When you ask me to build a team with multiple Fires, sun is the first thing that comes to mind, so that's what I built.
Started with
seeing as it's the quintessential sun sweeper, having both Chlorophyll
and Fire-STAB. Solar Beam and Fire Blast give
its STABs, and Giga Drain is there as an out-of-sun option if ever I need that. Running Tera Steel to cover
's weaknesses and maybe allow me to set up the sun in case
falls without getting it up.
Of course, any sun team needs a sun setter, and after looking at the role compendium, I decided
would be a solid fit on the team, since it allows me to get up the hazards
and doesn't leave half my team weak to Flying. Obviously running EQ for STAB and Sucker Punch to pick off mons like
. Tera Ghost is used to deal with Rapid Spin, but this rarely comes up. Heat Rock is used over different options like Focus Sash to ensure I actually get my money's worth when I click Sunny Day.
At this point, it seemed high time to fulfill the teambuilding prompt and add another Fire. I went for
, both because I hadn't used one yet, and because it's able to hit things hard as soon as it hits the field, as opposed to something like
. Rocking a pretty standard set with Tera Grass Trailblaze to cover
's weaknesses and allow it to zoom past most of the tier. Nasty Plot is an option outside of sun to up my power level anyways.
I'm now left with a slight Water issue, so I added a Grass in case
can't step up to bat. It just so happens that
has nice synergy with sun because of its Chlorophyll, which allows it to run circles around pretty much the entire tier when the sun is up. I chose
over
because I liked the idea of ramming people with STAB DEdge, which
can't do without Tera. Access to High Horsepower to deal with Fires and Poisons is also a big draw towards
. With a Choice Band, this thing becomes an absolute bomb of a mon, so giving it high-power moves like the aforementioned DEdge and Petal Blizzard works nicely on it. Throat Chop is here to deal with stuff like
and
, which would otherwise spell trouble. Tera Ground powers up High Horsepower to be more on-par with DEdge.
The team now struggles with Fighting- and Flying-types, so these final two slots attempt to remedy that somewhat, starting with
, which I'd call by far our most immediately threatening Ghost-type, so it seemed like a slam dunk on a team as offensively oriented as this one. Again, running a standard set, NP+3 attacks with LOrb for more power and Tera Ghost to fix Shadow Ball's contemporarily less than stellar base power.
Rounding off the team, we have our Flying answer, for which I landed on
. I initially tried running
in this slot instead because I felt I was a bit lacking in physical attackers, but he ended up a bit too much of a momentum sink for my tastes, so I switched it out for the much faster
. Running Specs with TBolt and Volt Switch for STAB and pivoting, then tried cramming as much coverage as possible into this guy. Avoiding Tera Water Tera Blast here for bad synergy with my sun, even though it'd theoretically help
with mons like the two
, instead opting for Tera Flying to shed my Ground weakness so I can get in an attack that my own sun doesn't weaken.