Ice Wizzrobe

are recurring NaN Enemies in.

NaN Ice Wizzrobes appear inside FS: in. They will vanish and appear in a random location and attack with a ball of ice before vanishing again.

NaN Ice Wizzrobes appear as an ice variant to the standard green NaN Wizzrobes and NaN Fire Wizzrobes in. Like the others, they will teleport to random locations throughout the area in which they appear, shooting their ice attack before vanishing again.

NaN Ice Wizzrobes appear alongside their ALBW: variants in. Like previous incarnations, they will randomly appear around the area and attack with a ball of ice before vanishing again.

NaN Ice Wizzrobes appear alongside dark NaN Wizzrobes in. They are common in the TFH:, but also appear in the TFH:. The ice beams they cast can freeze the NaN Links on contact. They float at varying heights; those that float high above the ground can be reached by forming a TFH:. They require at least two TFH: strikes to defeat. As ice-based enemies, they are also weak to fire, and can be defeated by a single fireball either thrown or held with the TFH:.

NaN Ice Wizzrobes can be found near ruins around the BotW: region in. They attack by using their NaN Ice Rods to summon blasts of cold air or by summoning frozen monsters such as NaN Ice Chuchus and NaN Ice Keeses. They also create blizzards to decrease the area's temperature, making it too cold for BotW: without cold-resistant BotW: or NaN Elixirs. NaN Ice Wizzrobes, like their variants, will turn invisible after attacking, leaving ripples in the air with each footstep. Striking one in the head with an BotW: will stun it and give BotW: time to attack. Hitting it with a fire-based attack, such as with a BotW: or a BotW:, will immediately evaporate it. When defeated, NaN Ice Wizzrobes drop their NaN Ice Rods.

NaN Ice Wizzrobes appear as enemies in where they move to the beat of the music. Here, they act as medium- to long-range combatants for CoH:, CoH:, CoH:, and CoH:, teleporting towards them whenever they are nearby and attempt to cast icy projectiles in their direction. They appear for a total of seven beats between each teleport, taking two beats to fully appear and charging their attack on the third. On the fourth beat, they release their magic, letting it fly in a straight line on every single music beat until it makes contact with something. If any of the heroes or even monsters gets struck by the projectile, their bodies will become frozen within a block of ice for a few beats before breaking out of it, rendering them vulnerable to attack. After casting their spell, they will remain stationary until the seventh beat, raising their crystal orbs to the sky in order to teleport themselves away, fading until they finally disappear on the eighth beat. Once gone, they will remain invisible for five beats, or if the heroes are too far away, won't reappear at all until they return to the CoH:'s last known location. Despite their appearance, they can still be attacked while fading in and out of teleportation. There is another, stronger version of the CoH: that only appears in the CoH: boss fight if the boss is in its more powerful form. They also appear in CoH:'s boss fight.