Cool Ice portrait
Stardust Crusaders Infinity Boss Sunday rotation

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.

5 Attacks / cycle
0 Damage Reduction
20,000 Secondary Defense
Active in 4 days — rotation pinned to Sunday.
  1. Sun Cool Ice
  2. Mon Akira Otoishi
  3. Tue Notorious Chase
  4. Wed Risotto Nero
  5. Thu F.F.
  6. Fri Tarukus
  7. Sat Wamuu
TL;DR — Sunday Infinity Boss

Stardust Crusaders vampire. Invulnerable while flying — damage only counts when he's grounded or stance-broken.

⚠ The danger

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.

Active CD 12s

Deals damage equal to 500% of Attack to a random target, inflicting Immobilized for 10 seconds and Bleed.

Passive

Cool Ice's Energy Regen Rate and Attack increase over time.

Ultimate

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.

Passive

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.

Stance Bar — the only burst window that matters

Infinity Bosses have infinite HP. Your score is your total damage output, not a kill. Every boss has a Stance Bar above its health bar. Empty it and the boss is stunned for 5-10 seconds and takes +100% damage from all sources — that window is the entire game. Crowd control (Stun, Freeze, Silence, Banish, Suppress) does NOT actually control the boss. Bruno's Zipper Space banish, Mariah's Magnetic Force Stun, Joseph's Hermit Purple bind — none of them lock the boss in place. They earn their slot because CC effects deal bonus Stance damage, which shortens the time to break.

  • Save every Ultimate for the Stance break — the +100% modifier doubles the burst.
  • CC kits are useful for Stance damage contribution, not for shutting the boss down.
  • Don't burn damage during invulnerability phases (Cool Ice flight, F.F. split, etc.) — Stance can't drop there either.

⚠ 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.

Attacks per cycle (Hell)
5
In line with a typical Infinity Boss.
Damage Reduction
0
Cuts a flat amount off every hit you land. Typical Infinity Boss: 10,000.
Secondary Defense
20,000
In line with a typical Infinity Boss — a second defense layer on top of normal Defense.
Crit Resistance (Hell)
40,968
How well the boss resists YOUR crits. To reach the +90% Crit Boost cap your attacker needs Crit ≈ 47,468, which no realistic build hits — so for Hell content lean Crit Damage % + Final Damage % over raw Crit Boost.
Crit Damage (Hell)
34,140
The boss's own Crit Damage multiplier — used when the boss crits you. Most Infinity Bosses don't deal real damage from their Attack stat, so this only really hurts on F.F. (the only boss in the rotation with a real Attack value).

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
Crit Resistance grows, Normal → Hell ×8.8
Crit Damage grows, Normal → Hell ×21.9

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.

Authored by JoJoGS Editorial
Last updated
Source In-game skill text + verified stats

Every boss skill on this page is the in-game description exactly as the game presents it. Stats, weather and skill text are all pulled straight from the game's own tables — no fan summaries, no guesses. Tactical advice is hand-authored against the real kit. See the full mechanics reference for the damage pipeline and crit curve behind every claim.