Weather
Rain, harsh sun, sandstorm and hail in battle, and how the weather on the map carries into battle.
Starting weather
| Source | Lasts |
|---|---|
| Rain Dance, Sunny Day, Sandstorm, Hail | 5 turns |
| The same move with a Damp Rock, Heat Rock, Smooth Rock or Icy Rock held | 8 turns |
| Drizzle, Drought, Sand Stream, Snow Warning (Snow Warning starts hail) | 5 turns (8 with the matching rock) |
| Weather on the map when the battle starts | The whole battle |
A weather move fails only if the same weather is already in play, so it can replace the map's weather. An ability cannot: on a map with its own weather, Drizzle, Drought, Sand Stream and Snow Warning do nothing. As in Generation 6 and later, weather from an ability lasts 5 turns; in Emerald it lasted until something replaced it.
Weather from the map
A battle starts with the weather shown on screen:
| On the map | In battle |
|---|---|
| Rain, thunderstorm, downpour | Rain |
| Sandstorm | Sandstorm |
| Drought (extremely harsh sunlight) | Harsh sun |
| Anything else, including sunny days, snow, fog and volcanic ash | No weather |
Effects
| Rain | Harsh sun | Sandstorm | Hail | |
|---|---|---|---|---|
| Damage | Water ×1.5, Fire ×½ | Fire ×1.5, Water ×½ | ||
| End of each turn | 1/16 of max HP to everyone except Rock, Ground and Steel types | 1/16 of max HP to everyone except Ice types | ||
| Weather Ball | Water, double power | Fire, double power | Rock, double power | Ice, double power |
| Thunder, Hurricane | Never miss | 50% accuracy | ||
| Solar Beam | Half damage | No charging turn | Half damage | Half damage |
| Morning Sun, Synthesis, Moonlight | Heal ¼ | Heal ⅔ | Heal ¼ | Heal ¼ |
Without weather, Morning Sun, Synthesis and Moonlight heal ½.
Sandstorm damage spares Sand Veil, Sand Force, Sand Rush and Overcoat. Hail damage spares Snow Cloak and Overcoat; Ice Body heals 1/16 instead. Magic Guard, and a Pokémon underground (Dig) or underwater (Dive), take no damage from either.
Abilities
- Swift Swim, Chlorophyll and Sand Rush double Speed in their weather.
- Rain Dish heals 1/16 in rain. Dry Skin heals 1/8 in rain and loses 1/8 in sun. Solar Power loses 1/8 in sun.
- Hydration cures status in rain; Leaf Guard prevents status in sun.
- Sand Veil and Snow Cloak lower the accuracy of moves against them in their weather.
- Cloud Nine and Air Lock cancel the weather's effects while they are on the field. The weather's turn count still runs down.
Differs from the mainline games
pkmn keeps Generation 3 to 8 weather:
- Hail is still hail, with chip damage. It is not Generation 9's Snow.
- Rock types do not get ×1.5 Sp. Def in a sandstorm.
- Blizzard does not always hit in hail.
Last updated on
As of v0.75.0 · engine 22ba612f