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[QC Pls] Cinccino

Discussion in 'NU Analyses' started by Weavile, Sep 2, 2014.

  1. Weavile

    Weavile Phoenix

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    [​IMG]
    General:

    Cinncino is a premier offensive presence in the NU metagame. Its supreme speed tier gives it the ability to outspeed almost the entire non-scarfed metagame, to complement this, Cinccino's naturally mediocre 95 base attack is augmented by the ability to use pseudo base 125 power multi-hit moves of three different types. Cinccino's metagame niche hinges almost entirely on the use of these moves in combination with Skill Link and its high base speed. Cinccino will find its best performances against offensively oriented teams which will more often than not have no options for switch-ins and few options that can outspeed you allowing Cinccino to apply tremendous amounts of pressure. Against defensive teams Cinccino benefits greatly from Spikes support, the additional Spikes damage can make it almost impossible to switch into with the exception of Bronzong who is both immune to spikes and resists all of Cinccino's multi-hit moves. However Knock Off will remove all recovery Bronzong has with the exception of the never-seen Rest and allow it to be worn down rather rapidly. Despite all these wonderful features, Cinccino struggles to come in on anything at all, its frailty is such that most strong neutral hits will put you either in the grave entirely or with more than a foot in it.

    Physically Offensive
    Cinccino (F) @ Life Orb / Choice Band
    Trait: Skill Link
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Tail Slap
    - Rock Blast
    - Bullet Seed
    - U-turn / Knock Off

    With a Life Orb Cinccino is able to take on multiple threats in a single switch-in, however compared to the Choice Band sets, the number of things that Cinccino can reliably deal with is somewhat diminished and you will require the correct move to break through a lot of bulkier Pokémon like Golbat where the Band set could perform such a task with Tail Slap as well as Rock Blast. Tail Slap is your primary damage dealer with either item, with a Band Tail Slap will be dealing respectable damage to anything that isn't a ghost, even NU's steels can't handle multiple of these too well, given their lack of recovery. Perhaps the only notable exceptions to this are physically invested Steelix, Regirock and Rhydon. The latter two of which are 2HKO'd and OHKO'd respectively by Bullet Seed. Rock Blast is mostly additional coverage but it has the neat property of being non-contact, which allows you to avoid taking 60+% of your health and still hit Rough Skin Druddigon for respectable damage. The final move slot is primarily personal preference as it won't be used all too often. Knock Off can help with things like Steelix by removing their leftovers, or Magneton by removing its Eviolite, however its damage output in itself is not particularly impressive and Bullet Seed or Rock Blast will dispatch almost all Ghost-types. U-Turn can help with racking up hazard damage on the likes of Steelix and Regirock as well as giving you the option to not commit to anything, especially if you're running the banded set.

    Other Options:

    King's Rock can be used to break through some of its usual counters with sheer unbeatable skill. Silk Scarf can bluff a choice item, but given the prevalence of King's Rock and the fact that the extra power from Life Orb is sorely missed, Silk Scarf is all but useless for Cinccino.

    Substitute can be used in the 4th slot for an LO or King's Rock Cinccino if you're not feeling on-point with your predictions, however almost everything runs a move that can break Cinccino's subs. So it's a risky move to take. Aqua Tail is a third option for your 4th move slot, however the only thing it hits harder than Bullet Seed is Steelix, which the Choice Band set fails to 2HKO with Aqua Tail even when it is the least physically bulky Steelix that is conceivably usable, making it almost entirely useless. The most interesting of Cinccino's 4th move slot choices is Encore, Encore can let Cinccino ease pressure from various boosting Pokémon like CM Spiritomb or Musharna that it can't outright threaten itself, its a gimmick since most of these Pokémon will cleanly 2HKO Cinccino if they decide to attack instead of boost while Cinccino is coming in, however it can be a nice fallback option.

    C&C:

    As previously mentioned, Cinccino is a somewhat difficult Pokémon to counter. Its obnoxious power and decent coverage leave it with essentially only defensive steels as counters. Defensive Bronzong, Eviolite Magneton, Steelix and Klinklang can all come in on Cinccino and either force it to leave or set up on it.

    A few Pokémon like Regirock and Rhydon can come in on anything but Bullet Seed from a choice set and force Cinccino out. However they can't reliably stay in as they are dispatched rather handily by Bullet Seed, even by King's Rock sets. Next to these there are a number of more bulky Pokémon that will be able to take anything Cinccino can dish out, but only once. Things like Vaporeon, Hippowdon, non-Eviolite Magneton and Milotic fall into this category.

    Though not really a counter, it is worth a mention that Rocky Helmet Druddigon will "OHKO" Cinccino if Cinccino uses Tail Slap on it due to the combined residual damage of Rocky Helmet and Rough Skin. This puts some pressure on Cinccino to not use its stab too often if Druddigon is on your team. Similarly Effect Spore Vileplume will leave Cinccino with only about a 17% chance of coming away without a status ailment after one Tail Slap.

    Most of beating Cinccino is not giving it opportunities to come in too often. It's so frail that switching it in on anything but a guaranteed non-offensive, non-status move is a very risky play. Making it so the only opportunities Cinccino has to come in are when something else has fainted would be an ideal situation.

    General:
    - Sanic Speed
    - Passable attack augmented by extremely powerful moves. Thanks to Skill Link
    - Good coverage save steel types
    - Frail as shit
    - Multiple item options that change how sets work.
    - Random scarfers can destroy it.

    Life Orb:
    Cinccino (F) @ Life Orb
    Trait: Skill Link
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Tail Slap
    - Rock Blast
    - Bullet Seed
    - U-turn / Knock Off

    - 115 speed tier outspeeds everything sans Ninjask, Noivern, Dugtrio, Swellow and Jolteon
    - Lack the ability to do heavy damage to almost anything without picking the right move that the band set has, but allows Cinccino to take on multiple threats in one switch-in, considering how hard Cinccino can be to get in, this is a big difference.
    - Benefits greatly from Spikes Support and can tear through many more offensive teams with it.
    - Can't really deal with Steel-types too well, Knock Off helps wear them out, but U-Turn scouting can be used effectively with hazards to do the same.

    Choice Band:
    Cinccino (F) @ Choice Band
    Trait: Skill Link
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Tail Slap
    - Rock Blast
    - Bullet Seed
    - U-turn

    - With a Choice Band Cinccino becomes notably more powerful
    - Able to 2KO Physical defensive Hippowdon with Bullet Seed 100% of the time and 2KO Specs Magneton 95% of the time with Tail Slap and Rocks
    - Can tear massive holes through resists barring the odd Steelix and Bronzong.
    - Can be hard to get in and out of play, especially against offensive teams, unless you pack a few slower Volt/Turners
    - As above, U-Turn allows for scouting and hazard damage abuse, while Knock Off can cripple switch-ins carrying leftovers, for the common steels Leftovers are the only form of recovery bar the occasional rest.

    OO:
    - King's Rock is aids
    - Silk Scarf can bluff a choice item but the missing power really shows
    - Can run sub to ease prediction in the 4th slot, but there's barely anything that isn't breaking your sub.
    - Aqua Tail does more to Steelix than anything else but is really not worth it, as it's not a 2KO when banded on 0 Def Steelix.
    - Gets Encore but isn't really the best user of it.

    C&C:
    - Steels like Bronzong, Eviolite Magneton, Steelix and Klinklang prove a big threat to all sets.
    - Rhydon doesn't mind anything from the choiced set as long as it avoids Bullet Seed and to an extent Knock Off.
    - Rough Skin Druddigon with a Rocky Helmet will "OHKO" Cinccino if it catches it using Tail Slap.
    - Rocky Helmet and Rough Skin in general will wear out Cinccino quickly if it callously uses Tail Slap.
    - Most of beating Cinccino is not letting it get in often, it cannot switch in on any offensive presence that isn't choice locked Ghost-type.
     
    Last edited: Sep 18, 2014
  2. Arceus_17

    Arceus_17 Avoid eye contact

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    [Brief]A_17
    252 Atk Life Orb Cinccino Tail Slap (5 hits) vs. 4 HP / 0 Def Magneton: 110-135 (45.4 - 55.7%) -- approx. 35.9% chance to 2HKO
    252 Atk Life Orb Technician Cinccino Tail Slap (4 hits) vs. 4 HP / 0 Def Magneton: 128-156 (52.8 - 64.4%) -- guaranteed 2HKO

    You might want to mention somewhere that Technician, while extremely unreliable, outdamages Skill Link if you hit 4 (or more) times.

    There isn't much more to add, I guess. Cincinno is quite the straighforward Pokémon.
     
    Last edited: Sep 5, 2014
  3. Weavile

    Weavile Phoenix

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    Wrote it up since the QC are completely dead.
    Combined the two sets because they're so similar.
    Considering adding Encore as a third slash in the 4th move slot. Probably not worth it but it is super cool.
     
    Last edited: Sep 18, 2014
  4. sulcata

    sulcata stéphane curry best waifu Forum Moderator Server Administrator Forum Moderator Server Administrator

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