Iceskimos first appear after the player has traversed deep into Full Moon after killing multiple Stove Faces in the level, slowly replacing them. Many Iceskimos are seen heavily fortified in their snow piles and icicle towers in Snow World, where they spam snowballs, which can be a minor annoyance. Right after, 3 Iceskimos are seen working with Frost King to prevent the player(s) from rescuing the Blue Princess in Ice Castle. Finally, a Iceskimo is resurrected by Necromancer in his room in Wizard Castle Interior to fight the player.
The Iceskimo wears a hood similar to the Thief despite the lack of any real connection between the two. Their only real goal seems to be defending their home and preventing the player from reaching the Ice King.
Ice shards fall from the sky and land in front of you, then shatter. Each upgrade level adds an extra ice shard. At maximum level the shards have no gaps in their landing location and cover half of the screen. Each shard has the capability of freezing normal enemies, which makes it very useful to some players.
This spell will never damage enemies that are already frozen, but hitting an already-frozen enemy with it will give them protection from being damaged by "Ice Fist", as long as they remain frozen after that point.
Throws a snowball as a magic projectile. Counts as a non-elemental (physical) attack, even though it seems like it should be Ice-based. While this behavior may appear to be inferior compared to Blue Knight's magic projectile, it potentially makes Iceskimo a better all around character, because his magic will be effective on every level (especially in Corn Boss, Snow World, Ice Castle and Wizard Castle Interior).
Also, if you jump and hit the / button, it will throw a snowball at the cost of a normal magic projectile. This is once again potentially better than Blue Knight's again, because the player can implement this into a juggle, however Blue Knight's air projectile makes him so effective at crowd control that Iceskimo can't compare to it. However, crowd control is the one thing the Blue Knight is good at, besides combo locking, but Iceskimo is second best at crowd control and he has the same "Elemental Infusion" combo ( / ), making him equal in combo-locking, and he's effective for more than just those two things.
Damage: Base Magic Damage + Base Melee Damage (96 damage; 110 at max potential)
The Ice Encasement is considered the single best combo in the game, and for a good reason. This explanation gets into the technical details to teach you about some of the complex subliminal game mechanics that can potentially improve your overall skill.
When enemies are frozen, their hit counter will be reset. This means that even after unlocking the level 50 combo, using it's only a waste of time for Blue Knight and Iceskimo, because they don't need that second "Y" to knock the enemies over and reset the hit counter, because it's already reset by the Ice. Blue Knight and Iceskimo can therefore repeat this infinitely, and they're the only two characters that can do this. Everyone else needs to use the drill spin to reset the hit counter.
Since the combo can't be interrupted by anything except for straggling enemies and other players, that means that the damage is actually as high as the health of the enemy with the most health that can still be combo locked, which is the Beefy Brute, who has 4,500 HP on Insane Mode, meaning that the max damage is 4,500 when being used as an infinite.
If trolls, are used as an example, then the max damage is infinity, as trolls can't be beheaded, so the combo can continue forever, but with ANY other combo, the troll would die as soon as its HP hit zero.
One can conclude that the Ice XXXY is either infinitely better than all of the rest combined, or least 20.45x (4,500/220) better than the next best, which is Non-Elemental.
If using a weapon with the ability to Poison while doing this, the combo can potentially be broken, so use the Snakey Staff or Ninja Claw at your own risk.