Game panel pokedefense.com ↗

Loading connects to the original game. Keep this panel open to preserve its session while browsing this guide. Guide language changes do not translate the embedded game.

Open original game in a new tab

If the game stays blank or touch controls fail, open the original game directly.

Ice Ball · Walrein
Signature moves

Ice Ball · Walrein

Ice Ball · Data version290 · Snapshot date2026-11-02

WalreinWalrein
Ice

₽1,800Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit2866
Single-target DPS36.485.8
Range95px95px
Seconds per attack0.77s0.77s
Total placement and evolution cost₽875₽2,675
Attack typeIceIce

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Stun chance per hit—0.2
Stun duration (s)—0.7

Budget the full build

Spheal₽175Sealeo₽425Walrein₽875
Ice Ball+₽1,800₽2,675

Other choices for this Pokémon

Full battle details

Conditional effects

Stun chance per hit
0.2
Stun duration (s)
0.7
Hit-damage multiplier
2.3571

Result

Damage per hit
66
Attack range (px)
95
Seconds between attacks
0.7692
Hits every enemy in range
✓
Purchase or upgrade cost
450
Attack or effect type
Ice
Can detect hidden Ghost enemies
—
Stun chance per hit
0.2
Stun duration (s)
0.7

Conditional effects

Each attack hits every eligible enemy inside the attacker's range. This is local area damage, not a map-wide attack. Overlap the range with a long or crowded section of route, while checking that the attack type can actually hurt the incoming enemies.

Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.