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Weather

Dungeons Checked in the game on October 30, 2026 2 min read
Mount Tempest, where it rains about one floor in three.

Rain, sun or sandstorm: a floor’s weather changes the damage of certain types, and the sandstorm hurts. The places that have their own weather, and the moves and orbs that bring it on.

On this page
  1. In short
  2. The three kinds of weather
  3. The sandstorm
  4. Places that have their own weather
  5. Soaked grounds

In short

The three kinds of weather

WeatherEffect on damageDurationSet by
Sandstorm
A sandstorm kicked up!
Hurts everything that is not Rock, Ground, Steel, every turn10 turns
the whole floor
Sandstorm, Sandy Orb
Rain
It started to rain!
Fire × 0.5
Water × 1.5
10 turns
the whole floor
Rain Dance, Rainy Orb
Sun
The sunlight turned harsh!
Fire × 1.5
Water × 0.5
10 turns
the whole floor
Sunny Day, Sunny Orb

The sandstorm

Brought on by a move, the sandstorm hurts every three turns; as the place’s weather, every ten turns. Each time, it takes away one sixteenth of max HP (at least one point) from everything that is neither Rock, nor Ground, nor Steel, allies and wild Pokémon alike. The sand eats into natural recovery: what it takes away, you don’t regain on your own.

Places that have their own weather

Some places have a weather of their own, which rises on part of their floors: Wind Pass knows the sandstorm, the Ashen Moors the sun, Mount Tempest the rain. When you arrive on a floor that has its weather, a line in the log says so. It doesn’t run out, and returns when weather brought on by a move wears off.

Soaked grounds

Two moves change the ground rather than the sky: Mud Sport makes Electric hit half as hard, Water Sport does the same for Fire, as long as they last.

Playing with it

A Water Pokémon in the rain hits half again as hard: a Rainy Orb before a Fire boss changes the fight. Conversely, no Flamethrower in the rain.

See also