Hi everyone,
I’ve been laddering on Showdown with this mono-Fire Sun team, sitting at 3–1 so far on the Gen 9 OU ladder (Elo ~1107). It’s been fun, but I’d love some feedback from more experienced players to refine it, especially around weaknesses to Psychic/Fairy boosters (e.g. Delphox, Hatterene, Espathra).
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Ceruledge @ Life Orb
Ability: Flash Fire
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 252 SpD / 4 SpA
Calm Nature
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Thanks for reading — all feedback welcome!
I’ve been laddering on Showdown with this mono-Fire Sun team, sitting at 3–1 so far on the Gen 9 OU ladder (Elo ~1107). It’s been fun, but I’d love some feedback from more experienced players to refine it, especially around weaknesses to Psychic/Fairy boosters (e.g. Delphox, Hatterene, Espathra).
The Team
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Rapid Spin
- Body Press
Sun setter + hazard control. Usually leads, keeps weather up. Tera Water is my panic button to survive Hydro/Quakes and reset Sun.
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- High Jump Kick
- Court Change
Hazard insurance + pivot. Court Change flips Rocks/Spikes, U-turn gives momentum. Tera Fairy lets it revenge Moon/Pult.
Ceruledge @ Life Orb
Ability: Flash Fire
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Shadow Sneak
- Close Combat
Physical wincon. SD + Bitter Blade heals LO recoil. Shadow Sneak cleans, CC breaks Gambit/Garg. Tera Grass flips Water/Grounds.
Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 252 SpD / 4 SpA
Calm Nature
- Torch Song
- Will-O-Wisp
- Slack Off
- Hex
Defensive glue. Unaware walls setup sweepers (Volcarona, Gambit). Tera Fairy walls Dragons. Wisp cripples physical attackers, Hex punishes status.
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Magma Storm
- Earth Power
- Taunt
- Protect
Stallbreaker. Traps Garg/Clod/Bliss, Taunts recovery, scouts with Protect. Tera Grass flips Water/Ground weakness, makes it my Garg answer.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fiery Dance
- Sludge Wave
- Energy Ball
- Tera Blast
Fast special breaker. Booster Energy makes it outspeed most OU threats. Energy Ball smashes Waters, Sludge Wave hits Fairies, Tera Ground removes opposing Heatran.
Game Plan
- Lead Torkoal → set Sun + Rocks.
- Use Heatran to trap bulky walls (Garg, Clod, Slowking).
- Skeledirge checks setup sweepers and Dragons.
- Cinderace flips hazards, keeps momentum.
- Clean with either Iron Moth (special breaker) or Ceruledge (physical sweeper) once checks are weakened.
Issues I’ve Noticed
- Psychic/Fairy boosters like Delphox or Espathra can be dangerous if Skeledirge goes down early.
- Sun reliance — without Torkoal, the team loses damage pressure.
- Hazard stack can still be rough if Court Change misses timing.
Looking For
- Any structural changes or set tweaks to better handle Psychic/Fairy special attackers.
- Suggestions on whether Fire has stronger alternative mons for OU (Volcarona over Ceruledge? Rotom-Heat over Skeledirge?).
- General advice on improving this team’s consistency as I climb past 1100 Elo.
Thanks for reading — all feedback welcome!