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Kelvin
Selected community build

Cirno's Medi-Beam

Build #241631Latest v372May 28, 2026

Experience as Cirno the STRONGEST ice fairy in the niche franchise Touhou Project! This build is formulated to be focused around dealing damage and still have decent healer support using Arctic Beam.

Back to Kelvin
Win rate
52.6%

161 wins / 145 losses

Matches
306

271 unique players tracked

Pick rate
9.8%

Popularity #1 for this hero

Win-rate rank
#13

Ranked within the popular resolved selected builds

Ability Leveling Order

Ability unlocks and upgrades by step.

16 steps
Ability leveling order by ability and step
Ability12345678910111213141516
Frost Grenade
Arctic Beam
Ice Path
Frozen Shelter

Build items

Guide items grouped by the build categories and labeled with item category, tier, and soul cost.

9 categories

Stage 1: Starting out

This has a Left -> Right order, but you should buy what you really need first.

8 items
Extra Charge

Extra Charge

Spirit T1800 souls
Extra Regen

Extra Regen

Vitality T1800 souls
Mystic Slow

Mystic Slow

Spirit T21,600 souls

Can be skipped, sell at late-game for better items.

Trophy Collector

Trophy Collector

Vitality T21,600 souls

Buy early and build stacks with assists, sell at late-game for better items. Can be replaced by other 1.6k greens if you don't like it or the matchup doesn't favor this item.

Improved Spirit

Improved Spirit

Spirit T21,600 souls
Arcane Surge

Arcane Surge

Spirit T21,600 souls

Can be sold late-game for better items

Healing Booster

Healing Booster

Vitality T21,600 souls

Boosts all of your heal by a decent margin

Compress Cooldown

Compress Cooldown

Spirit T21,600 soulsImbue

Imbue on Ice Path so it'll be available sooner and enhance your tempo, a stepping stone to Superior Cooldown

Other notable 1.6k greens

Optional
3 items
Spirit Lifesteal

Spirit Lifesteal

Vitality T21,600 souls

Gives you some lee way on the tanky department.

Healbane

Healbane

Vitality T21,600 souls

Let your beam out-damage enemy's lifesteal or heal, also gives heal on kills and assists.

Enchanter's Emblem

Enchanter's Emblem

Vitality T21,600 souls

If your lane have spirit nukers, this will help you ease off some of their pressure

Stage 2: Healing Items

Rescue Beam by default, others depend on team comps.

4 items
Rescue BeamActive

Rescue Beam

Vitality T33,200 souls

Highly recommended, allows you to save teammates who stepped into the deathball quicksand

Healing NovaActive

Healing Nova

Vitality T33,200 souls

If your team tend to deathball alot this can be a great option

Guardian WardActive

Guardian Ward

Vitality T21,600 souls

Need a quick slack and some move speed?

Divine BarrierActive

Divine Barrier

Vitality T46,400 souls

Should be considered late-game or when debuffs start to go out of control.

Stage 3: Cirno's Cores

Go with teammates, toss grenade and beam people to death from the sky. Invade jungles if it's safe to do so.

7 items
Enduring Speed

Enduring Speed

Vitality T21,600 souls

Lets you run faster and resisting slow.

Mystic Vulnerability

Mystic Vulnerability

Spirit T21,600 souls
Escalating Exposure

Escalating Exposure

Spirit T46,400 souls

The main course and biggest beam power spike. They no longer see you as a problem, they see you as a real THREAT.

Superior Cooldown

Superior Cooldown

Spirit T33,200 souls

Reduces all your abilities' cooldown for better uptime which also means better tempo

Boundless Spirit

Boundless Spirit

Spirit T46,400 souls

The appetizing boost before your real massive power spike

Greater Expansion

Greater Expansion

Spirit T33,200 souls

For larger dome and longer beam

Rapid Recharge

Rapid Recharge

Spirit T33,200 souls

Gives you 2 extra healnades

Common Endurance Training for Mid-Game

Optional
4 items
Return FireActive

Return Fire

Vitality T21,600 souls

Buy this when enemy team have strong gunners such as Venator, Silver, etc. This will discourage them from shooting at you

Spirit Resilience

Spirit Resilience

Vitality T33,200 souls

Against a spirit heavy team comp you might want a bit more armor

Dispel MagicActive

Dispel Magic

Vitality T33,200 souls

Enemy team have too many debuffs? This will at least help you breathe better

Counterspell

Counterspell

Vitality T33,200 souls

If enemy team has a ton of burst spirit damage or predictable CC like Lash, this can be really useful

Stage 6A: The Nuclear Route (Standard)

4 items
Spirit Burn

Spirit Burn

Spirit T46,400 souls

Should only be considered after getting EE and comfortably Boundless or Infuser, by then your beam should deal enough damage to proc this item easily

InfuserActive

Infuser

Vitality T46,400 souls

Gain big heals and slight power boost

Transcendent Cooldown

Transcendent Cooldown

Spirit T46,400 souls

Reduces all your abilities AND items' cooldown, consider this when you're slot locked

Witchmail

Witchmail

Vitality T46,400 souls

This goes crazy against spirit teams where you can take full advantage of this

Stage 6B: The Helping Hand Route

Optional
4 items
Superior Duration

Superior Duration

Spirit T33,200 souls

Extends duration for dome, beam and items

RefresherActive

Refresher

Spirit T46,400 souls

Extremely situational, buy only if you think another dome is worth it over other 6k

Healing Tempo

Healing Tempo

Vitality T46,400 souls

Boosts move speed and fire rate for you and teammates by popping a nade on your feet

ScourgeActive

Scourge

Spirit T46,400 souls

Handymann's Utility Kit

Optional

Might be useful

8 items
Slowing HexActive

Slowing Hex

Spirit T21,600 souls

Good Mystic Slow's sidegrade, helps keep enemies with insane mobile abilities at bay

Bullet Resist Shredder

Bullet Resist Shredder

Spirit T21,600 souls
Heroic AuraActive

Heroic Aura

Weapon T33,200 souls
Alchemical FireActive

Alchemical Fire

Weapon T33,200 souls

Big AOE for fighting at urn areas

Silence WaveActive

Silence Wave

Spirit T33,200 souls

Buy this to keep ability spammer down a tad or to proc enemy's Indomitable.

KnockdownActive

Knockdown

Spirit T33,200 souls

Main way to disable flyers such as Vindicta, Gray Talon, Seven's Ult and Bebop's Ult. Can also be bought to stop hyper mobile heroes like Lash.

Tankbuster

Tankbuster

Spirit T33,200 souls

More situational, buy this if the enemy team have high HP damage sponge heroes (Mo & Krill, Abrams, etc)

Torment Pulse

Torment Pulse

Spirit T33,200 souls

Other Endurance Training

Optional

If you find yourself in a situation where the usual mid-game greens isn't enough

11 items
Reactive Barrier

Reactive Barrier

Vitality T21,600 souls
Debuff Reducer

Debuff Reducer

Vitality T21,600 souls
Warp StoneActive

Warp Stone

Vitality T33,200 souls

You can use this to warp yourself out of dome mid-casting, trapping enemies inside while you escape elsewhere

Bullet Resilience

Bullet Resilience

Vitality T33,200 souls

If there're huge chunky gun damage, this is a good choice

Fortitude

Fortitude

Vitality T33,200 souls
Spellbreaker

Spellbreaker

Vitality T46,400 souls

This one spirit guy kept nuking your HP bar?

Plated Armor

Plated Armor

Vitality T46,400 souls

Bullet hell and gun debuffers really grind your gear?

UnstoppableActive

Unstoppable

Vitality T46,400 souls

This might help tremendously if you're facing against a CC team

Juggernaut

Juggernaut

Vitality T46,400 souls

If there're too many hand-held miniguns in the room.

Indomitable

Indomitable

Vitality T46,400 souls
ColossusActive

Colossus

Vitality T46,400 souls