SV OU Flame Blade - Sun Team

:sv/torkoal:

Torkoal @ Heat Rock
Ability: Drought
Tera Type: Flying
EVs: 248 HP / 248 Def / 12 SpD
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Will-O-Wisp

My sun setter and the backbone of the team—everything else depends on getting sun up reliably. Heat Rock is huge here since I need the extra turns to give Venusaur time to sweep and make sure Wake and Ceruledge stay threatening. Its set gives me great utility with Stealth Rock, hazard control, and spreading burns, and it's bulky enough to get sun up more than once in a game. That said, leading with Torkoal can be really predictable, and sometimes I end up playing from behind if the opponent takes advantage early. Still, it’s the only real option for consistent sun, and when it works, the whole team clicks.


:sv/ceruledge:

Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Shadow Sneak
- Solar Blade

Gives me a strong sun-boosted wincon and late-game cleaner that can blow past bulky walls with the right setup. With Focus Sash and Weak Armor, it's easy to get off a Swords Dance and then outspeed most of the meta, cleaning up with Bitter Blade and Shadow Sneak. I'm running Tera Grass + Solar Blade instead of Poltergeist or Close Combat since it nukes typical counters like Dondozo and Alomomola under sun, and helps break through fat Grounds like Ting-Lu. Bitter Blade also gives it some nice recovery, which can help if Sash isn’t broken yet. Ceruledge struggles without sun up big time, though. Solar Blade becomes unusable and it loses a ton of power, but when it’s supported properly by Torkoal or Hatterene, it can flip games fast. Honestly, I just really liked the design of Ceruledge and built the whole team around getting it to sweep.


:sv/walking wake:

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
- Hydro Steam
- Draco Meteor
- Flamethrower
- Dragon Pulse

My go-to wallbreaker and easily one of the most oppressive sun abusers in the tier thanks to Hydro Steam hitting like a truck even in sun. Choice Specs lets it punch holes through pretty much everything not named Clefable or Primarina, and between Draco Meteor and Dragon Pulse I get the option of nuking something or playing it safe with consistent damage. Flamethrower is mostly there for Steel-types like Corviknight or Kingambit, though I don’t click it much. I dropped Flip Turn for Dragon Pulse since I value the extra pressure on faster threats and don't always want to switch out. Wake's biggest issue is that it's heavily reliant on Torkoal being alive and sun being up—without it, Hydro Steam becomes weak and it loses its Speed boost. That said, when Torkoal's doing its job, Wake just opens up the game for Venusaur and Tusk to clean up after.


:sv/great tusk:

Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin

My secondary hazard remover and a strong physical setup sweeper thanks to Bulk Up and Booster Energy giving it immediate Speed. Its bulk lets it set up on stuff like Kingambit, and after a boost or two, Headlong Rush and Ice Spinner start punching serious holes. Tera Poison helps it wall threats like Iron Valiant and Gliscor while dodging Toxic, giving it more chances to boost or spin. Rapid Spin might seem redundant with Torkoal already spinning, but I like having two options since hazards are such a pain for Ceruledge, and the Speed boost from Spin also helps Tusk snowball late-game. Its biggest issue is dealing with hard physical walls like Corviknight or Dondozo, but Wake and Hatterene do a good job softening those up.


:sv/venusaur:

Venusaur @ Life Orb
Ability: Chlorophyll
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb

My main sun sweeper and can snowball super hard after one Growth thanks to Chlorophyll doubling its Speed. Giga Drain keeps it healthy while Life Orb boosts its damage, and Weather Ball becomes a sun-powered nuke that deletes Steel-types. Sludge Bomb hits fairies and dragons, and Tera Fire gives Weather Ball even more juice for big 2HKOs. It's my go-to cleaner late-game and pairs great with Walking Wake and Hatterene, who help break down or paralyze its checks. It really shines in sun but can still threaten teams without it if positioned right, especially after Hatterene or Tusk softens things up. That said, it’s pretty underwhelming without sun up. if Torkoal goes down early, its pretty much dead weight.


:sv/hatterene:

Hatterene @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
- Healing Wish
- Psychic Noise
- Dazzling Gleam
- Nuzzle

Glues the team together by keeping hazards off the field with Magic Bounce and giving teammates second chances with Healing Wish. Eject Button lets it eat a hit and safely bring in one of my breakers like Venusaur or Ceruledge. Nuzzle helps slow down fast threats, while Psychic Noise and Dazzling Gleam give it decent coverage and chip on annoying walls. It's especially clutch for getting Torkoal back in to reset sun or reviving a weakened sweeper.


Overall, the team works well when sun is up, and I’ve had some great games where Venusaur or Ceruledge just takes over. But I’ve definitely run into some consistency issues that I’d like help with. The biggest problem is that I feel forced to lead with Torkoal almost every game, but if I don’t get sun up early, half my team loses its momentum or becomes useless. Against strong leads or hazard stack teams, this puts me on the backfoot fast. I’m also looking for advice on how to make Ceruledge more consistent. When it pops off it’s amazing, but some games it just doesn’t get going or I misplay the setup window. Any tips on better sequencing, lead flexibility, or changes to smooth things out would be appreciated!
 
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