Sabelette
from the river to the sea
[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/
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: