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Weather

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
In short
- Three kinds of weather: rain, sun, sandstorm. The whole floor is under it.
- Brought on by a move or an orb, it lasts ten turns; as the place’s weather, it holds for the whole floor and returns when the move wears off.
- Rain carries Water and puts out Fire; sun does the opposite; the sandstorm hurts everything that isn’t Rock, Ground or Steel.
The three kinds of weather
| Weather | Effect on damage | Duration | Set by |
|---|---|---|---|
| Sandstorm A sandstorm kicked up! | Hurts everything that is not Rock, Ground, Steel, every turn | 10 turns the whole floor | Sandstorm, |
| Rain It started to rain! | Fire × 0.5 Water × 1.5 | 10 turns the whole floor | Rain Dance, |
| Sun The sunlight turned harsh! | Fire × 1.5 Water × 0.5 | 10 turns the whole floor | Sunny Day, |
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.
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
- BattleTurn by turnEvery step is a turn, and the wild Pokémon act after you. The possible actions, the ranges, what makes up damage, the regular attack, and natural HP recovery.
- BattleProtections and hindrancesProtect, Safeguard, Light Screen, Taunt, Perish Song… Besides its status, a Pokémon can carry several passing effects, good or bad. What each one does, how many turns it lasts, and which move sets it.
- DungeonsThe floor, the stairs, the mapEach floor is drawn at random: rooms, corridors, wild Pokémon, items on the floor, and stairs to find. What you see there, what you pick up, the special stairs, reinforcements, the level cap and the end of the place.
