Ice Shell


Once ice crabs gather enough elemental power from the cold, they evolve into a more stronger and taller sort of creature. Having icicle spikes for hands, they prefer to thrive in the coldest regions of the world and can only be summoned and controller by a mage who has mastered the power of the elements.

Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit will recover 5 HP per turn while on snowy or icy terrain. The effects of poison will not be prolonged or cured.



Advances from: Ice Crab
Advances to:
Cost: 33
HP: 54
Moves: 6
XP: 150
Level: 3
Alignment: neutral
Id: Ice Shell
Abilities: ice convalesence

Attacks (damage × count)

11 × 3
(image)gelid aura
3 × 4


(icon) blade20% (icon) pierce10%
(icon) impact-20% (icon) fire-50%
(icon) cold90% (icon) arcane-10%


TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water340%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen160%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water250%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu Jul 2 01:47:11 2020.