Ice Burn deals damage and has a 30% chance of burning the target.
Ice Burn does nothing on the turn it is selected, other than state that the user is charging. This charge turn can be skipped using a Power Herb. On the following turn, Ice Burn will deal damage, PP will be deducted from it, and it will count as the last move used. Once Ice Burn is selected, the user won't be able to switch out until it is disrupted or fully executed.
If Ice Burn is not fully executed, PP will not be deducted from it, and it will not count as the last move used. If the target uses Mirror Move during the turn that the user is charging, Mirror Move will copy the move that the user executed immediately before using Ice Burn (or fail if it can't).
Sleep, freeze, partial trapping, and flinching will pause but not disrupt the duration of Ice Burn.
White Kyurem's body glows orange and creates a circular reddish-purple aura around itself. It then releases multiple reddish-purple beams of energy at the opponent. When it hits the opponent, it freezes it.