Ice Ball

Ice

Summary

Ice Ball is an Ice-type move that starts with 30 power and 90% accuracy. It has a unique mechanic where its power doubles with each consecutive hit if it strikes successfully for up to five turns, reaching a maximum of 480 power on the fifth turn. Once initiated, the user continues to use Ice Ball for 2 to 5 turns, making it risky yet potentially rewarding. The move is similar to Rollout but with an Ice-type classification. Ice Ball cannot be selected during the ongoing streak of attacks, and if the chain is broken due to a miss or the user becoming incapacitated, the power reset to 30. It is noteworthy for being a move exclusive to a select few Pokémon, often seen in more strategic scenarios due to the requirement for multiple turn commitment.

Effect

Inflicts regular damage. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. If this move misses or becomes unusable, the lock-in ends. If the user has used defense curl since entering the field, this move has double power.

Short Effect: Power doubles every turn this move is used in succession after the first, resetting after five turns.

Inflicts regular damage. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. If this move misses or becomes unusable, the lock-in ends. If the user has used defense curl since entering the field, this move has double power.

Game Descriptions

A 5-turn attack that gains power on successive hits.

A 5-turn attack that gains power on successive hits.

A 5-turn rolling attack that becomes stronger each time it rolls.

The user continually rolls into the foe over five turns. It becomes stronger each time it hits.

The user continually rolls into the foe over five turns. It becomes stronger each time it hits.

The user continually rolls into the foe over five turns. It becomes stronger each time it hits.

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

The user attacks the target for five turns. The move’s power increases each time it hits.

The user attacks the target for five turns. The move’s power increases each time it hits.

The user attacks the target for five turns. The move’s power increases each time it hits.

This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.

Move Details

  • Power 30
  • Accuracy 90%
  • PP 20
  • Priority 0
  • Damage Class Physical
  • Generation Generation III
  • Category Damage