Deals damage equal to 500% of Attack to a random target, inflicting Immobilized for 10 seconds and Bleed.
Cool Ice
The weekly endgame raid from Stardust Crusaders. It scales across 5 difficulties, from Normal up to Hell, and acts 5 times per cycle at the hardest setting.
Stardust Crusaders vampire. Invulnerable while flying — damage only counts when he's grounded or stance-broken.
Dumping Ults during Cream Retreat (his flight Ult). Damage doesn't apply, Stance can't drop, cooldowns wasted.
How to beat Cool Ice
Two damage levers: Hamon riders (he's Vampire-tagged) and burst timing on every landing / Stance break. His Energy and Attack ramp over time, so the fight punishes slow sustain — bring burst carries that can dump a full Ult chain during one window. Heal through his Immobilize + Bleed combo so your DPS stays uptime, but you don't need a dedicated healer — a tank self-heal will cover most attempts.
Damage levers
Infinity Bosses have infinite HP — the only thing that matters is how much damage you can squeeze out. These are the levers that scale damage in this specific fight.
- Hamon users — Vampire tag rider applies.
- Burst-on-landing timing — chain Ults during the landing or Stance-break windows for the +100% modifier.
Boss skills
4 skills. Every description below is the in-game skill text exactly as the game presents it — no paraphrasing, no fan summaries.
Cool Ice's Energy Regen Rate and Attack increase over time.
When Cool Ice's Energy is maxed, he retreats within Cream, swiftly traversing the battlefield and dealing damage equal to 1200% of Attack to all enemies in his path. When Cool Ice's Energy is maxed, he additionally spirals toward the battlefield center, repeating this action up to three times. ※ While in flight, Cool Ice is immune to all incoming damage, and his Stance cannot be reduced. ※ Cool Ice returns to the center of the battlefield after his flight ends.
When Cool Ice's Stance Bar depletes, he becomes Stunned, taking 100% more damage and unable to restore Energy. Cool Ice resumes his activities once his Stance Bar is fully replenished. ※ When Stunned, Cool Ice recovers his Stance Bar over time, and his recovery speed increases with a longer Stun duration. ※ Cool Ice loses his Stance if attacked while his Stance Bar is being replenished.
⚠ Don't bring
- Pure sustained DoT teams — his Attack scales over time, outgrowing slow DoT throughput.
- Ulting mid-flight — wasted cooldowns.
Weather: Indoor
Indoor — no terrain effects.
Indoor
Increases all units' Defense by 5%.
Characters that benefit from this terrain
These playable heroes have a passive bonus that activates on Indoor. Slotting one of them adds free utility the boss can't disable.
Boss numbers explained
Cool Ice's combat stats at Hell, the top difficulty. Each card says what the number does and whether it's unusual for an Infinity Boss — so you can see at a glance what makes this fight different.
How the difficulties scale
Climbing from Normal to Hell only grows two things: Crit Resistance (how hard it is for YOU to crit the boss) and Crit Damage (its own crit multiplier). Defense, attack pattern and speed never change. So a higher tier is the same fight where your crit chance suffers more — pick the highest row your team can survive.
| Tier | Difficulty | Crit Resistance | ↗ | Crit Damage | ↗ | Attacks |
|---|---|---|---|---|---|---|
| T1 | Normal | 4,669 | 1,556 | 5 | ||
| T2 | Advanced | 12,301 | 8,756 | 5 | ||
| T3 | Difficult | 12,301 | 14,352 | 5 | ||
| T4 | Nightmare | 26,264 | 26,264 | 5 | ||
| T5 | Hell | 40,968 | 34,140 | 5 |
The full weekly rotation
Every Infinity Boss and the day it's available. Cool Ice is highlighted — tap any other to jump straight to its guide.
- Skills5
- Dmg Red10,000
- Sec Def20,000
- Skills5
- Dmg Red10,000
- Sec Def20,000
- Skills5
- Dmg Red0
- Sec Def20,000
- Skills5
- Dmg Red12,000
- Sec Def12,000
- Skills4
- Dmg Red0
- Sec Def10,000
- Skills5
- Dmg Red10,000
- Sec Def20,000
- Skills6
- Dmg Red10,000
- Sec Def20,000