The user raises their left foot, then stomps the ground hard to bring forth a trail of ice spikes that spreads outward, with each ice spike dealing 40 base MagicAttack Power and inflicting 70 points of base Frostbite build-up. After a brief delay, the ice spikes snap, with each detonation dealing 100 base Magic Attack Power and inflicting 110 points of base Frostbite build-up.
If performing without the sufficient FP or stat requirements, no ice spikes are created, and the stomp deals only 10 base Standard Attack Power.
Frame data
The spread starts on frame 22/0.73 seconds in. The skill takes 46 frames/1.53 seconds to perform.
The trail of ice spikes and the detonation both deal 100% of the weapon's base Stamina damage against guarded enemies.
In PvP, the trail of ice spikes and the detonation both deal 125% of the weapon's base Stamina damage against guarded players.
The trail of ice spikes and the detonation both deal 0 points of Stance damage.
In PvP, the trail of ice spikes and the detonation both deal 0 points of Poise damage.
The trail of ice spikes and the detonation both inflict 0% of the weapon's Status Effect build-up.
The trail of ice spikes and the detonation both deal 0% of the weapon's Weapon Buff Attack Power.
The trail of ice spikes has a Damage Level value of 1 (Short Stagger), while the detonation has a Damage Level value of 2 (Moderate Stagger).
As a Cold Affinity skill the base Magic Attack Power scales with weapon upgrade level and user Dexterity and Intelligence.
Dexterity-scaling is greatly increased if the weapon has a Keen Affinity (slightly less on weapons with a "weak" Keen Affinity), somewhat increased on a Quality or Cold Affinity, greatly decreased if the weapon has a Magic Affinity, and removed on a Heavy Affinity (except for on weapons with a "weak" Heavy Affinity).
Intelligence-scaling is greatly increased if the weapon has a Magic Affinity and slightly increased with a Cold Affinity.
Attack Power (AP) for the projectile is always at least 160 for the spread and 400 for the detonation for a weapon at maximum upgrade level.
Scaling with Dexterity: Quality Affinity, Cold Affinity, weak Keen Affinity, and regular Keen Affinity with 45 Dexterity and 10 Intelligence grants 197 AP for the spread and 492 AP for the detonation, 198 AP for the spread and 495 AP for the detonation, 206 AP for the spread and 515 AP for the detonation, and 211 AP for the spread and 526 AP for the detonation respectively, while 80 Dexterity and 10 Intelligence grants 210 AP for the spread and 524 AP for the detonation, 211 AP for the spread and 526 AP for the detonation, 223 AP for the spread and 556 AP for the detonation, and 229 AP for the spread and 572 AP for the detonation respectively.
Scaling with Intelligence: Cold Affinity and Magic Affinity with 10 Dexterity and 45 Intelligence grants 202 AP for the spread and 505 AP for the detonation, and 206 AP for the spread and 515 AP for the detonation respectively, while 10 Dexterity and 80 Intelligence 213 AP for the spread and 532 AP for the detonation, and 219 AP for the spread and 546 AP for the detonation respectively.
Scaling with Dexterity and Intelligence: Cold Affinity, weak Keen Affinity, and Keen Affinity with 45 Dexterity and 45 Intelligence grants 224 AP for the spread and 560 AP for the detonation, 230 AP for the spread and 573 AP for the detonation, and 234 AP for the spread and 585 AP for the detonation respectively.
The Icerind Hatchet has greatly increased Dexterity-scaling for the skill in exchange for entirely removing its Intelligence-scaling.
At 20 Dexterity it has 221 AP for the spread and 552 AP for the detonation, at 45 Dexterity it has 268 AP for the spread and 670 AP for the detonation, and at 80 Dexterity it has 316 AP for the spread and 789 AP for the detonation.
The Warrior Jar Shard and the Shard of Alexander cannot be stacked together.
Strategies
On larger targets (Erdtree Avatars and such) both the spread and the detonation can each hit twice.
Curiously, the Stamina damage against Guarding enemies is dependent on the weapon's own Stamina damage, meaning weapon such as Hammers and Great Hammers deal more Stamina damage than other weapon classes.
A strong offhand skill due to its good Frostbite build-up and decent damage.
Does have somewhat mediocre range, at about 2 character lengths.
Assuming that both the spread and the detonation only hits once, just two casts of this skill can inflict Frostbite on most enemies. Another two casts can inflict it on even fairly resistant enemies.
Can be used to quickly map out invisible platforms in areas such as hidden Path to the Haligtree, though this is very FP-ineffeficient compared to Arrows/Bolts or Rainbow Stones.
(Balance change): Decreased Ash of War, Hoarfrost Stomp's damage and increase cast time.
No mechanical data is available, but damage seems to have been decreased by about 70%.
Trivia
Prior to Patch 1.03 this skill, more specifically in combination with the Icerind Hatchet, was used for speed-running the game due to its early availability, quick casting time, and immense damage.
In Version 1.00 (and possible all the way until Version 1.03) this skill would also inflict any Status Effects found on the weapon it was used through, which was especially notable on any weapon with innate Blood Loss.