




My team used to get suspects reqs in the Arch suspect test. The aim is to support Arch whilst using Landorus and Azumarill as either wallbreakers to gain early momentum or take out key threats to Arch, or to use them as alternate sweepers. The supportive FWG core of Incin, Pelipper and Sini provide a defensive backbone and ample support for the three offence mons (Arch, Land, Azumarill). All three of them benefit from the rain and their general support. Land appreciates Tailwind, Azumarill is min Speed to be a potential TR sweeper, and Arch can benefit from either, making the team very flexible. Often the leads are Landorus and either Incineroar or Azumarill to grab early momentum, later intending to switch in Archuladon on a predicted resisted move when a switch is needed to grab a Stamina boost. Opponents generally lead with their Arch checks or anti-Intimidate Pokemon like Kingambit, which Lando-I and Azumarill can often take advantage of.
Arch is a fairly standard set with some Speed for Tailwind. Flash Cannon was rarely used so could use Snarl or Dragon Tail instead, and there were times I wish I had Aura Sphere instead of Body Press. I did use Dragon Pulse initially, but found that I prefer the burst damage from Draco Meteor alongside Flash Cannon. Tera Grass for the Arch mirror and to ignore Amoonguss, especially since Amoonguss under TR can potentially get free Spores off. If Arch gets banned, I would consider replacing this with Raging Bolt.
Sini, Pelipper, Incineroar and Lando-I sets are standard. Sini keeps things alive and can set TR; although I rarely used TR, it gave me more options and let me punishing opposing Speed support. Pelipper sets rain, provides TW and Wide Guard support, and it can check Lando-I with Weather Ball or Grass-types with Hurricane. Incineroar is for Fake Out + Intimidate + Parting Shot and cycles well with Sini to keep an ally alive. Although I use rain, I still prefer Flare Blitz since it's commonly lead to punish Grass-types or Chien-Pao with Flare Blitz, and I didn't find myself wanting another move. I greatly prefer Tera Steel on Lando-I here instead of Tera Poison as I don't usually click Sludge Bomb and thus greatly prefer the Steel-type's defensive benefits. In particular letting Lando-I stay in on predicted Ice-type attacks such as against Snow teams since Kyurem can check Arch.
Azumarill's role is raw damage and to check Arch threats such as Lando-I, Chien-Pao, and Ursuluna (both forms). Thanks to the Choice Band, it can OHKO Lando-I with Aqua Jet with either Rain or Tera Water. Also it's one of the very few Pokemon to resist all of Chien-Pao's attacks, and it's the only Pokemon on the team that is immune to Dragon-type attacks, which can help against Dragapult or a Regidrago with speed support. Liquidation and Play Rough let Azumarill be a nuke, especially with rain. Ice Spinner is the most replaceable move, being selected so that it doesn't get walled by Amoonguss, although I considered Superpower to check Arch better. Min Speed gives me a TR attacker that underspeeds Ursaluna BM under TR and at least ties with Ursaluna. EVs are so that HP is approximately double the defences and to maximise Grassy Terrain recovery as opposing Rillaboom were more common than Poison, Burn or sand.
Ironically it shares five team members from GenOne's team despite being createdly independently of it and before he posted his team. This does highlight that Azumarill works well alongside the core of Arch + Sinistcha + Pelipper + Landorus with multiple sets (Belly Drum or CB), with another support Pokemon working well in the other slot.