10 Best Ice-Type Fusions in Pokémon Infinite Fusion, Ranked

What are the best ice type fusions in Pokémon Infinite Fusion? The short answer: Garchomp + Weavile (Dragon/Ice, Rough Skin) is the best offensive ice fusion, Mamoswine + Excadrill (Ice/Steel, Thick Fat) is the best defensive one, and Excadrill + Cloyster (Ground/Ice, Skill Link) is the most fun to play. This guide ranks the 10 best ice-type fusions in Pokémon Infinite Fusion for your team, with exact head/body orders, resulting typings, formula-estimated stats, ability choices, and build paths in version 6.7.2.

Quick note: pokemon-infinitefusions.site is an unofficial fan guide. We are not affiliated with Nintendo, Game Freak, or the creators of Pokémon Infinite Fusion.

Two arctic creatures merging in a blizzard energy vortex

How an Ice Fusion Gets Its Typing, and How It Fixes Ice’s Problems

The typing rule is simple: the head donates its primary type, the body donates its secondary type. A body with no secondary type donates its primary type instead. And the anti-redundancy rule says that if the head’s primary type matches the type the body would donate, the body donates its primary type instead.

Ice is the type where this rule matters most, because Ice is the worst defensive type in the game: weak to Fire, Fighting, Rock, and Steel, and resisting only itself. No competitor guide addresses this honestly, but fusion is the fix. The head decides whether Ice leads the typing (Mamoswine, Froslass, Glaceon, and Jynx are all Ice-primary heads), while the body decides what patches Ice’s weaknesses. That makes the body the most important choice in every pick below.

The partner types that fix Ice fall into three groups. Steel (from Excadrill’s secondary Steel, for example) erases the Rock weakness and adds nine resistances, which is why the #2 pick is the best defensive ice fusion in the game. Ground and Water (from Swampert’s and Cloyster’s secondary types) remove the Fire and Rock weaknesses at the cost of new ones. Dragon (from Garchomp’s primary Dragon via the anti-redundancy rule) turns Ice’s Dragon-hunting offense into a two-way STAB combination that nothing resists cleanly. Always verify the order in the Pokémon Infinite Fusion calculator before you fuse, because the wrong order on an Ice fusion does not just lose a STAB, it can leave you with four weaknesses and no resistances.

How the Stats Split Between Head and Body

The 2/3 rule decides every stat line below: Attack, Defense, and Speed lean two-thirds toward the body, while HP, Special Attack, and Special Defense lean two-thirds toward the head. Ice has a split personality: its best physical attackers (Weavile, Mamoswine, Cloyster) belong on the bottom as bodies, where their Attack gets the two-thirds weight, while its best special attackers (Glaceon, Jynx, Froslass) belong on top as heads, where their Special Attack gets the head weight.

This is the ordering principle no other guide states plainly, and getting it backwards is the most common mistake in ice fusion building. A Weavile head wastes its 120 Attack in the head slot; a Weavile body donates both its Ice secondary type and its Attack stat with the body weight. When you build your own, match the slot to the attacking stat. Our Pokémon fusion tool guide has more worked examples of the stat math.

Choosing the Ability That Makes the Fusion

Ice fusions live and die on defensive abilities that patch the type’s weaknesses. The fusion can use any ability either parent had at fusion time, and you pick between the two. Here is the shortlist that defines the picks below:

  • Thick Fat (Mamoswine’s hidden ability): Fire and Ice damage halved. On an Ice-type fusion, this single ability erases the Fire weakness, which is the difference between playable and unplayable.
  • Skill Link (Cloyster’s hidden ability): multi-hit moves always hit five times. Turns Icicle Spear and Rock Blast into 125-power STAB nukes that break Substitutes and Focus Sashes.
  • Snow Warning (Abomasnow, Aurorus’s hidden ability): summons permanent hail. Chips opponents, guarantees Blizzard accuracy, and enables the hail package.
  • Slush Rush (Alolan Sandslash): Speed doubles in hail. The hail team’s answer to Sand Rush.
  • Refrigerate (Aurorus): Normal moves become Ice-type and hit 30 percent harder. Turns Return and Hyper Voice into Ice STAB.
  • Pickpocket (Weavile’s hidden ability): steal the attacker’s item on contact. Punishes U-turn and contact moves while disrupting item strategies.
  • Rough Skin (Garchomp): contact attackers take 1/8 of their max HP as damage. Wears down physical attackers that try to exploit the Ice weaknesses.
  • Cursed Body (Froslass’s hidden ability): 30 percent chance to disable an attacker’s move on contact. Chaos for opponents, free turns for you.
  • Multiscale (Dragonite’s hidden ability, via honorable mentions): damage halved at full HP. Gives frail ice sweepers one free setup turn.
  • Ice Body (various): heal in hail instead of taking damage. Pairs with Snow Warning setters for passive recovery.
  • Shell Armor (Lapras, Cloyster): immunity to critical hits. Protects the bulky picks from crits undoing their defensive investment.
  • Sturdy (Avalugg): survive any single hit at full HP. Guarantees the wall gets at least one turn of work done.

The 10 Best Ice Fusions, Ranked

#1 Garchomp (Head) + Weavile (Body): The Dragon Slayer

Resulting type: Dragon/Ice. Garchomp’s primary Dragon plus Weavile’s secondary Ice gives you the legendary Kyurem typing on a non-legendary frame: STAB on both Dragon Claw and Icicle Crash, resistances to Electric, Fire, Water, and Grass, and weaknesses to Fighting, Rock, Steel, Dragon, and Fairy. Nothing in the game resists the Dragon/Ice combination except Steel, and Steel fears the coverage.

Stats land around 123 Attack, 117 Speed, and 95 HP. That Speed tier is the selling point: 117 outruns nearly every Dragon type in the game, which means this fusion does to Dragon teams what they do to everyone else.

Ability: Rough Skin (Garchomp) punishes the contact moves that Fighting and Steel types rely on, chipping them every time they attack. Pickpocket (Weavile’s hidden ability) is the alternative, stealing items from U-turn users and Choice-locked attackers. Icicle Crash, Dragon Claw, Swords Dance, and Ice Shard is the set: Ice Shard gives priority to pick off faster threats, which patches the one thing 117 Speed cannot outrun. This fusion is the answer to every Dragon-type problem your team has.

What it beats: Dragon (4x with Ice STAB), Flying, Grass, and Ground types, plus anything frail that Ice Shard picks off. What threatens it: faster Fairy types, priority Mach Punch, and Steel types that wall both STABs. Keep a Fire or Ground teammate for the Steels.

#2 Mamoswine (Head) + Excadrill (Body): The Ice Fortress

Resulting type: Ice/Steel. Mamoswine’s primary Ice plus Excadrill’s secondary Steel gives you the single best defensive profile on this list: resistances to Normal, Flying, Bug, Steel, Grass, Psychic, Ice, Dragon, and Fairy, a Poison immunity, and weaknesses to only Fire, Fighting, and Ground. Nine resistances and an immunity on an offensive Ice fusion is remarkable, and it exists nowhere else in these rankings.

Around 133 Attack, 110 HP, 85 Speed, and 67 Defense. The Attack is elite, the HP is enormous, and the physical bulk is the one soft spot, which the ability below patches.

Ability: Thick Fat (Mamoswine’s hidden ability) halves Fire damage, which erases one of the three weaknesses and turns would-be counters into setup bait. This is the ability that makes the pick: without it, the Fire weakness is a real problem; with it, opponents run out of answers. Icicle Crash, Iron Head, Earthquake, and Stealth Rock or Swords Dance is the set. This fusion switches into Dragon, Flying, and Fairy attacks all day, sets up rocks, and hits back with 133 Attack.

What it beats: Dragon, Flying, Fairy, Grass, Psychic, and Ice types, and any team relying on a single Fire-type check that Thick Fat now walls. What threatens it: Fighting and Ground coverage (both common), strong special attackers, and Magnet Pull trappers. It is a fortress, not an invincible one.

#3 Mamoswine (Head) + Swampert (Body): The Classic, Improved

Resulting type: Ice/Ground. Mamoswine’s primary Ice plus Swampert’s secondary Ground gives you Mamoswine’s own legendary typing with better stats behind it: STAB on both Icicle Crash and Earthquake, resistances to Poison and Electric (immune), and weaknesses to Fire, Fighting, Steel, Water, and Grass.

Roughly 120 Attack, 110 HP, and 75 Speed. Slower than the #2 pick but with the same enormous HP pool, and the Ground STAB gives it the EdgeQuake-style coverage that the Steel typing lacks.

Ability: Thick Fat (Mamoswine’s hidden ability) again halves Fire damage, which is even more valuable here with the extra Fire weakness from the Ground pairing. Damp from Swampert is the alternative, blocking Explosion and Self-Destruct strategies. Icicle Crash, Earthquake, Ice Shard, and Stealth Rock is the set. If you like the #2 pick but want Ground STAB instead of Steel defense, this is your fusion.

What it beats: Electric (immune), Dragon, Flying, Fire, Poison, and Rock types, with Ice Shard priority for faster threats. What threatens it: Water and Grass coverage, faster Fighting types, and Freeze-Dry users (which hits Water-partnered fusions super effectively). Scout for Freeze-Dry before committing.

#4 Abomasnow (Head) + Weavile (Body): The Hail Bringer

Resulting type: Grass/Ice. Abomasnow’s primary Grass plus Weavile’s secondary Ice gives you an awkward defensive typing, seven weaknesses and all, but nobody builds this fusion for defense. It is built for one reason: permanent hail.

Around 105 Attack, 82 HP, and 90 Speed, with 97 Special Attack in reserve. The mixed stats let it run physical, special, or mixed hail sets, which keeps opponents guessing about which defense to target.

Ability: Snow Warning (Abomasnow) summons permanent hail: every non-Ice opponent takes chip damage each turn, Blizzard becomes perfectly accurate, and Slush Rush partners double their Speed. That weather is the entire game plan, and this fusion is the most reliable setter for it. Wood Hammer, Icicle Crash or Blizzard, Earthquake, and Protect or Leech Seed is the set. Lead with it, set the hail, and let the chip damage do the long work while your Slush Rush sweepers clean up.

What it beats: slow teams that cannot handle permanent chip damage, Dragon, Ground, and Water types, and anything that hates perfectly accurate Blizzard. What threatens it: Fire (4x weakness), Fighting, Flying, Poison, Rock, Bug, and Steel coverage, which is to say nearly everything. This fusion sets the weather and gets out; do not ask it to stay in.

Ice-type crystal monster battling a dragon on a glacier

#5 Excadrill (Head) + Cloyster (Body): The Skill Link Shredder

Resulting type: Ground/Ice. Excadrill’s primary Ground plus Cloyster’s secondary Ice gives you STAB on Earthquake and Icicle Spear, resistances to Poison and Electric (immune), and weaknesses to Fire, Fighting, Steel, Water, and Grass. Offensively superb, defensively demanding.

Roughly 123 Attack, 88 HP, and 80 Speed, with a massive 140 Defense. The Defense is the surprise: this fusion takes physical hits far better than its typing suggests, which buys the setup turn its game plan needs.

Ability: Skill Link (Cloyster’s hidden ability) makes Icicle Spear and Rock Blast always hit five times: 125 base power each, breaking Substitutes, Focus Sashes, and Sturdy on the way through. That is the whole set: Shell Smash, Icicle Spear, Rock Blast, and Earthquake. One Shell Smash doubles Attack and Speed at the cost of some defenses, and then the multi-hit STABs end games. Nothing else on this list sweeps this hard this fast. Farm the hidden ability through Outbreaks before you fuse; it is non-negotiable for this build.

What it beats: Dragon, Flying, Grass, Fire, Electric (immune), and Poison types, plus any Substitute or Sturdy strategy in the game. What threatens it: priority Mach Punch before the Shell Smash, faster Water types, and anything that stops the setup turn. This fusion either sweeps or dies trying; there is no middle game.

#6 Froslass (Head) + Gengar (Body): The Cursed Speedster

Resulting type: Ice/Poison. Froslass’s primary Ice plus Gengar’s secondary Poison gives you a unique offensive typing: STAB on Ice Beam and Sludge Bomb, resistances to Grass, Poison, Bug, and Fairy, and weaknesses to Fire, Psychic, Rock, and Ground. No other pick on this list looks like this.

Around 110 Speed, 105 Special Attack, and 68 HP. Fast and specially offensive, which fills a role none of the physical picks can: breaking physical walls from the special side.

Ability: Cursed Body (Froslass’s hidden ability) disables the attacker’s move 30 percent of the time on contact, which creates free turns against contact attackers. Levitate from Gengar is the alternative, erasing the Ground weakness entirely, and it is a genuinely close call: pick Cursed Body for chaos, Levitate for safety. Ice Beam, Sludge Bomb, Shadow Ball or Destiny Bond, and Spikes or Taunt is the set. This fusion also sets Spikes, which stacks beautifully with the hail chip from the #4 pick.

What it beats: Grass, Fairy, Fighting (with Psychic coverage), and Bug types, plus physical walls via special attacks. What threatens it: faster Psychic types, priority moves, and anything that outspeeds 110. It is fast but frail; hit first or do not hit at all.

#7 Glaceon (Head) + Espeon (Body): The Eeveelution Special

Resulting type: Ice/Psychic. Glaceon’s pure Ice plus Espeon’s pure Psychic (no secondary type, so the primary is donated) gives you the Eevee-family fusion: STAB Ice Beam and Psychic, resistances to Ice and Psychic, and weaknesses to Fire, Fighting, Rock, Bug, Ghost, Dark, and Steel. Defensively thin, offensively honest.

Roughly 130 Special Attack, 88 Speed, and 65 HP. The Special Attack is the highest on this list, and it shows: this fusion hits harder from the special side than anything else here.

Ability: Magic Bounce (Espeon’s hidden ability) reflects status moves and hazards back at the user, which is one of the best abilities in the game on a lead. Ice Beam, Psychic, Shadow Ball, and Calm Mind or Yawn is the set. This is the pick for players who want a special wallbreaker that also blanks hazard setters. Snow Cloak from Glaceon is the alternative for hail teams, adding evasion in the weather.

What it beats: Dragon, Fighting, Poison, Grass, and Ground types, plus hazard-setting leads via Magic Bounce. What threatens it: faster Dark, Ghost, and Steel types, and priority Sucker Punch. It needs a safe switch-in; do not lead it into a Dark type.

#8 Tyranitar (Head) + Aurorus (Body): The Ancient Storm

Resulting type: Rock/Ice. Tyranitar’s primary Rock plus Aurorus’s secondary Ice gives you STAB Stone Edge and Blizzard, resistances to Normal, Flying, Poison, Fire, and Ice, and weaknesses to Fighting (4x), Steel (4x), Water, Grass, and Ground. The 4x weaknesses are severe, so this pick is about the weather, not the typing.

Around 115 Attack, 116 HP, and 60 Speed, with 97 Special Attack in reserve. Enormously bulky on the special side, glacially slow, and the mixed stats support both physical and special hail sets.

Ability: Snow Warning (Aurorus’s hidden ability) summons permanent hail, making this the bulky alternative to the #4 pick’s frail setter: it sets the weather and actually survives to use it. Refrigerate from Aurorus is the alternative, turning Hyper Voice and Return into Ice STAB with a 30 percent boost. Stone Edge, Blizzard, Earthquake or Freeze-Dry, and Stealth Rock is the set. If your hail team needs its setter to take hits, this is the one.

What it beats: Flying, Bug, Fire, Ice, and Dragon types, and any team worn down by permanent hail plus Stealth Rock. What threatens it: Fighting and Steel coverage (both 4x), faster Water and Ground types. Never set up in front of a Fighting move.

#9 Alolan Ninetales (Head) + Gardevoir (Body): The Veil Setter

Resulting type: Ice/Fairy. Alolan Ninetales’s primary Ice plus Gardevoir’s secondary Fairy gives you STAB on Blizzard and Moonblast, resistances to Ice, Bug, and Dark, a Dragon immunity, and weaknesses to Fire, Steel, Poison, and Rock. The Dragon immunity is the headline: this fusion switches into Draco Meteors for free.

Roughly 103 Special Attack, 109 Speed, and 70 HP. Fast, specially oriented, and built for support as much as offense.

Ability: Snow Warning (Alolan Ninetales) makes this the fastest hail setter on the list: 109 Speed means the weather goes up before most opponents move. But the real play is Aurora Veil, which this fusion learns and which halves all damage to your team for five turns in hail. Aurora Veil, Blizzard, Moonblast, and Encore or Hypnosis is the set. Lead with it, set hail and the Veil, and your sweepers get five turns of halved damage to work with. Trace from Gardevoir is the alternative for copying useful abilities on switch-in.

What it beats: Dragon (immune), Fighting, Dark, Grass, and Ground types, and any offensive team that cannot break through Aurora Veil. What threatens it: Steel types (which wall both STABs), faster Fire types, and Taunt users that stop the Veil. It is support first and attacker second.

#10 Sneasel (Head) + Cloyster (Body): The Early-Game Pickpocket

Resulting type: Dark/Ice. Sneasel’s primary Dark plus Cloyster’s secondary Ice gives you STAB on Knock Off and Icicle Crash, resistances to Ghost, Dark, and Ice, a Psychic immunity, and weaknesses to Fighting (4x), Rock, Bug, Steel, Fire, and Fairy.

Around 98 Attack, 60 HP, and 100 Speed. Fast for this stage of the game, strong enough for the mid-game, and both parents are obtainable long before the late-game picks on this list. Check the Infinite Fusion dex for encounter details in your version.

Ability: Pickpocket (Sneasel) steals the attacker’s held item on contact, which disrupts item strategies from the first gym onward. Skill Link from Cloyster is the alternative if you want the multi-hit Icicle Spear game early, though the Attack stat is modest until you evolve into the Weavile-based builds. Knock Off, Icicle Crash, Ice Shard, and Swords Dance is the set. This fusion carries you until you can build the #1 pick, which is its direct upgrade.

What it beats: Psychic (immune), Ghost, Grass, Ground, and Dragon types, plus item-reliant opponents via Pickpocket and Knock Off. What threatens it: Fighting types (4x weakness), faster Fire and Rock types. It falls off late-game, so plan its replacement.

Four More Worth Trying

Ten picks cannot cover everything, so here are four honorable mentions that just missed the ranking. Jynx (head) + Alakazam (body) is an Ice/Psychic special attacker with Dry Skin, which heals in rain and absorbs Water moves. Lapras (head) + Weavile (body) is a Water/Ice bulky attacker with Shell Armor, the defensive counterpart to the #1 pick’s offense. Avalugg (head) + Steelix (body) is an Ice/Ground physical wall with Sturdy and a colossal Defense stat for players who want the #2 pick’s bulk without the offensive investment. And Metagross (head) + Kyurem (body) is a Steel/Ice legendary build for the post-game, pairing 135 Attack with perfect neutral coverage.

Covering an Ice Fusion’s Weak Spots

Every Ice type in the game shares four weaknesses: Fire, Fighting, Rock, and Steel. Your team needs answers to all four, and the picks on this list give you the tools. Fire is answered by the Thick Fat picks (#2 and #3) or any Water teammate. Fighting is answered by the Fairy picks (#9) or a Psychic type. Rock and Steel are answered by the Ground STAB on picks #3 and #5, or a Fighting or Fire teammate.

Two practical patterns work well. The hail-core pattern builds around the #4, #8, or #9 pick: Snow Warning plus two or three Ice-type or Ice Body partners, so the weather chips only the opponent, with a Slush Rush sweeper as the win condition. The veil-offense pattern leads with the #9 pick: Aurora Veil halves all damage for five turns, and your sweepers (the #1 or #5 pick) use those five turns to end the game. Build your six in the team builder and check that every weakness has at least one resist or immunity behind it.

One more note on the ability hunt. The best abilities on this list, Thick Fat, Skill Link, Snow Warning (hidden on Aurorus), Pickpocket, and Cursed Body, are hidden abilities. Farm them through Outbreaks before you fuse, and put the rarer one on the body when you have a choice, since only the body keeps its hidden ability if you ever unfuse. A DNA Reverser fixes order mistakes for ₽300, so experiment freely. And if you are still on an older build, download Pokémon Infinite Fusion 6.7.2 first: the typing rules above assume the current version.

Team of six ice-type creatures on a frozen lake aurora

Ice Fusion Questions, Answered

Which order keeps Ice STAB? It depends on the parents, not a fixed rule. Ice STAB survives when Ice appears in the final typing, which comes from the head’s primary type or the body’s secondary type. Mamoswine (head) + Excadrill (body) keeps Ice through the head. Garchomp (head) + Weavile (body) keeps it through the body’s secondary type. When in doubt, run the pair through the fusion calculator and read the typing before fusing.

Why is Weavile better as a body than a head? As a head, Weavile donates Dark, and you lose the Ice type entirely unless the body brings it. As a body, Weavile donates its secondary Ice plus its 120 Attack and 125 Speed with the two-thirds body weight, which is exactly what a physical ice fusion wants. The #1 and #4 picks both use Weavile on the bottom for this reason.

How does fusion fix Ice’s terrible defense? Three ways: the partner type covers Ice’s weaknesses (Steel erases Rock, Ground and Water remove Fire), the ability patches them (Thick Fat halves Fire damage, Levitate-style immunities dodge Ground), and the stats let Ice play offense instead of defense. The #2 pick demonstrates all three at once: Ice/Steel typing, Thick Fat, and 133 Attack.

What is the best ice fusion against Lorelei? Lorelei’s team is Ice-type, so the answer is counterintuitive: bring the #2 pick. Ice/Steel resists Ice, Thick Fat halves Fire coverage she might carry, and 133 Attack with Iron Head hits her team super effectively. Do not bring a pure Ice fusion to an Ice Elite Four member; bring the fusion that resists her STAB.

Can the fusion keep a hidden ability? Yes. The fusion can use any ability either parent had at fusion time, including hidden abilities, and you choose between the two parents’ abilities. Only the body retains the hidden ability if you unfuse, so put rare hidden abilities on the body.

Do fusions learn both parents’ moves? Fusions can learn moves from either parent’s learnset, which is why move coverage matters as much as stats when you choose parents. Check both learnsets in the Infinite Fusion dex before committing to a pair.

Start With the Typing Fix, Then Build the Team

If you build one ice fusion, make it Garchomp + Weavile in the correct order: Dragon/Ice typing, 123 Attack, 117 Speed, and Ice Shard priority for everything faster. If you want the defensive answer to Ice’s problems, Mamoswine + Excadrill’s Ice/Steel with Thick Fat walls what it should not be able to wall. And if you want the most explosive sweeper on this list, Excadrill + Cloyster’s Skill Link Shell Smash set ends games on turn two.

Ice rewards players who get the order right and hunt the ability first. Put physical attackers on the bottom, special attackers on top, pick the partner type that patches Ice’s weaknesses, and cover the Fire, Fighting, Rock, and Steel weaknesses with teammates. Do that, and your pick among the best ice type fusions in Pokémon Infinite Fusion will hit like the tier list says it should. The Fandom wiki’s Fusion FAQs page documents every rule these rankings rely on, from the anti-redundancy typing to the 2/3 stat split, and Smogon’s dex pages for Mamoswine and Weavile confirm the base stats behind the estimates.

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