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Resource 1v1 Sets Compendium Thread (READ GUIDELINES BEFORE MAKING A SET)

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SV 1v1 Sets Compendium

The purpose of the 1v1 Sets Compendium is to provide viable sets for SV 1v1 to aid building for players, from beginners to experts.

We're changing how we do the SV 1v1 Sets Compendium. All set submission should be done in this thread, as it makes it easier for 1v1 Forum Moderators to track badge progress and also makes it possible for people who do not wish to be in the 1v1 Discord to easily contribute to the project. These sets will be reviewed by the Sets QC team. If you want to join the Sets QC team, please let me know, but do know that consistent activity is required to stay on as a member of the team.


EV Explanations
Pokepaste (soon)

Please check the EV Explantions Document for which potential sets are open for submission. While we may add potential sets after discussion in the 1v1 Discord, we will only be accepting submissions for the sets in the document at the moment.
 
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General Guidelines (mostly stolen from bo_bobson27)

- What should this mon beat? In other words, what are matchups that you intuitively expect a mon to cover? Do you need evs for these matchups? If so, you already have benchmarks to use

- Defensive benchmarks must be for 252 or 252+

- Speed benchmarks must be for 252 or 252+, or speed dump with leftover evs in some rare cases where creep matters eg. corv vs prim.

- Offensive benchmarks must be for max bulk or 0 bulk, or if there is a common benchmark ie prim bulks bandot, you can ev to ko prims that bulk bandot, generally try to avoid this and dump evs in offensive stats

- Its okay to have rolls on some benchmarks, just try to get the best chance of winning (within reason)
- Always check the current paste or ev doc to see if we already have a set

- USE THE EV OPTIMISER- MAKE SURE YOU ACTUALLY BEAT THE POKEMON YOU ARE EVING FOR
you may fail to KO with a lack of sufficient offensive investment​
you may fail to recognise a certain sequence that you lose to​
you may be slashing a move that is required to beat the pokemon you are EVing for​



EV OPTIMISER (MUST USE)
Download Chrome Extension
Download Firefox Extension
GUIDE (YOUTUBE LINK)


1/16
Burn
Sandstorm
First Turn of Badly Poison
> A badly poisoned Pokémon takes damage equal to 1/16 of its maximum HP (rounded down, but set to 1 HP if it would be less) on the first turn, after which damage increases by 1/16 each time it takes poison damage. The damage stops increasing when it equals
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.


1/10
Life Orb recoil


1/8
Rough Skin
Iron Barbs
Spiky Shield
Leech Seed (for healing remember that it heals 1/8 of the target’s HP every turn)
Poison (normal poison)


1/6 (same as using 2 layers of spikes)
Rocky Helmet


1/4
Substitute


1/2
Curse
Belly Drum



A Guide on Finding Benchmarks and Deciding on HP Values
  • How much power do you need to have?​
  • How fast do you need to be?​
  • What are the most powerful attacks (physical and special) you can afford to tank while still hitting your speed and attack benchmarks?​
  • Decimals always round down. (Applicable in things directly affecting HP values, which mostly correlates to direct healing and direct damage. eg: Curse, Belly Drum, Soft Boiled, Leftovers, Grassy Terrain, Pain Split, Giga Drain, Flare Blitz.)​
  • Odd vs even HP stat value matters in some cases, most notably custap berry usage with Gluttony Snorlax, or using Substitute 4 times instead of 3.​
  • Minimum vs maximum HP matters for any given benchmark(s) when (often seperately and unrelated to the benchmark) healing from moves like Draining Kiss, Pain Split, and Leech Seed matter in the matchup, and where limiting the opponent's healing is optimal. In other cases use maximum HP.​
 
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:urshifu: :urshifu: :urshifu:
Urshifu @ Assault Vest
Ability: Unseen Fist
Tera Type: Fighting
EVs: 184 HP / 92 Atk / 152 SpD / 80 Spe
Adamant Nature
- Wicked Blow
- Low Kick
- Rock Tomb
- Iron Head / Sucker Punch / U-Turn

Bulks modest booster Raging Bolt draco into tclap and jolly attack booster Roaring Moon acrobatics. Speed for fast Raging Bolt.
Iron head for tales (tomb into head), Sucker Punch helps for scarf haxorus and the like, U-turn for consistent Hoopa.

Lets make a collective vow to stop using p-z as a bench
 
Annihilape @ Choice Band
Ability: Defiant
Tera Type: Fighting
EVs: 128 HP / 252 Atk / 24 Def / 104 Spe
Adamant Nature
- Gunk Shot
- Low Kick
- Outrage
- Shadow Claw / Ice Punch

The evs are for timid spatk booster Walking Wake hurricane and choice band adamant supercell from iron hands speed is for timid prim i had 4 evs leftover so i just put them in speed to help for things that also want to outspeed prim. Ice punch is for non fly lando-t

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
Tera Type: Fighting
EVs: 252 HP / 100 Atk / 32 Def / 108 SpD / 16 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- Ice Spinner
- Thunder Punch / Low Kick / Iron Head

evs are for adamant choice band haxorus and timid choice specs dragapult rest in attack low kick is for sub roaring moon iron head is for ninetales alola and thunderpunch is for basculegion

Donphan @ Choice Band
Ability: Sturdy
Tera Type: Ground
EVs: 232 Atk / 144 SpD / 132 Spe
Adamant Nature
- Earthquake
- Gunk Shot
- Head Smash
- Ice Shard / Counter / Play rough

spdef for spatk booster crown speed for 0 speed dirge rest in attack ice shard for both landos and garchomp play rough for urshifu and counter for physical attackers

Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ground
EVs: 232 HP / 68 Atk / 188 Def / 16 SpD / 4 Spe
Impish Nature
- Protect
- Headlong Rush
- Facade
- Heavy Slam / Counter / Avalanche

bulk for band meow and +1 lo spectrier hyper beam speed for 0 invest base 50s, heavy slam for ninetales alola and balloon diancie, counter for physical attackers and avalanche for pult lando and garchomp

Metagross @ Assault Vest
Ability: Clear Body
Tera Type: Steel
EVs: 248 HP / 132 Atk / 96 Def / 32 SpD
Impish Nature
- Heavy Slam
- Bullet Punch
- Earthquake
- Psychic Fangs

bulk for ada band pult and 2 tbolts from raging bolt rest in attack you 6.3 roll ada band meow
 
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Trying to create sets for hoopa rn:- pinging Mentality glitched @everyone as I had few doubts in these. Should band hoopa be faster than 220 or not? I might have asked this before, idr.

Hoopa-Unbound @ Choice Band
Ability: Magician
Tera Type: Psychic
EVs: 252 HP / 40 Atk / 160 Def / 28 SpD / 28 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Ice Punch/Fire Punch/Zen Headbutt
- Trick

Bulk: modest primarina hydro cannon torrent range and jolly garchomp life orb. trick is for corviknight stall, fire punch for scizor
My Thoughts: Purpose of keeping zen headbutt as 3rd choice because it doesn't beat iron hands because of it becoming naturally so bulky and also people run bug moves on their fighting mons which make banded hoopa less usable against them with a psychic move and being so slow.

Hoopa-Unbound @ Choice Specs
Ability: Magician
Tera Type: Psychic
EVs: 164 HP / 128 SpD / 216 Spe
Modest Nature
IVs: 0 Atk
- Psychic/Psychic Noise
- Dark Pulse
- Focus Blast
- Trick/Thunderbolt

Bulk: Psychic with this bulk beats all raging bolt. Psychic noise for leech seeders, trick is for corviknight and other stall mons.
My Thoughts:- Thunderbolt is just for manaphy, but i fear if its bulky you might lose to not getting a roll. Also you can just trick turn 1 vs bolt if u wanna predict calm mind but idt that's ever happening.
 
Hoopa-Unbound @ Choice Scarf
Level: 100
Jolly Nature
Ability: Magician
EVs: 96 HP / 148 Atk / 12 Def / 252 Spe
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt / Fire Punch

Lives +2 Modest Crown Tachyon & Adamant Metagross EQ at -1 Def
 
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