabutops's ability to remove Blastoise for it, opening the way for an Agility sweep. Ground-types easily switch into Thunderbolts and Thunder Waves aimed at Kabutops. Pinsir is a rare but interesting option, as Pinsir's Earthquake resistance covers for Kabutops, which easily switches into Fire Blast for Pinsir. However, this structure is extremely vulnerable to Charizard, especially if it simply uses Swords Dance in front of Pinsir.

[STRATEGY COMMENTS]
Other Options
=============

Body Slam deals less immediate damage than Slash, but it hits harder after a boost or can be used to fish for paralysis against switch-ins. This is usually less useful than the immediate damage from Slash on most teams, but Water-type spam teams can benefit from it spreading paralysis for allies like Kingler and Seadra. This also lets Kabutops fish for a lucky paralysis in unwinnable endgames against a Mr. Mime or Charizard. Hydro Pump has a solid chance to 2HKO Moltres, but this is unnecessary, since Moltres struggles against Kabutops regardless. Kabutops often does not get a chance to set up with Swords Dance, however, so it can be dropped to have Hydro Pump for rare cases where the extra damage secures a KO on foes like Charizard and Nidoking. Rest can be used to eternally wall Fire-types aside from Charizard, but this is incredibly exploitable by opposing Swords Dance users as well as attackers like Nidoking and Mr. Mime. Blizzard 2HKOes Exeggcute and Fearow, but this is usually a non-issue; Exeggcute is 3HKOed by Slash, making it risky for it to switch in, and Fearow is walled by Kabutops anyway. As with Hydro Pump, this is best substituted over Swords Dance if used. Toxic can be used to prevent Fire Spin shenanigans, since Kabutops can take Fire Spin repeatedly until the foe misses, but this is usually overkill compared to simply hitting them with Surf.

Checks and Counters
===================

**Fast Attackers**: Mr. Mime and Electrode outspeed and 2HKO Kabutops, and their high critical hit rates are an additional headache. Nidoking and Seadra also outspeed it; these matchups are mutual 2HKOs and 3HKOs, respectively. Raticate loses one-on-one most times but can fish for a critical hit with Thunderbolt; the odds are relatively high, and even if it fails, it will inflict heavy damage. However, all of these checks have difficulty switching in, as Slash 2HKOes or 3HKOes them all.

**Venomoth**: Venomoth can easily put a stop to any shenanigans with Sleep Powder, and it can switch in relatively safely if Kabutops comes in early-game. Slash does have a small chance to 2HKO Venomoth, so Kabutops can occasionally get away with a Slash + Hyper Beam combination should Venomoth miss with Sleep Powder.

**Clefable**: Clefable, while slower, is bulky enough to paralyze Kabutops and finish it off with Thunderbolt. This is a relatively wasteful use of it, however, so it's a last resort.

**Kingler**: Kingler's Crabhammer 2HKOes Kabutops, and it only 3HKOes in return with Slash. However, Kingler cannot switch in and win, and it may give Kabutops a free setup opportunity. Crabhammer can also miss, immediately losing the matchup.

**Charizard**: Charizard's Earthquake comes just short of 2HKOing Kabutops, which means Charizard actually has several paths to win and can even potentially set up in front of Kabutops. A critical hit guarantees the 2HKO on Kabutops, as does slight chip damage; any stray hit from Charizard's allies will do it, as will two Fire Blasts. Charizard also wins if it uses Swords Dance or Earthquake as Kabutops switches in; should Kabutops switch into a Swords Dance, Charizard can use it again, take a hit, and then OHKO Kabutops, potentially sweeping afterward, as very little can survive a +4 Hyper Beam.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
https://www.smogon.com/forums/members/nicole7735.593847/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:

MrSoup

my gf broke up with me again
is a Tiering Contributor
RBTT Champion
[OVERVIEW]

Kabutops serves as a powerful physical attacker and defensive check against Fire-types in RBY NU. Its Slash deals heavy damage to most foes, 3HKOing all but the bulkiest Pokemon and notably 2HKOing Mr. Mime. The few that resist it, like Golem, cannot handle STAB Surf, making it very difficult to check Kabutops once it finds entry. Kabutops completely shrugs off burn the burn slash crit mechanic might need an explanation?, making it by far the most reliable answer to Moltres and Ninetales and a tenuous Charizard check. It can also sweep; Swords Dance allows it to tear through most foes, and it can even set up in front of certain threats, like Blastoise and Moltres. Compared to the other Water-type Swords Dance user, Kingler, Kabutops has less raw power but more switch-in opportunities; its partial Rock typing allows it to catch an opposing Hyper Beam or Explosion and gives it a 4x resistance to Fire, allowing it to effortlessly blockade Moltres and Ninetales. In exchange, it loses some defensive utility against Water-types and has difficulty checking Golem, as it cannot switch in safely. its also slightly faster

Kabutops falls slightly short in a number of ways compared to other options. It's a weaker Charizard check than any other Water-type due to its Earthquake weakness; Charizard comes just short of 2HKOing it, so even slight chip allows Charizard to win. It's just barely too slow to beat threats like Nidoking and Seadra, which in fact only win thanks to Kabutops's Rock typing; without it, Kabutops would easily defeat both. that sentence is very hard to read. maybe just "which win 1 on 1 due to kabutop's rock typing" This is also a problem against the slower Kingler, which can 2HKO it with Crabhammer. As with other Water-types, Kabutops piles onto a team's Electrode weakness and takes up the team slot usually reserved for a Ground-type. As the metagame has shifted away from Fire Spin and threats like Moltres and Ninetales have fallen off, Kabutops has struggled to maintain the dominance it once had, but it is still a fearsome mid-game attacker that is difficult to answer when given the first strike.

[SET]
name: Swords Dance
move 1: Slash
move 1: Swords Dance
move 2: Hyper Beam
move 4: Surf

[SET COMMENTS]
Slash is Kabutops's bread and butter, 2HKOing frail foes like Mr. Mime and Raticate and 3HKOing everything else of note. Swords Dance and Hyper Beam give it a stronger option to sweep late-game; at +2, it OHKOes the aforementioned Pokemon and has decent odds to OHKO Venomoth and Electrode, so it can become quite the threat if given a free turn. +2 Hyper Beam also deals massive damage to Clefable, Blastoise, and Kingler, allowing Kabutops to soften these threats for teammates before going down or outright KO them if chipped. Surf mostly serves to cover Golem, Nidoking, and opposing Kabutops, but it also matters against Charizard, as Slash is only a 3HKO.

Kabutops functions best as a mid-game wallbreaker or late-game sweeper. As a wallbreaker, Kabutops looks to find entry against slower foes and either tear through them with Slash or set up with Swords Dance and deal as much damage as possible before going down. It excels in this role against paralyzed Mr. Mime and Raticate, especially if they're chipped heavily, and it can also trade hits with Blastoise. Moltres and Ninetales are ideal entry points, of course, and Kabutops may also be able to riskily enter against Charizard; it also can switch into a predicted Hyper Beam from Charizard, Clefable, or Raticate and punish them heavily. Once in, Kabutops exploits the fact that switching into its Slash is nearly impossible; only an opposing Kabutops or the incredibly rare Gastly can switch in, i think exeggcute deserves a mention here as a one-time switch in as physically bulky Pokemon like Clefable and Kingler cannot win one-on-one if they take a hit on entry. As a late-game sweeper, Kabutops looks for endgames in which it can set up Swords Dance and cleave through the enemy team with Hyper Beam. This usually requires faster foes like Charizard, Mr. Mime, and Nidoking to be chipped or paralyzed; once this happens, Kabutops merely needs a chance to set up without getting paralyzed. This is often difficult to achieve, as Kabutops's best setup targets tend to trade hits and get KOed early- or mid-game. Kabutops should be played more defensively if the opponent reveals a Moltres, Ninetales or Fire Spin Charizard, as it freely enters against both Fire Blast and Fire Spin. However, it can be worn down over time, especially if the foe connects with Fire Spin to freely escape.

Kabutops typically fits as the sixth Pokemon on a "Big 5" team—that is, Clefable, Mr. Mime, Blastoise, Charizard, and Venomoth—but it can also be used as part of a "Water spam" core, with Seadra or Kingler substituting for Charizard, or on structures using a Ground-type over Charizard to provide support against Electrode. As part of a "Big 5" team, it benefits from paralysis spread by Venomoth, Mr. Mime, and Clefable, all of which can also soften up foes for Kabutops to later sweep through. Seadra appreciates Kabutops's ability to remove Blastoise for it, opening the way for an Agility sweep. Ground-types easily switch into Thunderbolts and Thunder Waves aimed at Kabutops. Pinsir is a rare but interesting option, as Pinsir's Earthquake resistance covers for Kabutops, which easily switches into Fire Blast for Pinsir. However, this structure is extremely vulnerable to Charizard, especially if it simply uses Swords Dance in front of Pinsir.

[STRATEGY COMMENTS]
Other Options
=============

Body Slam deals less immediate damage than Slash, but it hits harder after a boost or can be used to fish for paralysis against switch-ins. This is usually less useful than the immediate damage from Slash, however. Hydro Pump has a solid chance to 2HKO Moltres, but this is unnecessary since Moltres struggles against Kabutops regardless. Rest can be used to eternally wall Fire-types aside from Charizard, but this is incredibly exploitable by opposing Swords Dance users and attackers like Nidoking and Mr. Mime. Blizzard 2HKOes Exeggcute and Fearow, but this is usually a non-issue; Exeggcute is 3HKOed by Slash, making it risky for it to switch in, and Fearow is walled by Kabutops anyway. Trading Surf for Blizzard leaves Kabutops walled by opposing Kabutops and worsens its damage against key threats like Charizard, Nidoking, and Golem, making these matchups far shakier.

i personally consider body slam over slash on several kabutops sets, especially given the anti-synergy with swords dance. I would advocate for this being a slashed move. slam is especially useful on waterspam cores, lightening the load for your seadra/kingler. slam is so amazing in rby in general that i find it hard to not include it as a standard option on a physical attacker. it can open some clutch end game situations against stuff like mime and nidoking, which would normally always outspeed. (do so as you wish however)

Checks and Counters
===================

**Fast Attackers**: Mr. Mime and Electrode outspeed and 2HKO Kabutops, and their high critical hit rates are an additional headache. Nidoking and Seadra also outspeed it; these matchups are mutual 2HKOs and 3HKOs, respectively. Raticate loses one-on-one most times but can fish for a critical hit with Thunderbolt; the odds are relatively high, and even if it fails, it will inflict heavy damage. However, all of these checks have difficulty switching in, as Slash 2HKOes or 3HKOes them all.

**Venomoth**: Venomoth can easily put a stop to any shenanigans with Sleep Powder, and it can switch in relatively safely if Kabutops comes in early-game. Slash does have a small chance to 2HKO Venomoth, so Kabutops can occasionally get away with a Slash + Hyper Beam combo should Venomoth miss with Sleep Powder.

**Clefable**: Clefable, while slower, is bulky enough to paralyze Kabutops and finish it off with Thunderbolt. This is a relatively wasteful use of it, however, so it is a last resort.

**Kingler**: Crabhammer 2HKOes Kabutops, which 3HKOes with Slash. However, Kingler cannot switch in and win, and it may give Kabutops a free setup opportunity. Crabhammer can also miss, immediately losing the matchup.

**Charizard**: Charizard's Earthquake comes just short of 2HKOing Kabutops, which means it actually has several paths to win and can even potentially set up in front of Kabutops. A critical hit guarantees the 2HKO, as does slight chip damage; any stray hit from Charizard's allies will do it, as will two Fire Blasts. Charizard also wins if it uses Swords Dance or Earthquake as Kabutops switches in; should Kabutops switch into a Swords Dance, Charizard can use it again, take a hit, and then OHKO Kabutops, potentially sweeping afterward, as very little can survive a +4 Hyper Beam.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:

Grammar checked by:
great work as normal, very little to comment on
 

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
Implemented, I wrote more about Bslam in lieu of slashing it but i'll see what QC2 says; I think Slash is really really hard to drop personally because that immediate damage is most of Kabutops's threat unless you save it for the absolute end of the game
 
[OVERVIEW]

Kabutops serves as a powerful physical attacker and defensive check against Fire-types in RBY NU. Its Slash deals heavy damage to most foes, 3HKOing all but the bulkiest Pokemon and notably 2HKOing Mr. Mime. The few that resist it, like Golem, cannot handle STAB Surf, making it very difficult to check Kabutops once it finds entry. Kabutops completely shrugs off burn with Slash, making it by far the most reliable answer to Moltres and Ninetales and a tenuous Charizard check. It can also sweep; Swords Dance allows it to tear through most foes, and it can even set up in front of certain threats, like Blastoise and Moltres. Compared to the other Water-type Swords Dance user, Kingler, Kabutops has less raw power but more switch-in opportunities; its partial Rock typing allows it to catch an opposing Hyper Beam or Explosion and gives it a 4x resistance to Fire, allowing it to effortlessly blockade Moltres and Ninetales. It's also slightly faster, outspeeding Blastoise and Kingler. In exchange, it loses some defensive utility against Water-types and has difficulty checking Golem, as it cannot switch in safely.

Kabutops falls slightly short in a number of ways compared to other options. It's a weaker Charizard check than any other Water-type due to its Earthquake weakness; Charizard comes just short of 2HKOing it, so even slight chip allows Charizard to win. It's just barely too slow to beat threats like Nidoking and Seadra, which win one-on-one thanks to Kabutops's Rock typing. This is also a problem against the slower Kingler, which can 2HKO it with Crabhammer. As with other Water-types, Kabutops piles onto a team's Electrode weakness and takes up the team slot usually reserved for a Ground-type. As the metagame has shifted away from Fire Spin and threats like Moltres and Ninetales have fallen off, Kabutops has struggled to maintain the dominance it once had, but it is still a fearsome mid-game attacker that is difficult to answer when given the first strike.

[SET]
name: Swords Dance
move 1: Slash
move 1: Swords Dance
move 2: Hyper Beam
move 4: Surf

[SET COMMENTS]
Slash is Kabutops's bread and butter, 2HKOing frail foes like Mr. Mime and Raticate and 3HKOing everything else of note. Swords Dance and Hyper Beam give it a stronger option to sweep late-game; at +2, it OHKOes the aforementioned Pokemon and has decent odds to OHKO Venomoth and Electrode, so it can become quite the threat if given a free turn. +2 Hyper Beam also deals massive damage to Clefable, Blastoise, and Kingler, allowing Kabutops to soften these threats for teammates before going down or outright KO them if chipped. Surf mostly serves to cover Golem, Nidoking, and opposing Kabutops, but it also matters against Charizard, as Slash is only a 3HKO.

Kabutops functions best as a mid-game wallbreaker or late-game sweeper. As a wallbreaker, Kabutops looks to find entry against slower foes and either tear through them with Slash or set up with Swords Dance and deal as much damage as possible before going down. It excels in this role against paralyzed Mr. Mime and Raticate, especially if they're chipped heavily, and it can also trade hits with Blastoise. Moltres and Ninetales are ideal entry points, of course, and Kabutops may also be able to riskily enter against Charizard; it also can switch into a predicted Hyper Beam from Charizard, Clefable, or Raticate and punish them heavily. Once in, Kabutops exploits the fact that switching into its Slash is nearly impossible; only an opposing Kabutops or the incredibly rare Gastly can switch in well, as physically bulky Pokemon like Clefable and Kingler cannot win one-on-one if they take a hit on entry. Exeggcute can switch in once and attempt to paralyze it or put it to sleep, but it's 3HKOed even if it switches into Surf, so a single miss leaves it in severe peril. As a late-game sweeper, Kabutops looks for endgames in which it can set up Swords Dance and cleave through the enemy team with Hyper Beam. This usually requires faster foes like Charizard, Mr. Mime, and Nidoking to be chipped or paralyzed; once this happens, Kabutops merely needs a chance to set up without getting paralyzed. This is often difficult to achieve, as Kabutops's best setup targets tend to trade hits and get KOed early- or mid-game. Kabutops should be played more defensively if the opponent reveals a Moltres, Ninetales or Fire Spin Charizard, as it freely enters against both Fire Blast and Fire Spin. However, it can be worn down over time, especially if the foe connects with Fire Spin to freely escape.

Kabutops typically fits as the sixth Pokemon on a "Big 5" team—that is, Clefable, Mr. Mime, Blastoise, Charizard, and Venomoth—but it can also be used as part of a "Water spam" core, with Seadra or Kingler substituting for Charizard, or on structures using a Ground-type over Charizard to provide support against Electrode. As part of a "Big 5" team, it benefits from paralysis spread by Venomoth, Mr. Mime, and Clefable, all of which can also soften up foes for Kabutops to later sweep through. Seadra appreciates Kabutops's ability to remove Blastoise for it, opening the way for an Agility sweep. Ground-types easily switch into Thunderbolts and Thunder Waves aimed at Kabutops. Pinsir is a rare but interesting option, as Pinsir's Earthquake resistance covers for Kabutops, which easily switches into Fire Blast for Pinsir. However, this structure is extremely vulnerable to Charizard, especially if it simply uses Swords Dance in front of Pinsir.

[STRATEGY COMMENTS]
Other Options
=============

Body Slam deals less immediate damage than Slash, but it hits harder after a boost or can be used to fish for paralysis against switch-ins. This is usually less useful than the immediate damage from Slash on most teams, but Water spam teams can benefit from it spreading paralysis for allies like Kingler and Seadra. This also lets it fish for a lucky paralysis in unwinnable endgames against a Mr. Mime or Charizard. I agree that Body Slam shouldn't be slashed as dropping Slash makes Kabutops a lot more setup reliant, when one of its best traits is how well it trades damage. Hydro Pump has a solid chance to 2HKO Moltres, but this is unnecessary since Moltres struggles against Kabutops regardless. I'd mention here that Kabutops rarely clicks Swords Dance + Hyper Beam so having Hydro Pump in rare cases where the damage matters can be crucial rather than any new ranges it gains. Rest can be used to eternally wall Fire-types aside from Charizard, but this is incredibly exploitable by opposing Swords Dance users and attackers like Nidoking and Mr. Mime. Blizzard 2HKOes Exeggcute and Fearow, but this is usually a non-issue; Exeggcute is 3HKOed by Slash, making it risky for it to switch in, and Fearow is walled by Kabutops anyway. Trading Surf for Blizzard leaves Kabutops walled by opposing Kabutops and worsens its damage against key threats like Charizard, Nidoking, and Golem, making these matchups far shakier. Surf is definitely undroppable, Blizzard should be used instead of Swords Dance + Hyper Beam. I'd also mention Toxic briefly as it truly shuts down any Fire Spin shenanigans.

Checks and Counters
===================

**Fast Attackers**: Mr. Mime and Electrode outspeed and 2HKO Kabutops, and their high critical hit rates are an additional headache. Nidoking and Seadra also outspeed it; these matchups are mutual 2HKOs and 3HKOs, respectively. Raticate loses one-on-one most times but can fish for a critical hit with Thunderbolt; the odds are relatively high, and even if it fails, it will inflict heavy damage. However, all of these checks have difficulty switching in, as Slash 2HKOes or 3HKOes them all.

**Venomoth**: Venomoth can easily put a stop to any shenanigans with Sleep Powder, and it can switch in relatively safely if Kabutops comes in early-game. Slash does have a small chance to 2HKO Venomoth, so Kabutops can occasionally get away with a Slash + Hyper Beam combo should Venomoth miss with Sleep Powder.

**Clefable**: Clefable, while slower, is bulky enough to paralyze Kabutops and finish it off with Thunderbolt. This is a relatively wasteful use of it, however, so it is a last resort.

**Kingler**: Crabhammer 2HKOes Kabutops, which 3HKOes with Slash. However, Kingler cannot switch in and win, and it may give Kabutops a free setup opportunity. Crabhammer can also miss, immediately losing the matchup.

**Charizard**: Charizard's Earthquake comes just short of 2HKOing Kabutops, which means it actually has several paths to win and can even potentially set up in front of Kabutops. A critical hit guarantees the 2HKO, as does slight chip damage; any stray hit from Charizard's allies will do it, as will two Fire Blasts. Charizard also wins if it uses Swords Dance or Earthquake as Kabutops switches in; should Kabutops switch into a Swords Dance, Charizard can use it again, take a hit, and then OHKO Kabutops, potentially sweeping afterward, as very little can survive a +4 Hyper Beam.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
Grammar checked by:

QC 2/2
 

autumn

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1/1 GP Team done
[OVERVIEW]

Kabutops serves as a powerful physical attacker and defensive check against to Fire-types in RBY NU. Its Slash deals heavy damage to most foes, 3HKOing all but the bulkiest Pokemon and notably 2HKOing Mr. Mime. The few that resist it, like Golem, cannot handle STAB Surf, making it very difficult to check Kabutops once it finds entry. Kabutops completely shrugs off burn with Slash, making it by far the most reliable answer to Moltres and Ninetales and as well as a tenuous Charizard check. It can also sweep; Swords Dance allows it Kabutops to tear through most foes, and it can even set up in front of certain threats, like Blastoise and Moltres. Compared to the other Water-type Swords Dance user, Kingler, Kabutops has less raw power but more switch-in opportunities; its partial Rock typing allows it to catch an opposing Hyper Beam or Explosion and gives it a 4x resistance to Fire, allowing it to effortlessly blockade Moltres and Ninetales. It's also slightly faster, outspeeding Blastoise and Kingler. (saying its faster than kingler alr implies it outspeeds kingler) In exchange, it loses some defensive utility against Water-types and has difficulty checking Golem, as it cannot switch in safely.

Kabutops falls slightly short in a number of ways compared to other options. (this is kinda fluff and can probably be removed) It's a weaker Charizard check than any other Water-type due to its Earthquake weakness; Charizard comes just short of 2HKOing it, so even slight chip allows Charizard to win. It's Kabutops is just barely too slow to beat threats like Nidoking and Seadra, which win one-on-one thanks to Kabutops's Rock typing. This is also a problem against the slower Kingler, which can 2HKO it with Crabhammer. As with other Water-types, Kabutops piles onto a team's Electrode weakness and takes up the team slot usually reserved for a Ground-type. As the metagame has shifted away from Fire Spin, (AC) and threats like Moltres and Ninetales have fallen off, Kabutops has struggled to maintain the dominance it once had, but it is still a fearsome mid-game attacker that is difficult to answer when given the first strike. (time references are usually avoided in analyses bc they require constant upading - theyre usually allowed in old gens bc less meta development but i get the feeling rby lower tiers will still shift a fair but so its worth considering if this should be kept)

[SET]
name: Swords Dance
move 1: Slash
move 1: Swords Dance
move 2: Hyper Beam
move 4: Surf

[SET COMMENTS]
Slash is Kabutops's bread and butter, (this is definitely 'crux of the set' fluff - probably better to just say 'Slash 2HKOes frail foes') 2HKOing frail foes like Mr. Mime and Raticate and 3HKOing everything else of note. Swords Dance and Hyper Beam give it a stronger option to sweep late-game; at +2, it Kabutops OHKOes the aforementioned Pokemon and has decent odds to OHKO Venomoth and Electrode, so it can become quite the threat if given a free turn. +2 Hyper Beam also deals massive damage to Clefable, Blastoise, and Kingler, allowing Kabutops to soften these threats for teammates before going down or outright KO them if chipped. Surf mostly serves to cover Golem, Nidoking, and opposing Kabutops, but it also matters against Charizard, as Slash is only a 3HKO.

Kabutops functions best as a mid-game wallbreaker or late-game sweeper. As a wallbreaker, Kabutops looks to find entry against slower foes and either tear through them with Slash or set up with Swords Dance and deal as much damage as possible before going down. It excels in this role against paralyzed Mr. Mime and Raticate, especially if they're chipped heavily, and it can also trade hits with Blastoise. Moltres and Ninetales are ideal entry points, of course, and Kabutops may also be able to riskily enter against Charizard; it also can switch into a predicted Hyper Beam from Charizard, Clefable, or Raticate and punish them heavily. Once in, Kabutops exploits the fact that switching into its Slash is nearly impossible; only opposing Kabutops and the incredibly rare Gastly can switch in well, as physically bulky Pokemon like Clefable and Kingler cannot win one-on-one if they take a hit on entry. Exeggcute can switch in once and attempt to paralyze it or put it to sleep, but it's 3HKOed even if it switches into Surf, so a single miss leaves it in severe peril.

As a late-game sweeper, Kabutops looks for endgames in which it can set up Swords Dance and cleave through the enemy team with Hyper Beam. This usually requires faster foes like Charizard, Mr. Mime, and Nidoking to be chipped or paralyzed; once this happens, Kabutops merely needs a chance to set up without getting paralyzed. This is often difficult to achieve, as Kabutops's best setup targets tend to trade hits and get KOed early- or mid-game. Kabutops should be played more defensively if the opponent reveals a Moltres, Ninetales, (AC) or Fire Spin Charizard, as it freely enters against both Fire Blast and Fire Spin. However, it can be worn down over time, especially if the foe connects with Fire Spin to freely escape.

Kabutops typically fits as the sixth Pokemon on a "Big 5" team—that is, Clefable, Mr. Mime, Blastoise, Charizard, and Venomoth—but it can also be used as part of a "Water-type spam" core, with Seadra or Kingler substituting for Charizard, or on structures using a Ground-type over Charizard to provide support against Electrode. As part of a "Big 5" team, it benefits from paralysis spread by Venomoth, Mr. Mime, and Clefable, all of which can also soften up foes for Kabutops to later sweep through. Seadra appreciates Kabutops's ability to remove Blastoise for it, opening the way for an Agility sweep. Ground-types easily switch into Thunderbolts and Thunder Waves aimed at Kabutops. Pinsir is a rare but interesting option, as Pinsir's Earthquake resistance covers for Kabutops, which easily switches into Fire Blast for Pinsir. However, this structure is extremely vulnerable to Charizard, especially if it simply uses Swords Dance in front of Pinsir.

[STRATEGY COMMENTS]
Other Options
=============

Body Slam deals less immediate damage than Slash, but it hits harder after a boost or can be used to fish for paralysis against switch-ins. This is usually less useful than the immediate damage from Slash on most teams, but Water-type spam teams can benefit from it spreading paralysis for allies like Kingler and Seadra. This also lets it Kabutops fish for a lucky paralysis in unwinnable endgames against a Mr. Mime or Charizard. Hydro Pump has a solid chance to 2HKO Moltres, but this is unnecessary, (AC) since Moltres struggles against Kabutops regardless. Kabutops rarely sets up with Swords Dance, however, so it can be dropped to have Hydro Pump for rare cases where the extra damage secures a KO on foes like Charizard or and Nidoking. (i feel like if kabutops rarely sets up with sd thats worth explaining on the set bc rn its written like it'll set up a lot and has 2 main rules 1 is slash and 2 is sd and win) Rest can be used to eternally wall Fire-types aside from Charizard, but this is incredibly exploitable by opposing Swords Dance users and as well as attackers like Nidoking and Mr. Mime. Blizzard 2HKOes Exeggcute and Fearow, but this is usually a non-issue; Exeggcute is 3HKOed by Slash, making it risky for it to switch in, and Fearow is walled by Kabutops anyway. As with Hydro Pump, this is best substituted over Swords Dance if used. Toxic can be used to prevent Fire Spin shenanigans, since Kabutops can take Fire Spin repeatedly until the foe misses, but this is usually overkill compared to simply hitting them with Surf.

Checks and Counters
===================

**Fast Attackers**: Mr. Mime and Electrode outspeed and 2HKO Kabutops, and their high critical hit rates are an additional headache. Nidoking and Seadra also outspeed it; these matchups are mutual 2HKOs and 3HKOs, respectively. Raticate loses one-on-one most times but can fish for a critical hit with Thunderbolt; the odds are relatively high, and even if it fails, it will inflict heavy damage. However, all of these checks have difficulty switching in, as Slash 2HKOes or 3HKOes them all.

**Venomoth**: Venomoth can easily put a stop to any shenanigans with Sleep Powder, and it can switch in relatively safely if Kabutops comes in early-game. Slash does have a small chance to 2HKO Venomoth, so Kabutops can occasionally get away with a Slash + Hyper Beam combo combination should Venomoth miss with Sleep Powder.

**Clefable**: Clefable, while slower, is bulky enough to paralyze Kabutops and finish it off with Thunderbolt. This is a relatively wasteful use of it, however, so it's a last resort.

**Kingler**: Crabhammer 2HKOes Kabutops, which 3HKOes with Slash. (this sentence is rly hard to understand tbh - are you saying kinger 2hkoes kabutops which in return only 3hkos with slash and therefore loses the mu? i think being more specific with that would help) However, Kingler cannot switch in and win, and it may give Kabutops a free setup opportunity. Crabhammer can also miss, immediately losing the matchup.

**Charizard**: Charizard's Earthquake comes just short of 2HKOing Kabutops, which means it actually has several paths to win (it = charizard or kabutops?) and can even potentially set up in front of Kabutops. A critical hit guarantees the 2HKO on Kabutops (i think), as does slight chip damage; any stray hit from Charizard's allies will do it, as will two Fire Blasts. Charizard also wins if it uses Swords Dance or Earthquake as Kabutops switches in; should Kabutops switch into a Swords Dance, Charizard can use it again, take a hit, and then OHKO Kabutops, potentially sweeping afterward, as very little can survive a +4 Hyper Beam.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
https://www.smogon.com/forums/members/nicole7735.593847/
Grammar checked by:
 

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