Author Topic: Speed Cirno  (Read 2495 times)

Offline DoctorShanks

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Speed Cirno
« on: September 09, 2014, 10:29:35 PM »

Speed Cirno
Type: Ice/Water
Abilities: Vital Spirit or Guts
Base Stats:
HP: 75
Atk: 90
Def: 80
SpAtk: 95
SpDef: 40
Speed: 120

Greetings everyone, and happy Cirno day! Today, I wanna show you guys one of the >coolest and most underrated status absorbers in the game.

Speed Cirno doesn't really look like much, especially with a mediocre offensive presence with her 90 base Atk stat. Fortunately for her, it's the ability that really sells for Speed Cirno; the choice between Vital Spirit and Guts allows her to function as a dangerous Sleep or Status absorber. The choice between Speed Cirno's two abilities really comes down to your team's needs, but no matter what is chosen, she does a really good job at making your opponent think twice before using a status move, provided that she has been revealed to your opponent.

Playing Speed Cirno requires a lot of experience and practice (knowing when and when not to switch in); she's incredibly frail, especially on the special side, so a timely prediction by your opponent can quickly spell the end of your status absorber. If you are able to play around Speed Cirno's faults, however, she could end up being exactly what you were looking for.

Choice Banded Status Sponge
Speed Cirno @ Special Bloomers
Ability: Vital Spirit / Guts
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd,-SpAtk)
- Ice Ball
- Waterfall
- Poison Jab
- Double-Edge / Superpower / Thunderpunch

Speed Cirno is a puppet that performs comfortably well in the lead position, as she is able to shut down the strategies of things like HypnoBellyPass Mamizou or even Speed Shizuha, and force them out on turn 1. She is unfortunately forced out on turn 1 by faster leads and anti-leads such as Advent Marisa or Advent Reisen, though. Speed Cirno just doesn't hit hard enough on her lonesome, so the Special Bloomers helps out with this. A Choice Item nets Speed Cirno KOs (and 2HKOs) she otherwise would not be able to achieve, such as 252HP/0Def Speed Medicine without the need for setting up.

The choice between abilities boils right down to your team's needs. Vital Spirit allows her to lead on, or to switch in on common leads that carry Sleeping moves, and immediately threaten the opposition with her incredible neutral coverage backed up by a Choice Item. No matter what switches in, you now have a good deal of information about your opponent's team and what they intend to use to counter Speed Cirno, especially since the amount of puppets that resist Ice are incredibly slim, being limited to opposing Water and Ice types, the latter of which is a very rare type. Guts, on the other hand, allows Cirno to be kept hidden in the back until your opponent reveals something that can threaten a Burn or a Toxic, and allows Cirno to play at what is essentially +2 attack for the rest of the game, potentially giving her the ability to set up a late-game sweep.

Ice Ball and Waterfall are Speed Cirno's go-to STAB moves. Ice Ball is a bit stronger and has a chance to lower Defense, while Waterfall has a very useful Flinch chance backed by Speed Cirno's amazing Speed stat. Poison Jab is used to threaten opposing Water-types who would otherwise Wall Cirno's STAB combination. Lastly, Superpower prevents Speed Cirno from being walled by Attack Komachi, and hits opposing Heart-types really hard, however, Double-Edge can be used in this slot to punish Faith-types looking to tank a possible Waterfall, such as Byakuren or Shingyoku-M. Thunderpunch is an option for those who really, really need some kind of way to tickle Helper Eirin (note that it's still only a 2HKO with Guts and Bloomers).

The EVs look really simple, but they take advantage of everything Speed Cirno has going for it. Max Attack and Speed allow her to hit as hard as possible when backed by the multipliers of Band and possibly Guts, while Max Speed lets her tie with opposing base 120's like Speed Youmu or Ran, and allows her to outspeed neutral Youki, Advent Marisa, or Lyrica.

Speed Cirno @ Lum Berry / Leftovers / Thick Fur
Ability: Vital Spirit / Guts
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd,-SpAtk)
- Ice Ball
- Waterfall
- Poison Jab
- Tailwind

Tailwind trades the immediate power that the Special Bloomers would otherwise provide for the ability to set up a late-game win condition that either cannot be put to sleep or cannot be harmed by status, and can actually switch moves during her sweep. Lum Berry should be used alongside Vital Spirit to prevent harmful status like Paralysis from getting in the way, and Leftovers should be considered when playing with Guts to allow her to offset the potential Burn or Poison damage that she would otherwise be dealing with. Thick Fur is useable on both sets to boost Ice Ball's damage output.

The EVs given are standard, but are slightly more customize-able in this case. You could carefully pull EVs out of Speed or Attack if you know what you're doing, but keep in mind that maximum Attack and Speed are used to expand on the multipliers that Speed Cirno uses (Tailwind and Guts).

Other Options
Speed Cirno can run a Special set, but her options are incredibly lacking, consisting of Surf, Ice Beam, and Nature Power, the latter of which could be useful for surprising Toyohime, but it's still only a 3HKO on 252HP Chiyuri. Speed Cirno has Endure, which could be useful for proccing a Liechi or Petaya Berry, but you have to commit to Vital Spirit in this case. Her supportive options include stuff like Taunt and Rain Dance, which could give her a role as a suicide lead of sorts. Lastly, Speed Cirno has access to Aqua Jet and Ice Shard, but they don't hit very hard when backed by her low Attack Stat.

A Speed Cirno who has set up has very few hard counters, but most of the game's famous S/A Rank physical walls can stand up to her blows. Water-types have the best shot at walling Speed Cirno.

The top two counters are Chiyuri and Helper Eirin. Chiyuri can come in, get a free Intimidate, and threaten a Paralysis on either the Vital Spirit or Guts variant with very little fear of damage. Chiyuri can then 2HKO back with Mana Burst if SCirno stays in for some reason. Helper Eirin takes miniscule damage even from a +1 Guts-boosted Speed Cirno, and can OHKO back with Poison Bomb.

Murasa forms can take a shot at walling Speed Cirno before it sets up, but they must be wary of Double-Edge. More unconventional options include Byakuren, DIchirin, Orange, Yoshika, DHina/Yuugenmagan, but Speed Cirno can use most of them as set-up bait. If Speed Cirno has not set up a Tailwind or is playing with the Special Bloomers set, then she can be revenged by the many number or puppets who happen to be faster than her. While Speed Cirno does have access to priority moves in Aqua Jet and Ice Shard, they don't hit hard enough to be anything to worry about.
« Last Edit: September 10, 2014, 06:17:13 PM by DoctorShanks »

Offline joshcja

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Re: Speed Cirno
« Reply #1 on: September 10, 2014, 07:30:37 AM »
Glad to see you writing sets again man, dear everything your better at it than I am.

A few notes though (No worries you got almost everything important):

Guts Facade will hit harder than a neutral waterfall or ice ball on her band set as those posses 120 and 135 BP respectively after stab and it has excellent neutral coverage.

4 HP ev's puts SCirno at an even HP number which is a very bad thing when your playing status sponge. However a small boost to her spdef stat can be noticeable, for example 252+ SpA Tenma Gale vs. 0 HP / 4 SpD SCirno: 136-162 (46.73 - 55.67%) -- 73.44% chance to 2HKO 252+ SpA Tenma Gale vs. 4 HP / 0 SpD SCirno: 138-163 (47.26 - 55.82%) -- 79.3% chance to 2HKO Minor but a 1 Hp live can save games.

A physicly defensive Louize, Lily White, or ye olde Magic Stones will be totaly unimpressed by SCirno while AMurasa will live even a +1 DEdge and procede to set rain as an offensive check. Also PJab Yoshika's a jerk.

Mentioning speed shave for band in options would be cool if you dont feel like going into that confusing mess in the set descrips (adamant can run prio with enough speed to outpace +speed 90-105's depending on the relevance of threats while jolly can speed shave for a little extra bulk while still outpacing DIE mokou, alternately she can use the spare Ev's to go type item mixed with a NP strong enough to 2 hit chiyuri's ilk)