Ngl, building with two Grasses (again since I used two Grasses before for

week) was kinda tricky, but I ended up landing on this offensive squad built around

and SD

.

starts off this squad, being what I believe to be one of the rare actually decent Defog users in the tier (Most Flyings are kinda ass imo). This access to Defog allows it to support Specs

coming up later, which would have a hard time getting consistent results with rocks on the field. Access to Synthesis grants

some nice longevity as well. Contrary Leaf Storm is

's main mode of attack. Contrary allows it to spiral pretty quickly if the opponent doesn't deal with it properly, further bolstered by tera Poison neutralizing every attack

would otherwise be weak for. This and its last move, Knock Off, makes it quite scary for pokémon who want to hit a terastallized

for super-effective damage to come in, since grounds are weak to Leaf Storm, and Psychics are weak to Knock. Boots allow

to come in consistently to try to clear the hazards.
A major weakness that Grass-types have to deal with is their weakness to Poison and U-turn, so

attempts to solve those problems, taking resisted damage from both types. I'm running the standard Scarf set here to make up for the lack of speed in the team's latter half with tera Dark to resist Sucker Punches and other Dark attacks from 'mons like

.
SD

is really what I tried building this team around. I found that most of the best Grass-types in this tier are special attackers, so running a physical Shaymin allows me to fulfill the prompt while also not having to fit two pokémon that do relatively similar things (Before I landed on this team I tried to run a duo of

and

, but they felt too similar, even with the SD set on

since

would also function as a Grass-type with Normal-STAB). Petal Blizzard is

's main STAB, Zen Headbutt is here to hit Poisons like

and the ever annoying

, even though there's probably better answers for the latter, let's be real. Quick Attack and tera Normal allow

to potentially clean late-game à la E-killer

in Ubers. I'm using Boots as the item here since I got tired of taking chip from hazards and/or Life Orb, leading to

getting worn down too early in the match more often than not.
At this point, I have a bit of a Fire- and Ice-weakness going, so I thought

would be a decent way to plug up that hole. I'm running a Bulk Up set with Knock Off for team support, along with Rocky Helmet to punish physical attackers and a specially defensive spread so I don't get pummeled as hard by special attackers. Tera Dark allows me to deal with Psychic-types without having to burden

, who is a little lacking in the special bulk department, at least with the set I'm running on it.
Speak of the devil, the next addition to the team is

, who functions as the team's main rocker, with U-turn for momentum, Fake Out for some much-needed priority, and Iron Head for STAB, which can still deal good damage, despite the relatively minimal attack investment. A physically defensive spread allows

to consistently deal with threatening physical attackers, and gives it some nice longevity so it can get up hazards throughout the game, which is useful when your form of hazard-removal is Defog. Tera Dragon is used to give

a resistance to Fire-types and gives it a better matchup into Electrics and Waters, if ever that's necessary.
Lastly I added

, which rounds off the FWG core and gives the team a useful secondary Fire-resistance, and is also the main reason this team uses

, since its Defog support enabled

to run a terrifyingly powerful Specs set, with even some of the bulkier 'mons in the meta like

taking like a third of their health from a STAB Fire Blast. Focus Blast allows

to get decent damage on certain Dark-types, and hits Rocks and Steels harder than Scorching Sands, if the extra damage is needed. Thunderbolt helps

against Water-types, and Scorching Sands allows

to make progress against opposing Fire-types and the aforementioned

, with tera Ground allowing

to juice the move up even further, while also mitigating its Rock-weakness, in case

couldn't effectively clear the field.