1v1 Teambuilding For Dummies And 6v6 Mains
Teambuilding in 1v1 is a large part of the metagame, even more so than it is in any other meta. Despite this, many new players may not know where to begin. Once they have discovered that no, you don't only get one Pokemon and yes, you can run three, the question arises: Where do I go from there? If they have come from 6v6, they will be confused at the lack of traditional team roles and sets (for example, hazards are of vital importance to 6v6 and literally gone in 1v1) and the vastly different VR (we banned an PU mon, Sableye, while Dracovish, an Uber, is considered borderline unviable). 1v1 teambuilding differs from 6v6 in more ways than these, and all of these differences will be confusing to someone trying out 1v1 for the first time who wants to build their own teams instead of just using samples or what they are given by friends. In addition, skill in teambuilding leads to a broader understanding of how teams work, which is a crucial skill for 1v1 players to have if they are going to compete at the tournament level, leading many new players to have no hope of making it into the more prestigious competitions such as 1v1PL or WCo1v1. Lastly, and as the final selling point I have, it's hella fun and playing 1v1 without building your own teams is like (remember to put analogy here before posting). "But wait!" I can hear you cry (in my fevered quarantine imagination). "Wouldn't it be sick if instead of just talking about how cool it is you actually wrote a guide?" My hope is that this will have something for new and old players alike, with new players learning about this meta I've spent so much time with and older players seeing teambuilding from a new perspective.
note: throughout this guide, examples will be from the USUM metagame, because it's what I have the most experience with, but the concepts are applicable throughout any generation of 1v1.
To begin, let's talk about the bare-bones concepts. A team in 1v1 must do these things: A. Have a clear answer for all common metagame threats, and B. Have ways to beat the "kitchen sink" mons and strategies that are uncommon. What does this mean? This means that you need to know what the common metagame threats are and how to beat them! The first of these can be done by looking at
the VR, but the second can only be done through playing the meta. For example, you may know that Mega Gyarados is a top threat in USUM by looking at the VR, but only through playing the metagame would you figure out that Mega Metagross, a Steel/Psychic type, is one of the most consistent answers to the Water/Dark MGyara. There are many matchups in 1v1, some that are intuitive (Mega Charizard X loses to Mega Gyarados) and some that are not (Mega Charizard Y beats Mega Gyarados). You must know them all if you are hoping to be able to teambuild at a high level, as this will allow you to effectively cover every common threat. As a general rule, you should have a planned out counter for every Pokemon in S through B, which will generally allow you to beat everything else as well.
Now that you know what you need to be able to beat and how to beat it, how do you actually get started building a team that accounts for all of that? Well, the easiest way to begin is just to pick a Pokemon to build around. Let's say I just cooked up a brand-new Mega Swampert set that I think is cool and I want to build a team with it. So how would I go about doing it? Well, there are a couple of ways. Either way, we're starting with Swampert:

What I would do to find a good partner for it would be to look at the typing matchups. With the example of Mega Swampert, it has one big weakness in Grass types. Therefore, I should look for a good Pokemon with a type that beats Grass, like Fire, Flying, or Steel. While having a typing that covers the weaknesses of the Pokemon you started with does not always guarantee your second Pokemon will cover the starter's weaknesses well, it is usually the case that it will, making this a convenient step. The other method of teambuilding would be to do a more direct analysis of your starting Pokemon's strengths and weaknesses, but making a selection based on type advantages is easier and works just as well. Some immediate examples that come to mind:

and the list goes on. You could pick any one of these, but I'm going to pick Mega Charizard Y.

Now that we have our "core" of two Pokemon, we can look at the VR to see what notable MUs we're missing. Here we have pretty bad matchups to sleep abusers (



), Greninja, Zygarde, and many common stall mons (


), among others. I can see that these Pokemon have a common weakness in Meloetta, so I'll use that as my third choice, giving us
this team.

Teambuilding this way is pretty straightforward and can give you some really solid teams. By picking whatever starter Pokemon you'd like, you can have an endless variety of teams at your disposal. You can use the basic sets in the
Set Compendium for your Pokemon, provided you become familiar with their matchups.
The Set Compendium is a great resource, but what if I want to make my own specialized sets to fill a niche on my team, like the Mega Swampert in the previous example? Well, if that's the case, then you're ready to be introduced to every 1v1 player's best friend, the
Damage Calculator, and to learn how EVs work. (Note: much of what I say in this section will be adapted from
this post, which you should totally look at if you want a more in-depth guide on EVing and optimal EVs. This will be more of a beginner's guide.) If you've ever used Pokemon Showdown, you're no doubt familiar with the 252/252 EV spreads recommended for you when you complete a Pokemon's moveset. In 1v1, 90% of the time,
these sets are bad and should not be used. This is because unlike in 6v6, where you can want to be generally bulky or powerful to fulfill many different roles during the course of a long battle, in 1v1 we can know exactly which hits we're taking and dishing out and can therefore optimize our EVs to fit the purposes we want. The Damage Calculator helps us do that, and being familiar with how it works is a skill every 1v1 player should have. Once you figure out how to work the Damage Calculator, you can start making yourself some optimized EV spreads!
For example, let's say we want to make a Mega Swampert set that can always live a 200 BP Subzero Slammer (Z-boosted Freeze Shock) from Kyurem-Black. That's easy! Just max out HP, add 188 Def, and we get 252+ Atk Teravolt Kyurem-Black Subzero Slammer (200 BP) vs. 252 HP / 188 Def Swampert-Mega: 342-403 (84.6 - 99.7%) -- guaranteed 2HKO. However, you just made a major mistake! You just used 440 out of your 508 EVs (technically 510, but since EVs matter in multiples of 4, the extra 2 don't matter) when you only had to use 420 by maxing out defense first! (252+ Atk Teravolt Kyurem-Black Subzero Slammer (200 BP) vs. 168 HP / 252 Def Swampert-Mega: 324-382 (84.5 - 99.7%) -- guaranteed 2HKO). Here we see the first rule of optimal EVs:
Raw Def/SpDef is more efficient than HP if you only need defense in the one stat.
Now, since we really want to live everything, let's also make it so that our Swampert can always live a Hyper Beam from Mega Gardevoir! But wait, even with using all of the EVs we have left, it can't do it! (252+ SpA Pixilate Gardevoir-Mega Hyper Beam vs. 168 HP / 88 SpD Swampert-Mega: 328-387 (85.6 - 101%) -- 6.3% chance to OHKO). However, if you go back and start by maxing HP, a 252 HP/188 Def/40 SpDef Mega Swampert will live both hits we're throwing at it, and give us 28 EVs left over to use wherever we want. (252+ SpA Pixilate Gardevoir-Mega Hyper Beam vs. 252 HP / 40 SpD Swampert-Mega: 342-403 (84.6 - 99.7%) -- guaranteed 2HKO). This gives us the second rule of optimal EVs:
Max HP first if you need defense in both stats.
There are some outliers to these first two rules, which come up in the case of Pokemon with really high base Def/SpDef and low base HP, like Durant, where HP EVs are more efficient for physical defense than Def EVs are, and Pokemon with really high base HP and low Def/SpDef, like Guzzlord, where a 124/124 Def/SpDef EV split is better for defense in both stats than 252 HP is.
Some more EV rules:
- Put your nature boost in your highest base stat unless you need another stat to exceed its unboosted maximum.
- If you calc with leftover defensive EVs, put as many into HP as possible.
Now that you know how the tier's matchups work, and what team compositions look like, and how EVs work, you have all the tools to do the most interesting type of building: tournament teambuilding. But before we get into that, let's talk about picking. See, a common idea among newer players is that you're picking against your opponent's team. This is not the case, however. You're picking against what you
think your opponent's team is. For example, if I see a Greninja on the other team, I'm probably going to treat it like it's Specs or Waterium Greninja, based on the other members of the team, and pick accordingly. If it turns out that the Tapu Fini I send out to beat it gets OHKOed by Choice Band Gunk Shot, then I have lost even though I picked correctly. Let's look at another example. My team consists of only a Mega Charizard X, and my opponent's team has a Gyarados and a Pinsir. I assume that these are Mega Gyarados and Mega Pinsir, as these are the only sets these two Pokemon run. From my point of view, this is a totally lost game. Mega Charizard X has no way of beating Mega Gyarados, so there is simply no way to win. But when we look at this situation from my
opponent's point of view, the outlook is not nearly so dire. All they see is a Charizard, which could either be X or Y. Mega Gyarados may beat Charizard X just fine, but against Charizard Y? That's a losing matchup, due to Zard Y's powerful SolarBeams and special attack stat. Their Mega Pinsir would do much better against a Charizard Y, likely killing it in one hit with a powerful Giga Impact, but the more durable Charizard X would beat it handily. So this unwinnable matchup, because my opponent doesn't know what Charizard set I'm using, becomes a 50/50. You can see the benefit and goal of masking your sets: it can make an optimal play appear suboptimal (if my opponent knew I was X, he would always send Gyarados) and it can make a suboptimal play appear optimal (that Tapu Fini I sent out may not have seemed like such a great idea if I knew that Gunk Shot was incoming). On ladder, all of these points are moot: You see your opponent's team enough times in quick succession that pretty soon what you think your opponent's team is and what their team actually is are the same thing. But in tournament play, where you build new teams for each opponent and they are likely to only see them once? Well, you see how there could be a lot more lure building and cteaming options availible to a savvy teambuilder.
Lure building is pretty simple- designing a team so that it appears to have a weakness, while in fact it does not. This is accomplished by using a Pokemon with a different set than it normally runs. For example, look at
this replay of a game that I played vs ggopw in 1v1PL IV. Ggopw built his team so that Scarf Kyurem-Black seemed like an obvious pick for me, as it likely would kill all three of his Pokemon in one or two hits, but then sent out Counter Mega Gengar- a set I had not thought about- to beat me. You can do this with literally any Pokemon that has a potential set that changes its matchup spread drastically. Some ideas:

(Ghostium vs Scarf)

(Groundium vs SubEndeavor)

(Specs vs Band). Another example: I want to lure in Charizard, so I design a team of

. This team would easily lose to Mega Charizard Y, however, I make my Aegislash Scarf Head Smash, and send that out when I see a Charizard, luring it in and OHKOing it.
Cteaming is when you design a team to beat a specific opponent. You look at their replays to see what kind of teams they like to use, and analyze them for common weaknesses. For example, look at
this replay of a tournament game I played vs motogp in WCo1v1 II. I had seen motogp play throughout the weeks leading up to our game, and I noticed that his teams were largely not accounting for the then-new Zeraora. I built Zeraora teams to use against him and was rewarded with multiple 3-0s. Now, all of this is not to say that you can't just bring basic, solid teams to tournament games- you can, and probably should do that for the majority of your matches. But in tournament play, new avenues of teambuilding are opened up that simply aren't there on ladder 90% of the time, and you need to be prepared for them. Use your knowledge of what makes a good team to spot lures. Is it really all that likely that a competent player would leave such a gaping hole in their team? In hindsight, I should have realized that there was no way that ggopw, one of the best players of all time, would simply not have a way to beat scarf KyuB, one of the most common threats in the ORAS 1v1 metagame. Use common sense and judgement in making these decisions. To combat opposing cteaming, mix up your teams, or perhaps hide your testing and replays. If it wasn't for me being able to watch all of motogp's games, I never would have spotted the Zeraora weakness.
Now that you've read this guide, I hope that you have the tools you need to build your own great 1v1 teams. The 1v1 community has advanced a lot in terms of resources for newer players since I first got into the scene, with developments like the Set Compendium, Pokemon analyses to read, and speed tiers, so with the skills in this guide you should have no trouble jumping right into teambuilding. You will build some awful teams, but that's the great thing about 1v1: you can build and test teams incredibly quickly, helping you get to the good ideas and throw out the bad quicker than a 6v6 metagame. Much thanks to
Krytocon for telling me it was a good idea to write this,
Potatochan for telling me what I wrote was confusing and helping me to fix it, and to
smely socks for telling me I was a boomer. I hope you have a good day and build some sick 1v1 teams.