Guide updated
Weather at full intensity
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| Weather | Attack-type multipliers | Movement / chip damage |
|---|---|---|
| Sun | Fire ×1.5; Water ×0.5 | No chip damage. |
| Rain | Water ×1.5; Electric ×1.2; Fire ×0.5 | No chip damage. |
| Sandstorm | Rock / Ground / Steel ×1.3 | Chip affects unsafe types every 2 s; cannot directly finish the player. |
| Snow | Ice×1.5 | Non-Ice movement up to−10%; unsafe types take chip every 2 s. |
| Fog | Ghost / Fairy / Psychic ×1.3 | No chip damage. |
Safe types and the exact chip check
Rock, Ground or Steel avoids Sand chip; Ice avoids Snow chip and its movement penalty. One matching type is enough for a dual-type partner. Above weather intensity 0.5, an affected player is checked every 2 s for max(1, 1.2% maximum HP) damage, applied only if more than that amount plus 1 HP remains. Affected ordinary enemies instead lose 2% maximum HP + 1 per check; bosses are excluded. Enter intensity 1 only during the steady full-weather phase.
A switching example and a recovery check
In full Rain, Charmander’s Fire attack has a ×0.5 weather factor, while Squirtle’s Water attack has ×1.5: compare the matchup too, not just these factors. With Choice Band you cannot freely switch away, so inspect weather before choosing that item. Under Sand or Snow, chip damage cannot deliver the final player defeat by itself, but an enemy can still finish low HP. Healing is useful, not permission to ignore warnings.
Try the explained example
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Game data & sources
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: a9b21f09
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