Like its counterpart, the Ice Spirit will launch itself at its target when attacking, which kills the Ice Spirit.
The Ice Spirit will temporarily freeze any troops targeted for 1.5 seconds.
Ice Spirits are excellent support/defence units, freezing enemy units so that your troops can quickly eliminate them.
For just one Elixir, the Ice Spirit is a strong card to have in many Decks due to its ability to cycle the deck, and to give other troops or even the Tower more time to destroy an oncoming threat.
An Ice Spirit has sufficient hitpoints to reach the opposing Crown Tower. This means that all Goblin cards, the Graveyard, Minions, or Minion Horde card can reach the Crown Tower unscathed while the Ice Spirit tanks and freezes the Crown Tower.
The Ice Spirit can reset all charged or channeled abilities like the Prince's charge.
The Ice Spirit can serve as a replacement for the Zap since it freezes troops for three times as long while having only half the cost. However, it does noticeably less damage than the Zap. It also cannot be placed directly on the opponent's side.
On 1/11/16, a Balance Update decreased the Ice Spirit's freeze duration to 1.5 sec (from 2 sec).
On 23/1/17, a Balance Update decreased the Ice Spirit's damage by 10%.
The Ice Spirit is one of two troops to die as part of its attack, the other being the Fire Spirits.
The Ice Spirit's description references that of Clash of Clan's Freeze spell, which is, "When the going gets hot, stay frosty!"
Although the Ice Spirit and the Fire Spirits are very similar (both are kamikaze splash units), the Ice Spirit has a bigger splash radius and a longer range. It also has more health, enabling it to survive at least one shot from most troops, and reach the Crown Tower alive, even when alone.