I'd like to add by going over why a purely physical offensive Solgaleo, namely

, is potentially something of a noob trap, and one of its weaker sets.
Despite looking to have a great statline and movepool on paper, physical

rarely has a free click into any team, outside of Knock Off. Its STAB moves and unfortunate type combination is easily and safely switched into by common physically defensive pivots and revenged by all of the most common offensive typings. Many of the coverage moves

wants for these walls are contact moves, some even being recoil moves. This results in

having a crippling weakness to

, Static and Flame Body, and making longevity a serious issue with physical

while being significantly less potent than a choice item. They can also feel very weak without hazards, Future Sight support, or Tera. Not having any simple way to get an attack boost, frequently being unable to OHKO or even consistently 2HKO, and able to be abused to revenge or use

as setup fodder for Pokémon with immunities when locked in with

. This overall weakens its matchups as a wallbreaker and into offensive presences, and gives it a terminal case of 4MSS.
Sunsteel Strike is crucial for dealing heavy damage to

,

,

,

,

, and

.

also does not enjoy switching into this move, as

2HKOs offensive sets, and is a roll to do so against bulkier spreads. It thuds pathetically into the majority of physically bulky resists, however.

,

,

,

,

,

,

,

, physdef

variants, and

can all take a banded Sunsteel like a champ and some of these are extremely common in OU.
Psychic Fangs is all but necessary to take on bold

, and blasts a hole right through physdef

. It hits

and

very hard, as well as breaking pesky screens. Neutral switch-ins often risk taking hefty damage from an unresisted Psyfangs, 2HKOing defensive

and

after a little bit of chip — assuming you avoid being burned/paralysed. On the other hand, being locked into Psychic Fangs can grant ample opportunities for threatening Dark-Types such as

,

, and

to come in, attack for free, or set up a Swords Dance/Nasty Plot and run away with the game. It also allows

and

to make easy progress by placing hazards or clicking Ruination.
Close Combat is possibly
the most important coverage move in our beloved lion's arsenal. It is the entire reason

is forced to respect you as a threat. Fighting coverage gives

two strong, super-effective attacks to worry about, as well as hitting hard into mons that would otherwise wall you. You 2HKO

and

, are guaranteed to OHKO defensive

, and Tera Fighting grants you the ability to 2HKO even the bulkiest of

,

, and

. This once again comes with the caveat of being a type that one can be immune to, and still thuds into

,

,

,

,

,

and any Ghost or Fairy Tera.

is generally one of the Pokemon best at exploiting

, and can have many opportunities to deal damage, recover, or set up in front of it. Being locked into CC exacerbates this weakness.
Knock Off is Knock Off. One of the best moves of all time for making progress by removing items such as

,

and

, while being essential coverage for hitting

. Banded also OHKOs spdef

,

,

, and 2HKOs

and offensive

. Nothing to really complain about too much.
Flare Blitz hits

and

real hard, and a lot of things neutrally for decent damage, but thuds into

and Water-Types. Under sun and with Tera Fire it actually manages to OHKO

and is favoured to 2HKO

. Wild Charge is similar. It 2HKOs

,

,

and

, 3HKOs

, but it does nothing into Ground-Types; allowing

,

,

,

,

to come in and get up rocks or revenge. Bulk Up

, Swords Dance

, and the less common

and offensive

can also use it to start setting up and claiming kills. Flare Blitz may even be exploited by Flash Fire

,

and

. These moves additionally cause Solg to take a lot of recoil, which compounds with

and hazards, making it very hard to keep alive without Wish support.
Earthquake is a great move. Hits

and opposing Steel- and Fire-Types very hard. It doesn't guarantee a 2HKO into bold

without Adamant or rocks, although the roll is in your favour. The issue with choice-locking into a Ground-Type move is that Air Balloon, Levitate and Flying-Types now come in afterwards for free and blah, blah, blah. You get the picture by now.
While not strictly bad, all of these things result in a physically offensive Solg being difficult to position and guarantee damage with; forcing it into making read-heavy decisions, sinking momentum to short-term thinking and wrong turns against defensive pivots & immunities that you struggle to muscle past. Despite what appears to be a plethora of strong offensive options, their applications are far more limited in practice, and not horrendously risky to scout due to defensive overlap. Unlike a Zamazenta, it doesn't naturally have STAB CC, and is relatively quite slow. Many of these weaknesses are alleviated somewhat by mixed


though, which I believe to be the superior, possibly premier, offensive set overall. It does come with its own problems, however.