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, an Iceskimo is resurrected by the Necromancer in his room in Wizard Castle Interior to fight the player.
Iceskimo serves Frost King, as they try to fend off the player from reaching him and rescuing the princess in three levels.
The Iceskimo wears a hood resembling the Thief's, despite the lack of a real connection between the two. The Iceskimo's only goal seems to be defending their home and preventing the player from reaching the Ice King. As of yet, they appear to wield both the starting weapon associated with Iceskimo, and the Club. Iceskimos are one of the main antagonists of Back Off Barbarian, along with Fire Demons and Barbarians.
Damage/Hit: Base Magic Damage x 0.5 (30 damage; 38 at max potential)
At max level, the shards have no gaps in their landing location and cover half a screen in width. With each shard being able to freeze normal enemies, this spell can be very useful with a full team of 4 able to juggle freely without taking any damage. Unfortunately, it has a major downside. Unlike all other spells, its mana cost actually goes up each upgrade level, such that you will never be able to cast more than two times in a single full mana bar. Thus, it drains mana desired for other spells and cannot be used as often. This spell will never hit enemies that are already frozen.
Throws a snowball as a Magic Projectile. Counts as a Non-Elemental 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 Wizard Castle Interior).
Throws a snowball as a Magic Projectile. Counts as a Non-Elemental 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 Wizard Castle Interior). An advanced use of Juggling, named Spellweaving, can use this Air Projectile for flashy techniques.
Damage: Base Magic Damage + Base Melee Damage (96 damage; 110 at max potential)
Use / to perform. This is considered the best Elemental Infusion combo in the entire 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 is only a waste of time for Blue Knight and Iceskimo, since they don't need that second in the Level 50 Combo 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 (sans Bear and Saracen) 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 BeefyBrute, 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 like every other regular playable enemy, so the combo can continue forever.
One can conclude that the Ice 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, because the hit counter ticks with Poison, making Poison a garbage Special Effect, so use the Snakey Mace or Ninja Claw at your own risk.
Leaps up with a cloud of cold mist with, strangely, a metal impact-like sound that damages overlapped enemies. Could make Iceskimo better than Blue Knight.
Iceskimo's Splash Attack, "Ice Shards" is useful to immobilize groups of enemies immediately, dealing a good amount of damage. Iceskimo's Elemental Infusion, "Ice Encasement" is great for infinitely combo locking an enemy until the enemy gets beheaded if done correctly.
The only main downside to Iceskimo is that his "Ice Shards" Splash Attack is expensive, only allowing 2 consecutive spells before needing to recharge fully to do again.
Typically, a Iceskimo player tends to capitalize Magic at some point in time, due to how incredibly potent it is in said certain roles. After the hurdles of stat attributing subside, Iceskimo becomes a methodical killing machine that faces little to no problems in the game.
The differences between Blue Knight and Iceskimo actually do matter. Thus, Iceskimo is punished for being a mixed character of Ice and Non-Elemental Magic. Leaving him just under Blue Knight in terms of prowess.
Pretty good character in Castle Crashers. Capitalize on Elemental Infusion, at the minimum. Then, commit to maximizing Strength due to his downside. Animal Orb selection does make a bit of difference. The top 3 in Snoot, Piggy, or Hawkster will suffice.
Late game, Iceskimo lives up to his reputation. While boss fights may take longer to get through, boss slaying is not what makes or breaks a character, warranting Iceskimo's position in tier lists.
The best starting weapon character along with Bear.
One of the most underrated characters in Arena. His "Ice Shards" Splash Attack is useful for mediumweight juggling, as well as controlling neutral.