We'll talk about the 5 best methods to solo 5 Star first, followed by 6 Star.
These methods are particular Pokémon builds, and always include 100 Level Pokémon.
1. Belly Drum Iron Hands Method
The Iron Hands method uses the move Belly Drum.
How it works:
Iron Hands is an aggressive fighter. Activate Belly Drum and use Drain Punch to build Tera Orb Charge. When the Tera Shield is up, use Focus Energy to enhance Close Combat so you don't waste time. Finish with Close Combat.
Iron Hands is most powerful against:
- Water
- Dark
- Steel
- Rock
- Ice
- Flying
- Normal
What you'll need:
Tera Type:
- Fighting Tera Type
Moves:
- Belly Drum
- Drain Punch
- Close Combat
- Focus Energy
Most important stats:
- Use an Adamant Mint on Iron Hands
- Hyper Train all its base stats
- Build Max HP and Attack
- 202 HP
- 252 Attack
Ability + Held Item:
- Quark Drive Ability: Increases highest stat on Electric Terrain, or if holding Booster Energy.
- Booster Energy: The energy that fills this capsule boosts the strength of the Pokémon. For it to work, the Pokémon should have the Quark Drive Ability.
How to do it:
1’st move: Activate Belly Drum.
2’nd - 4’th move: Use Drain Punch 3 times. If the target steals Tera Orb charge, you may want to activate Focus Energy.
5’th move: Terastalize before or during Tera Shield and use Close Combat.
6’th move: Steal HP with Drain Punch if needed and end the fight with Close Combat.
2. Taunt Corviknight Method
The Corviknight uses Taunt to prevent the target from using status-category moves for 3 turns. During the battle, Corviknight is immune to Ground-Type moves while boasting Type-Resistance and continuing to boost its Defense.
How it works:
Corviknight is a defensive fighter with 1 strong Attack move, Body Press. You’re setting defenses in motion against the target by using Screech and Taunt, so Body Press can penetrate the target’s HP and Corviknight’s status conditions aren’t negatively impacted.
Corviknight has high Speed stats, 256 Speed at its Max. Corviknight should be hard to hit as you continue to use the move Iron Defense, staying alive in the battle.
Corviknight may be lengthy in battle, but mainly valuable for tough 5 Star Fairy Raids where the target knows the move Earthquake. Use Corviknight’s immunity to Ground-Types.
Corviknight is strong against:
- Fighting
- Fairy
- Ice
- Grass
- Bug
- Rock
- Dragon
- Immune to Ground
What you'll need:
Tera Type:
- Fighting Tera Type
Moves:
- Body Press
- Iron Defense
- Screech
- Taunt
Most important stats:
- Use a Relaxed Mint on Corviknight
- Hyper Train all its base stats
- Build Max HP, Attack, Defense, and Special Defense
- 315 HP
- 210 Attack
- 317 Defense
- 269 Special Defense
Ability + Held Item:
- Mirror Armor Ability: Bounces back only the stat-lowering effects that the Pokémon receives.
- Shell Bell: The holder's HP is restored a little every time it inflicts damage.
How to do it:
1’st move: Use Taunt.
2’nd - 4’th move: Use Iron Defense 3 times. The goal is to get to 6 stages Defense, fast. During the effects of Taunt, allow Corviknight to reach maximum Defense uninterrupted.
5’th move: The effects of Taunt will go away, use it again. If it fails, go ahead and use Body Press to build Tera Orb Charge as a 6’th move. Ideally, there should still be a lot of time in the raid and the NPC allies should have least partial damage to the target.
6’th - 9th move: Use Screech when the Tera Shield is up.
10’th move: Use Taunt. This will make the target unable to boost their stats and affect Corviknight’s maximum Defense.
11’th move: Terastalize and finish off with Body Press x3. This should end the fight.
3. Gale Wings Talonflame Method (5 Star)
The Talonflame Method uses Brave Bird, dealing 120 accurate damage by charging at the target. It also takes in recoil damage, which is why you need to keep moves like Roost to regain HP.
How it works:
Briefly, Talonflame is an aggressive fighter and works best in all offenses as a Flying-Type. It should still use Flame Charge to give the target a burn and boost its own Speed evasiveness. Becomes hard to hit in every turn with the move Fly as STAB. Regain HP with Roost to use the Gale Wings Ability and end the fight with the move Brave Bird.
Talonflame is strong against:
- Fighting
- Bug
- Steel
- Grass
- Ice
What you'll need:
Tera Type:
- Flying Tera Type
Moves:
- Fly
- Flame Charge
- Roost
- Brave Bird
Most important stats:
- Use a Naive Mint on Talonflame
- Hyper Train all its base stats
- Build Max HP, Attack, Speed, and Defense
- 293 HP
- 196 Attack
- 187 Defense
Ability + Held Item:
- Gale Wings Ability: Give priority to Talonflame’s Flying-Type moves while its HP is full.
- Sharp Beak: Boosts the power of Talonflame’s Flying-Type moves.
How to do it:
1’st - 3’rd move: Use the move Fly. If Fly ever fails, use Flame Charge to give a target a burn and boost Talonflame’s Speed stat to dodge incoming attacks.
These moves are flexible to build Tera Orb charge, but prioritize the move, Fly, more. This is so after every attack, the target is unable to hit Talonflame during the battle, and Talonflame’s HP stays high for Gale Wings and the Sharp Beak to work.
4’th move: Heal by using the move Roost, only if Talonflame is below half HP. If not applicable, go ahead and Terastalize and begin using Brave Bird to break down the Tera Shield.
5’th move: Continue and end the fight with Brave Bird.
4. Contrary + Skill Swap Malamar Method (5 Star)
The Malamar Method uses its Contrary Ability, where Malamar reverses incoming stat changes toward it and makes use of its move Superpower.
How it works:
Malamar is a unique Dark and Psychic Pokémon, and its most powerful Tera Type should be a fighting Tera-Type against other Dark-Types and Steel-Types. Its original typing should be used for defensive measures against its own type.
When Malamar enters the raid, it will reverse incoming stat-changing moves from the target automatically as a bonus first move. You want Malamar’s Skill Swap to work 100% so Malamar can hit hard with stolen increased stats and use the target’s ability against them. Be aggressive with Tera Blast and Superpower and use Reflect or Light Screen as Defense moves.
Malamar is strong against:
- Immune to Psychic
- Dark
- Poison
- Steel
What you'll need:
Tera Type:
- Fighting Tera Type
Moves:
- Terablast
- Superpower
- Skill Swap
- Reflect (for a Physical raid) or Light Screen (for a Special raid)
Most important stats:
- Use an Adamant Mint on Malamar
- Hyper Train all its base stats
- Build Max HP, Attack, Special Defense
- 326 HP
- 261 Attack
- 187 Special Defense
Ability + Held Item:
- Contrary Ability: Reverses any stat changes affecting Malamr so that it attempts to boost its stats instead lower them. If the target makes increasing stats to Malamar, Malamar decreases those stats.
- Shell Bell: The holder's HP is restored a little every time it inflicts damage.
How to do it:
1’st move: By entering the raid, Malamar’s Contrary should be in effect. Use Skill Swap right away to exchange Ability with the target, using it against them. Depending what Ability they have, it should increase your success.
2’nd move: Set up a Reflect or Light Screen to reduce incoming damage from the target.
3’rd move: Use Tera Blast to build Tera Orb Charge and to break the Tera Shield. If Malamar ever faints in battle, it should restart its Contrary ability when it enters again. Make note that if your Malamar faints, use Skill Swap right away as a 4’th move. If it fails you should Run and restart the Tera Raid.
4’th or 5’th move: If your Malamar does not faint, and or the Skill Swap works as a 4’th move, Terastalize and end the fight with Superpower. Stay Terastalized.
6’th - 8’th move: If necessary, use a Heal Cheer or an Attack Up Cheer as a 6'th move. Use an Attack Up Cheer on the 7th move. End the fight with Superpower.
5. Wood Hammer Rillaboom Build (5 Star)
The Rillaboom Method uses a core move, Wood Hammer, dealing 120 accurate damage and loses ⅓ HP in recoil damage. It’s important that it has the Overgrow Ability.
How it works:
Rillaboom is a powerful offensive Grass-Pokémon made for tricky 5 Star Water Tera Raids. Pair its Wood Hammer move with the Overgrow Ability, so when Rillaboom’s HP gets low, its Grass-Moves become even more powerful.
Moves like Swords Dance can multiply those Attack stats further using Grassy Terrain. Use Screech so the target becomes more vulnerable to Rillaboom’s overwhelming Wood Hammer.
Rillaboom is only strong against Water-Types. Don’t use it for Ground or Rock-Types.
What you'll need:
Tera Type:
- Grass
Moves:
- Grassy Terrain
- Swords Dance
- Screech
- Wood Hammer
Most important stats:
- Use an Adamant Mint on Malamar
- Hyper Train all its base stats
- Build Max HP, Attack, Defense
- 300 HP
- 252 Attack
- 177 Defense
Ability + Held Item:
- Overgrow Ability: Increases the power of Grass-Type moves by 50% when Rillaboom’s HP falls below a third of its maximum.
- Shell Bell: The holder's HP is restored a little every time it inflicts damage.
How to do it:
1’st and 2’nd move: Use the move Screech twice.
3’rd - 5’th move: Increase Rillaboom’s Attack stat with Swords Dance, you may need to use 1 Heal Cheer, if necessary as an alternate 6’th move.
6’th - 7’th move: Activate Grassy Terrain. If you used a Cheer on your 6’th move, activate Grassy Terrain on your 7’th move.
8’th: Use Wood Hammer to build Tera Orb charge, break the Tera Shield, and to end the fight.
9’th or 10th move: If necessary, use 2 Heal Cheers to heal Rillaboom or use the move Screech twice.
11’th - 15’th move: Activate Grassy Terrain once its effects disappear. Start using Wood Hammer to end the fight and or build Tera Orb charge again to Terastalize and end the raid.
6. Drain Punch Annihilape Method (6 Star)
The Annihilape method uses 1 move consecutively, Drain Punch, throughout a 6 Star Tera Raid. Drain Punch deals 75 accurate damage as Annihilape gains some HP back.
How it works:
The goal with Annilape is to use Bulk Up to increase its Attack Stats before using Drain Punch consecutively. Be aggressive. If hit by status moves, it will use its Defiant Ability to increase its Attack stat 2 more stages. Make the target more susceptible to Annihilape’s attacks by using Screech. Use Rage Fist when Annihilape’s HP is “in a pinch.”
Annihilape is strong against:
- Psychic
- Ghost
- Dark
- Ice
- Normal
- Rock
- Steel
What you'll need:
Tera Type:
- Fighting Tera Type
Moves:
- Rage Fist
- Drain Punch
- Bulk Up
- Screech
Most important stats:
- Use an Adamant Mint on Annihilape
- Hyper Train all its base stats
- Build Max HP, Attack, Defense
- 285 HP
- 252 Attack
- 151 Defense
Ability + Held Item:
- Defiant Ability: Increases Annihilape’s Attack by two stages when hit by a stat-lowering move.
- Metronome: Increases the power of moves used consecutively.
How to do it:
1’st - 3’rd Move: Use Bulk Up 3 times boosting Annihilape’s Attack and Defense 1 stage. You want to hope for the target to use a status move, so that Annilape can use its Defiant Ability, reaching max Attack stats.
4’th - 6’th Move: Build Tera Orb charge and use Drain Punch 3 times.
7’th-9’th Move: Terastalize and end the fight by keep using Drain Punch. If the raid lasts longer use Screech 3 times to lower the target’s Defense by 2 stages, then continue using Drain Punch. If there’s ever a moment where Annihilape’s HP is “in a pinch”, use Rage Fist before fainting.
7. Belly Drum Azumarill Method (6 Star)
Like Iron Hands, the Azumarill method uses the move Belly Drum.
How it works:
Azumarill has almost the same purpose as Iron Hands, but should mostly face Dragon and Ground Type Tera Raids. You want to use Belly Drum first, so you get that nice Max Attack. Lower the target’s Special Defense through Attack by using Liquidation. Lower the target’s Attack by 2 stages by using Charm.
Azumarill is a Water and Fairy Type immune to the Dragon-Type by default. If you’re facing Dragon’s, Terastailize and prioritize the move Play Rough. For Ground, Fire, and Rock, Terastalize and prioritize the move Liquidation.
Azumarill is strong against:
- Immune to Dragon
- Fighting
- Dark
- Fire
- Ground
- Rock
What you'll need:
Tera Type:
- Water Tera Type.
Moves:
- Belly Drum
- Play Rough
- Liquidation
- Charm
Most important stats:
- Use an Adamant Mint on Azumarill
- Hyper Train all its base stats
- Build Max HP, Attack, Special Defense
- 350 HP
- 180 Attack
- 211 Special Defense
Ability + Held Item:
- Huge Power Ability: Doubles the Pokémon’s Attack stat. For Azumarill it would be 360 Attack.
- Shell Bell: Azumarill’s HP is restored a little every time it inflicts damage.
How to do it:
1’st move: Waste no time and use Belly Drum.
2’nd -4’th move: Use either Play rough or Liquidation 3 times to build Tera Orb Charge. PAy attention to the target’s type. Play Rough against Dragon-Types. Liquidation against Fire, Rock, and Ground-Types.
5’rd move: Terastalize and end the fight with Liquidation. This may be the point where the Tera Shield is up.
6’th - 8th move: You may want to use Charm if the raid is going on too long. But continue to use Liquidation or Play rough. If the effects of Belly Drum wear out, or if Azumarill faints, activate Belly Drum right away.
8. Sandstorm Garchomp Method (6 Star)
This Garchomp method uses the move, Sandstorm, which lasts 5 turns and damages the target in recoil damage after every end of turn. This also activates Garchomp’s Sand Veil Ability, as Garchomp will boost its evasiveness.
How it works:
Garchomp is a powerful Ground and Dragon-Type and is highly recommended against Fire and Electric-Type Raids. You want to use all of its moves during the effects of Sandstorm, such as increasing its Max Attack stat with Swords Dance. Use Breaking Swipe to lower the target’s Attack. Terastalize and prioritize the move Earthquake to end the battle.
Garchomp is strong against:
- Fire
- Electric
- Poison
- Rock
- Steel
- Dragon
What you'll need:
Tera Type:
- Ground
Moves:
- Sandstorm
- Sword Dance
- Earthquake
- Breaking Swipe
Most important stats:
- Use an Adamant Mint on Garchomp
- Hyper Train all its base stats
- Build Max HP, Attack, and Defense
- 370 HP
- 370 Attack
- 220 Special Defense
Ability + Held Item:
- Sand Veil Ability: Increases Garchomp’s evasion by 20% in a Sandstorm. It also gives immunity to sandstorm damage for Ground, Rock, and Steel-Types.
- Shell Bell: Garchomp’s HP is restored a little every time it inflicts damage.
How to do it:
1’st move: Activate Sandstorm. Garchomp may be able to evade incoming attacks!
2’nd - 4’th move: Use Swords Dance 3 times during Sandstorm.
5’th and 6’th move: Use Breaking Swipe twice to build Tera Orb charge and to decrease the target’s Attack stat.
7’th move: Activate Sandstorm again.
8’th move: Use Breaking Swipe again and or Earthquake. Either works at this point of time. If Tera Orb charge is stolen, continue using Breaking Swipe or Earthquake.
9th move: Terastalize and end the battle with the listed super-effective move. If it’s Earthquake use that. If it’s Breaking Swipe, use that. If you’re in a Fire and Electric-Type Raid, end strong with Earthquake.
9. Trace Gardevoir Method (6 Star)
The Gardevoir Method uses Gardevoir’s Trace Ability, allowing it to copy the target’s Ability.
How it works:
Gardevoir is a Psychic and Fairy-Type, immune to Dragon-Types. If Gardevoir’s going to copy the target’s Ability, plan to set up Reflect or Light Screen to reduce incoming damage. Lower the target’s Special Attack with Moonblast. Use Calm Mind many times and end strong using Draining Kiss to steal the target’s HP.
Gardevoir is strong against:
- Immune to Dragon
- Fighting
- Dark
What you'll need:
Tera Type:
- Fairy
Moves:
- Calm Mind
- Reflect / Light Screen
- Moonblast
- Draining Kiss
Most important stats:
- Use an Quiet Mint on Gardevoir
- Hyper Train all its base stats
- Build Max HP, ASpecial Attack, and Special Defense
- 330 HP HP
- 375 Special Attack
- 302 Special Defense
Ability + Held Item:
- Trace Ability: Gardevoir copies a foe's Ability.
- Shell Bell: Garchomp’s HP is restored a little every time it inflicts damage.
How to do it:
1’st move: After Trace activates, use Reflect or Light Screen. Against Fighting Raids use Reflect. Study up on the Dragon and Dark-Types because both types have a mixed range of physical and Special Attacks.
2’nd - 4’th move: Use Calm Mind 3 times to boost Gardevoir’s Special Attack and Special Defense. Reflect and Light Screen should protect Gardevoir during this moment.
5’th and 6’th move: Use Draining Kiss or Moonblast twice and build Tera Orb charge. Either move works. If at low health use Draining Kiss. if the target’s Special Attack is so strong use Moonblast to decrease their Special Attack.
7’th move: Activate Reflect or Light Screen again.
8’th - 12’th move: Terastalize and use Draining Kiss or Moonblast to end the raid.
10. Thick Fat Mamoswine Method (6 Star)
The Mamoswine method uses its Thick Fat Ability, countering Pokémon that may learn Fire or Ice-Type moves.
How it works:
Mamoswine is an interesting Ground and Ice-Type Pokémon with incredible offensive and defensive buffs. It can go up against various raids, such as Flying and Dragon Raids with an Electric Tera Type. Another example is Flying and Dragon Raids with a Ground or Grass Tera Type.
The effects of Thick Fat last throughout the entire raid. Amnesia and Curse are important defensive moves to increase Mamoswine’s Special Defense, Attack, and Defense.
Lower the target’s Speed stats with Bulldoze or have Earthquake as an alternate powerful move. Flying and Dragon-Types tend to boost their Speed stats. End the battle with Avalanche. The key with Mamoswine is that after the target nullifies stat changes, start using Amnesia and Curse. They’ll be less likely to use it again.
Mamoswine is strong against:
- Immune to Electric
- Poison
- Flying
- Dragon
- Grass
- Ground
- Rock
- Steel
What you'll need:
Tera Type:
- Ice
Moves:
- Amnesia
- Bulldoze / Earthquake
- Avalanche
- Curse
Most important stats:
- Use a Brave mint on Mamoswine
- Hyper Train all its base stats
- Build Max HP, ASpecial Attack, and Special Defense
- 424 HP
- 394 Attack
- 196 Defense
Ability + Held Item:
- Thick Fat Ability: Reduces the damage taken from Fire and Ice-Type moves by 50%.
- Shell Bell: Garchomp’s HP is restored a little every time it inflicts damage.
How to do it:
1’st - 2’nd Move: Be aggressive and start using Bulldoze to build Tera Orb charge.
3’rd - 4’th move: Use Bulldoze again. If the target doesn’t steal the Tera Orb charge, Terastalize and use Avalanche. Stay Terastalized. Always attack if needed to regain HP with the shell bell with Bulldoze.
5’th - 11’’th move: Bulldoze should have tricked the target to “nullify stat changes.” Use Amnesia 2 times, and use Curse 3 times. You may want to use a Bulldoze move at this moment. Also the Tera Shield should appear.
12’th - 14’th move: Use Curse 3 times.
15’th - 17’th move: With the effects of Curse, end the raid by using Avalanche 3 times. Relatively, It should work. You may need to use a few Bulldozes in between. At this moment the raid should have taken you in between 17 - 20 moves.
Thanks for reading!