


Welcome, one and all, to my first RMT in quite a while: Ninjas, Camels and Cacti.
These are three of the most powerful things in the Universe and, combined, they form the deadliest force that will ever be known to man. Probably.
These are three of the most powerful things in the Universe and, combined, they form the deadliest force that will ever be known to man. Probably.






Although I've been away from NU for a while, I recently started playing upon seeing the June 2012 Usage Statistics and seeing that Samurott was placed very highly on both, something that was unheard of when I used to play! Excited, I checked around to see if someone had finally managed to unlock Samurott's full potential with a SupaDupaSet (if they had I'd have to induct them into the Ninja Academy). Sadly, this was not true and it was pretty orthodox sets all the way. Still, not dissuaded, I decided to built a team around Samurott, after all, it is a freakin samuraininjaotter!
Now, I've always used a Fire/Water/Grass core in NU, I'm not sure why, I just have, and with this team, I decided not to break that tradition. Hence, the Ninja, Camel and Cacti core! The synergy granted by this core gives Samurott more opportunities to come in and set up a sweep.
Of course, this team was all about getting a Samurott sweep, and, well Samurott is very kind. What I mean by that is that he doesn't like to reveal his Base 340 Attack, Special Attack and Speed, and so, to be nice, sticks with 100 / 108 / 70 respectively. Therefore, he isn't exactly a powerhouse. Still, there's a way to get around this. Want to know what it is? Well, I'll give you a clue: It starts with 'H' and rhymes with 'Bazards'. Yep, you got it! And with NU's premier spinner, Cryogonal, banished to RU, there's no better time to abuse Hazards!
Anyway, enough rambling on, let's commence with the RMT!
Team Building



I started with the Ninjas/Camels/Cacti core that I have, and will, ramble on so much about.




Every team I build must have certain things, one of which is a revenge killer. Rotom-S is a pokemon I've used multiple times in my NU past and I remember it being excellent in checking the ever-threatening Gorebyss. It had the added advantage of countering two of Samurott's biggest enemies: Alomomolomllmoololomo and Amoonguss





Another thing every team I make must have is a Rapid Spinner. Now here is my only qualm about the NU Tier: all the Rapid Spinners suck. I'm sorry, but in my view they do, even when Cyrogonal was around. Still, I settled on Wartortle and found him to be actually pretty decent.






Of course, with so many Hazards on my team, I needed a Spin-Blocker. I was impressed with Haunter's usage, and well, it does look pretty good, so I resisted the pull of NU's new addition: Golurk and added this guy.






Ironically, my team was horrendously weak to SD Samurott and there was literally nothing I could do to stop its rampage, if my opponent played it well. Rotom-S seemed the easiest to replace, so I searched for a decent Scarf User that could OHKO Samurott and resisted Aqua Jet. I did toy with Fraxure for a while, but I noticed that it could not outspeed +2 Gorebyss, meaning if that came up in Team Preview, I'd lose. I settled on Sawsbuck, who fulfills both criteria and has settled very nicely into the team indeed.






Then however, I noticed I was weak to the multiple bird Pokemon that stalk the tier. There were multiple things I could have done to prevent this, but most I didn't want to -.- In the end I replaced Wartortle with a defensive Armaldo, much to my regret. Whilst not as adept at spinning as Wartorle was, he patches up some holes in my team.
Team in Detail

Sensei (Samurott) (F) @ Life Orb
Trait: Torrent
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
Swords Dance | Waterfall | Aqua Jet | Megahorn
Yes, here he is, the Ninjarific beast that this team is centered around. Samurott is usually held back until my opponent's Pokemon have been suitable weakened by hazards and counters, such as Amoongus and Alomolomlomaololommo have been removed. After that, he usually comes in on something he either forces out or that can't do much to it, Swords Dances and then cleans up. He also performs as a revenge killer if need be, his Life Orb and STAB boosted Aqua Jet not to be underestimated. Of course, this is rarely necessary, as Samurott's mere presence normally wins me the game straight away. The moveset and EVs are rather standard. He has standard physical sweeper EVs - although the 4 Def EVs are for added protection, however, small against NU's most common priority, Absol's Sucker Punch - Swords Dance to boost his attack, Waterfall and Aqua Jet form the much-used STAB attacks against slower and faster foes respectively and Megahorn is for coverage, hitting those pesky Grass Types as well as other threats.
- Am I thinking of changing anything?
Actually, despite the talk, I am actually thinking of swapping Samurott around a little. I'd really like to keep him on the team but this current set is often unable to cut the mustard (although, that said, he's done a lot better since I typed this). Any advice on alternatives will be lovely, ta.
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Holy Camel! (Camerupt) (M) @ Leftovers
Trait: Solid Rock
EVs: 252 HP / 252 SDef / 4 Spd
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
Stealth Rock | Toxic | Lava Plume | Roar
Stealth Rock | Toxic | Lava Plume | Roar
I'm not quite sure why I originally chose Camerupt for this team. Perhaps it was its excellent support movepool, strong defences or lack of weakness to stealth rock. Or maybe it was something different althogether, like how, aesthetically, it's one of my favourite Pokemon or perhaps the fact that, provided it doesn't play as crosses, it automatically wins any game of Noughts and Crosses it ever plays. Whatever the reason was, it's easily one of the most valuable and effective members of my team. I do love it so!
Anyway, as I was saying, Specially Defensive Camerupt is brilliant. It's a reliable switch-in to many special attackers, on which it can set up Stealth Rock. In fact, I find that it's one of the most reliable setters of rocks that I've ever used. The brilliant ability Solid Rock even lets it tank. the odd water move. Toxic and Roar are both excellent moves as well. The former being highly useful for wearing down various special attackers that Camerupt happens to be tanking, as well as being great for use on switch-ins like Amolololmolmoalolamo. Roar is another highly valuable move, as it spreads the hazard damage around the enemy team. Camerupt being what it is finds plenty of opportunities to come in and Roar, often forcing something out and then phazing out the switch-in! Lava Plume rounds off the moveset, ensuring that Camerupt is not taunt bait and giving him the possibility to wall physical attackers too, should Lava Plume's 30% chance to burn activate. Of course, it's a reasonably strong STAB move, so is not too shabby at dealing damage as well. Camerupt's EV spread is pretty straightforward too, save for the 4 Speed EVs. These serve to get the edge on the numerous Pokemon in the tier that share the same Base Speed as Camerupt, including, but not limited to, Gurdurr and Probopass.
- Am I thinking of changing anything?
Don't be barflunkulous! Of course not!
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Grand Prix (Cacturne) (M) @ Leftovers
Trait: Sand Veil
EVs: 220 HP / 244 Def / 44 Spd
Bold Nature (+Def, -Atk)
Substitute | Encore | Spikes | Leech Seed
And yes, here he is, rounding of the core, the ever-spikey Cacturne! Now, I imagine your face upon seeing this set is a little like:
But I assure you, there is a method to the madness. In a core, I always find it's helpful to have two defensive members (unless it's an offensive core, of course) both specialising in different types of defence, as this gives you more opportunities to switch in and out and do what you've got to do. In Cacturne's case, that is set up Spikes. Hence, Cacturne is Physically Defensive. The moveset too may seem very odd, but again, there's a reason. I've gone with the Sub + Encore combo because, not only is it awesome at generally annoying my opponent, but also makes it easier to set down spikes. Essentially, I switch in on something Cacturne threatens (or, at least, would normally threaten) and then Sub up. My next move depends on what comes in. Generally, if it's a slower Pokemon, I start by having a little chuckle to myself, because this set completely dominates most slower opponents, by being able to dictate what they do, thanks to Encore. Similarly, Cacturne can swap in on a NVE or Boosting move from a slower opponent and lock it on to it, then proceed to Sub up. Again faster opponents, I often tend to use Encore, then play around whatever they happen to be locked on to. This has the massive advantage of being able to get free switch-ins for my other guys. For example, fighting moves allow a free switch-in and Sub for Haunter, while many fire or ice moves, or boosting moves like Calm Mind, allow a free switch-in and Swords Dance for Samurott. And remember what I said the team was about? Of course, throughout all of this I'll be setting up spikes whilst I can, even if it is whilst something breaks my sub. Leech Seed rounds of the moveset in providing Cacturne, and any Pokemon it switches out to, a little extra recovery.

But I assure you, there is a method to the madness. In a core, I always find it's helpful to have two defensive members (unless it's an offensive core, of course) both specialising in different types of defence, as this gives you more opportunities to switch in and out and do what you've got to do. In Cacturne's case, that is set up Spikes. Hence, Cacturne is Physically Defensive. The moveset too may seem very odd, but again, there's a reason. I've gone with the Sub + Encore combo because, not only is it awesome at generally annoying my opponent, but also makes it easier to set down spikes. Essentially, I switch in on something Cacturne threatens (or, at least, would normally threaten) and then Sub up. My next move depends on what comes in. Generally, if it's a slower Pokemon, I start by having a little chuckle to myself, because this set completely dominates most slower opponents, by being able to dictate what they do, thanks to Encore. Similarly, Cacturne can swap in on a NVE or Boosting move from a slower opponent and lock it on to it, then proceed to Sub up. Again faster opponents, I often tend to use Encore, then play around whatever they happen to be locked on to. This has the massive advantage of being able to get free switch-ins for my other guys. For example, fighting moves allow a free switch-in and Sub for Haunter, while many fire or ice moves, or boosting moves like Calm Mind, allow a free switch-in and Swords Dance for Samurott. And remember what I said the team was about? Of course, throughout all of this I'll be setting up spikes whilst I can, even if it is whilst something breaks my sub. Leech Seed rounds of the moveset in providing Cacturne, and any Pokemon it switches out to, a little extra recovery.
I guess you'll want me to explain the EVs too? Well, like I said, I wanted to make Cacturne as physically bulky as possible, hence the nature, but, to maximise recovery, I wanted to get Cacturne's HP to a leftovers number. The combination of 220 HP and 244 Def is the highest I can get Cacturne's defence whilst still making Cacturne's HP a leftovers number. That is, of course, allowing 44 EVs to be spend on Speed. What's that for? Well, remember what I said about Cacturne completely dominating slower Pokemon? Well, those 44 Speed EVs move Weezing, Tangela, Torterra and Wartortle, without investment, among others, into that 'Slower Pokemon' category.
- Am I thinking of changing anything?
....

Oh Dear! (Sawsbuck) (M) @ Choice Scarf
Trait: Sap Sipper
EVs: 72 HP / 252 Atk / 184 Spd
Jolly Nature (+Spd, -SAtk)
Horn Leech | Nature Power | Double-Edge | Megahorn
Trait: Sap Sipper
EVs: 72 HP / 252 Atk / 184 Spd
Jolly Nature (+Spd, -SAtk)
Horn Leech | Nature Power | Double-Edge | Megahorn
As previously mentioned, Sawsbuck is the revenge killer of the team. His high speed makes him excellent at this role as he can, with a scarf, outspeed many threats, even ones that have boosted, and can afford to invest some EVs defensively and still do the same. Most notably, Sawsbuck can outspeed +2 Timid Gorebyss and OHKO with Horn Leech, meaning that I'm no longer weak to something that can ravage unprepared teams. Of course, Sawsbuck is not limited to revenging Gorebyss, but can also outspeed other common threats such as Scarf Sawk, Rotom-F/S and Braviary and other things such as +2 Combusken and Max Speed Electrode. All this, of course, with only 184 Spd EVs. The choice for this amount was made on the basis that there isn't much else that Sawsbuck could outspeed with more Speed EVs that's worthwhile tailoring for. Plus, the additional 72 HP EVs allow it to take priority, such as Samurott's +2 Aqua Jet, much better. The maximum investment into Attack is there for obvious reasons.
Another great advantage Sawsbuck has is its excellent movepool. It has a multitude of physical attack moves with great power and coverage. Horn Leech and Double Edge are Sawsbuck's main STAB attacks, and they certainly do a lot of damage. Horn Leech has the added bonus of recovering Sawsbuck (very helpful after having received Double Edge recoil) and Double Edge was chosen over Return for the added POWA! Nature Power, a.k.a Earthquake, hits Emboar, Zebstrika and Stunktank, among others and Megahorn is simply brilliant, as it hits numerous commonly-seen threats such as Absol, Gardevoir, Cacturne, Serperior and Exeggutor. Sawsbuck's ability Sap Sipper certainly deserves a mention as well. With my Ninja/Camel/Cactus core, and the numerous Grass Types that roam NU, it's not hard to find a Grass Type Attack to switch into, at which point the fun can really begin with Sawsbuck! It also means I can switch into Amoonguss' Spore without penalty, which is a blessing, since that damn mushroom is such a pain for my team. Sawsbuck may even get the chance to KO it with Double Edge, thanks to the attack boost, although it's not a good idea unless it's taken some prior damage as, even at +1, Double Edge usually does around 60% to the standard set, and Amoonguss can KO back with Clear Smog, factoring in the recoil.
Yet another useful advantage Sawsbuck has is its surprise factor. Most people rightly presume that Sawsbuck will be running a Sun-Abusing set, perhaps expecting the Sun to come from Camerupt, or a boosting set. As such, people often switch in frail Pokemon, the kind of ones you'd only switch in on a non-attacking move. It's not uncommon for people to send in Pokemon like Cincinno, Scarf Sawk or Electrode, hoping to outspeed and KO. Of course, they never get to the KO bit...
- Am I thinking of changing anything?
Not on Sawsbuck himself, although I'm open to suggestions for a better revenge killer.
....

Sid (Armaldo) (F) @ Leftovers
Trait: Battle Armor
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
Rapid Spin | Protect | Rock Blast | Toxic
Impish Nature (+Def, -SAtk)
Rapid Spin | Protect | Rock Blast | Toxic
Sid here fulfills an important role on the team, even if he wouldn't be my first choice for said role. That role, obviously, is Rapid Spinning, and with the multiple switching that my team does, it's vital to keep the level of Hazards down. He may not be able to Spin all the time but with defence maxed out, there are ample opportunities to come in and do so. The Max Defence also allows Sid to counter Absol, who is slightly problematic, effectively, as even a +2 Superpower fails to KO and Armaldo can respond with a Rock Blast which almost always OHKOs, thanks to the defence drop.
I said that the reason I've ended up with Armaldo over Wartortle is because it deals with the Bird Types better. Now, I know it takes neutral damage, but with Protect and Leftovers, I assure you that this is enough. As long as they're aren't too many hazards down, Armaldo can switch in on a Brave Bird from Swellow and friends. Swellow is the most problematic, being the most powerful and hence having a slim chance to 2HKO, even with no Hazards down, however, Swellow's Toxic Orb is its own undoing, as Armaldo can stall it out using Protect, whilst gaining back its own health. Rock Blast is used for handling those that can't be stalled, as well as being Armaldo's all-round STAB Choice. I've chosen Rock Blast over the other moves for it's increased reliability and ability to break Substitutes (I can't have my plan foiled by a simple Sub). Finally, Toxic rounds of the set by being used to cripple switch-ins that Armaldo wouldn't normally have an impact against, such as Golurk and Alomomolomolomolmomo.
- Am I thinking of changing anything?
....
Caspar (Haunter) (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -SAtk)
Substitute | Psychic | Shadow Ball | Sludge Bomb
Timid Nature (+Spd, -SAtk)
Substitute | Psychic | Shadow Ball | Sludge Bomb
Ah, Haunter, what a guy. Haunter is also one of the most valuable members of my team, not only because he can spin-block but also because he's just so awesome. I've had this guy sweep whole teams before. Haunter's high Speed and Special attack, along with decent coverage and powerful STAB moves make him a force to be reckoned with. If you think he's just here for switching into Rapid Spin, you've got another thing coming. This set originally started out as a SubDisable set, hence the Substitute. Even though I removed Disable, I've kept Sub, because it's useful when I switch into something I force out. Eases prediction, like. Disable itself was replaced with Psychic which serves to help eliminate fighting types such as Sawk and Gurdurr, the ever-annoying Amoonguss and other commonly seen pokes, such as Garbodor. Shadow Ball and Sludge Bomb are Haunter's two STABs, and what Haunter really uses to deal damage and rip holes in my opponent's team. Most people like to opt with HP Fighting over Sludge Bomb and I was originally sceptical of using Sludge Bomb, however, I've proved mmysel wrong. Sludge Bomb is amazing. Haunter's EVs are obvious, they're typical for a Special Sweeper. I've chosen Leftovers for Haunter's item so it can recover some HP from its Subs and it's worth noting that the 4 HP EVs happen to stick Haunter's HP on a leftovers number, so I may as well make use of it!
- Am I thinking of changing anything?
Switching from Psychic back to Disable is certainly an option. I'm not exaggerating when I say that the choice between these two moves was the hardest choice I've made whilst using this team. Although Psychic has all the benefits I've mentioned above, Disable makes it easier to handle every single Rapid Spinner in the tier, since most can't be OHKO'd by Haunter and most only carry one attacking move, save for Rapid Spin. Eviolite is an option for the held item as well and it too would make handling Spinners easier.
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Closing Comments
Overall, I'm pretty impressed with how the team has turned out. It's certainly not bad for a first-shot at a tier I haven't played for a while. Sadly, I can't give a solid, numerical indication on how well the team is doing because Pokemon Showdown is without the 'Pokemon Show' most of the time. I certainly win more games than I lose, anyway.
As I've hinted at though, the team is quite 'loose'. What I think this team would really appreciate is Wish Support although I can't think where to fit it in. That said, the team can operate without it and does so very well at times.
So, thanks for reading and Ursaring with my awful puns. Any comments and critisism are appreciated!
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Ninja Dewott Over and Out.