What it does
Icicle Crash is an Ice physical move with around a 30% chance to cause flinching, preventing the target from acting that turn. Contact move, single-target.
This isn't a low-base-power move propped up by its secondary effect. The damage stands on its own, and the flinch chance is a genuine bonus on top. Don't make decisions around fishing for flinches — click it for the damage and treat every flinch as upside.
30% flinch isn't high, but in doubles both opponents act each turn. Any one flinch in a turn disrupts the sequence. Paired with a partner using Fake Out to lock one target, even a single flinch on the other can lock both opponents out of acting.
Ice-type coverage targets Dragon, Grass, Flying, and Ground — all regularly present in doubles.
Who runs it
Mamoswine at 72% is the dominant user. High Attack stat, Ice/Ground dual typing, and Icicle Crash as its primary Ice STAB. Against Dragon-types the STAB damage is significant — don't underestimate how much pressure this creates.
Beartic at 70% is built around Ice as a type identity. Icicle Crash is its main damage tool. Slow, but hits hard under Trick Room where that speed disadvantage flips.
Weavile at 17% sometimes prefers Triple Axel for maximum damage output, but Icicle Crash's consistent delivery — no accuracy chain to build like Triple Axel — earns it the slot in some sets. Weavile's speed guarantees priority, so it lands the flinch before the opponent can act.
How to use it
The doubles sequence worth planning for: use Fake Out to lock one target, then Icicle Crash on the other. If that flinches, you've effectively stopped both opponents for a turn while your team acts freely. It doesn't always work, but it's the right shape to build toward.
Under Trick Room, Mamoswine and Beartic become speed threats — their low speed is now an asset. Icicle Crash in that context is a straightforward heavy hit on most targets.
Tips & strategy
Flinch only matters if you're faster than the target. Weavile moves first against most opponents, so every flinch it triggers is real. Mamoswine and Beartic need Trick Room or a naturally slow opponent before flinches become relevant.
Mamoswine's Ice/Ground split covers different targets — Icicle Crash for Flying and Dragon, Ground coverage for Steel and Fire. That division makes it flexible in doubles where the type matchups shift every turn.