Damage/Hit: Base Magic Damage x 0.5 (30 damage; 38 at max potential)
At max level the shards have no gaps in their landing location and cover half a screen in width. With each shard being able to freeze normal enemies, this spell can be very useful with a full team of 4 able to juggle freely without taking any damage. Unfortunately, it has a major downside. Unlike all other spells, its mana cost actually goes up each upgrade level, such that you will never be able to cast more than two times in a single full mana bar. Thus, it can not be used as often and drain mana desired for other spells. This spell will never hit enemies that are already frozen.
Damage: Base Magic Damage (59 damage; 75 at max potential)
A pointed bullet of ice. The fact that this freezes normal enemies makes it an extremely good projectile attack. Some enemies can resist its damage and freezing effects though. Also, this spell will always do damage even on frozen enemies, which will unfreeze them.
Damage: Base Magic Damage x 0.5 (30 damage; 38 at max potential)
Blue Knight uses his splash attack for his A+RT+Y spell, but he still gets the kickback boost from it. It retains the cost, but you don't need to have multiple shots to stay in the air for a long time, just use Fly (A+X --> YY; X Y Y (Repeatedly)). This attack is probably the determining factor in Blue Knight being considered to have the best crowd control in the game, because you can use it in the air. It can potentially save your life when using it on the ground might screw you over.
Damage: Base Magic Damage + Base Melee Damage (96 damage, 110 at max potential)
Use / to perform. This is considered the best Elemental Infusion combo in the entire game, and for a good reason. This explanation gets into the technical details to teach you about some of the complex subliminal game mechanics that can potentially improve your overall skill.
When enemies are frozen, their hit counter will be reset. This means that even after unlocking the Level 50 Combo (XXXYY), using it is only a waste of time for Blue Knight and Iceskimo, because they don't need that second Y in the Level 50 Combo, to knock the enemies over and reset the hit counter, because it's already reset by the Ice. Blue Knight and Iceskimo can therefore repeat this infinitely, and they're the only two characters that can do this. Everyone else needs to use the drill spin to reset the hit counter.
Since the combo can't be interrupted by anything except for straggling enemies and other players; that means that the damage is actually as high as the health of the enemy with the most health that can still be combo locked, which is the BeefyBrute, who has 4,500 HP on Insane Mode, meaning that the max damage is 4,500 when being used as an infinite.
If trolls are used as an example, then the max damage is infinity, as trolls can't be beheaded like every other regular playable enemy, so the combo can continue forever.
One can conclude that the Ice XXXY is either infinitely better than all of the rest combined, or least 20.45x (4,500/220) better than the next best, which is Non-Elemental.
Damage: Base Magic Damage (59 damage, 75 at max potential)
A giant fist made of ice punches upwards boosting you into the air. Freezes any enemies that you are overlapping when it was used. Note that it will do damage to frozen enemies and thus unfreezes them. This magic jump is kinda awkward to start up a juggle with as every other character can start a juggle immediately.