Weather: Difference between revisions
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Another new weather condition introduced in Generation IV was the fog condition. Instead of having a move to activate it, however, there was a move introduced to actually {{m|Defog|clear it}}. | Another new weather condition introduced in Generation IV was the fog condition. Instead of having a move to activate it, however, there was a move introduced to actually {{m|Defog|clear it}}. | ||
More interesting things introduced within Generation IV were other conditions that had nothing to do with the weather, but behaved similarly to the weather-activating moves. Like the weather conditions, these moves would affect all Pokémon on the field for five turns, and in various ways. For example, {{m|Gravity | More interesting things introduced within Generation IV were other conditions that had nothing to do with the weather, but behaved similarly to the weather-activating moves. Like the weather conditions, these moves would affect all Pokémon on the field for five turns, and in various ways. For example, {{m|Gravity}} would rid {{a|Levitate|Levitating}} Pokémon of their powers, and force both them and {{type2|Flying}}s to take damage from {{type2|Ground}} moves, as well as disabling moves like {{m|Fly}} and {{m|Bounce}}, whereas another, {{m|Magnet Rise}}, makes the user invulnerable to {{type2|Ground}} moves, again for five turns. Also, {{m|Trick Room}} alters the dimensions for five turns, making slower Pokémon attack first; and {{m|Tailwind}} increases the Speed of the user's team for three turns. | ||
[[Acid rain]], a weather-related glitch, is present in {{v2|Platinum}}. | [[Acid rain]], a weather-related glitch, is present in {{v2|Platinum}}. |
Revision as of 22:57, 11 November 2009
Weather conditions are a feature that was implemented into the Pokémon games in Generation II, and expanded upon in Generations III and IV. During these games, weather depended upon where a battle took place, or even whether a Pokémon had used a specific move or ability. Only one weather condition may be active at a time, and if a move or ability changes the current state of the weather, the previous condition is canceled.
In the second generation, when the first conditions were introduced, some moves came to have an advantage with them, most notably, SolarBeam and Thunder, both of which would be very powerful with the right conditions.
During the third and fourth generations, many abilities also took advantage of a particular weather condition, some using them to heighten certain stats or to recover HP. Others still would activate the conditions themselves, with two of the three Hoenn-based weather legendaries activating battle-long sun and rain, and the third preventing all weather conditions with its ability.
Current weather conditions
Intense sunlight
- Effect: Increases the power of Template:Type2 moves by 50%, weakens the power of Template:Type2 moves by 50%, allows immediate firing of SolarBeam, lowers accuracy of Thunder to 50%. Causes Moonlight, Synthesis, and Morning Sun to recover 2/3 of max HP. Activates the following abilities: Chlorophyll, Dry Skin, Flower Gift, Forecast, Leaf Guard, Solar Power. Changes Weather Ball to a Fire-type move and doubles its power, Castform to its Sun form, and Cherrim to its Sunshine Forme. Can be lengthened from 5 to 8 turns with the use of the Heat Rock.
- Activating move: Sunny Day
- Activating ability: Drought
- Routes where it is encountered naturally: Eastern Hoenn Water routes (after Groudon is awakened, before it is captured) (Ruby/Emerald); Routes where Terra Cave appears (Emerald)
Heavy rain
- Effect: Increases the power of Template:Type2 moves by 50%, weakens the power Template:Type2 moves by 50%, causes SolarBeam to take an additional turn to charge, allows Thunder to bypass accuracy check and to hit through Protect and Detect 30% of the time. Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP. Activates the following abilities: Dry Skin, Forecast, Hydration, Rain Dish, Swift Swim. Changes Weather Ball to a Water-type move and doubles its power, and Castform to its Rain form. Also prevents Pokémon from exploding in Pokémon Mystery Dungeon. Can be lengthened from 5 to 8 turns with the use of the Damp Rock.
- Activating move: Rain Dance
- Activating ability: Drizzle
- Routes where it is encountered naturally: Route 119 (some days); Route 120 (always); Route 123 (some days); eastern Hoenn Water routes (after Kyogre is awakened, before it is captured) (Sapphire/Emerald); Routes where Marine Cave appears (Emerald); Route 212 (always); Route 213 (sometimes); Route 214 (south leg); Route 215 (always); Route 33 (always, Generation IV only); Lake of Rage (sometimes, Generation IV only)
Sandstorm
- Effect: Damages Pokémon not of the Rock-, Ground-, Template:Type2, or those with the Sand Veil ability, causes SolarBeam to charge an additional turn, and raises the Special Defense of all Rock-types by 50%. Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP. Activates the following ability: Sand Veil. Changes Weather Ball to a Template:Type2 move and doubles its power, but does not change Castform's form. Can be lengthened from 5 to 8 turns with the use of the Smooth Rock.
- Activating move: Sandstorm
- Activating ability: Sand Stream
- Routes where it is encountered naturally: Route 111, Route 228
Hailstorm
- Effect: Damages Pokémon not of the Template:Type2 and those who do not have Ice Body or Snow Cloak, causes SolarBeam to charge an additional turn, allows Blizzard to bypass accuracy check and to hit through Protect and Detect 25% of the time. Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP. Activates the following abilities: Forecast, Ice Body, Snow Cloak. Changes Weather Ball to an Template:Type2 move and doubles its power, and Castform to its Hail form. Can be lengthened from 5 to 8 turns with the use of the Icy Rock.
- Activating move: Hail
- Activating ability: Snow Warning
- Routes where it is encountered naturally: Route 216, 217, Mt. Coronet peak, Mt. Silver peak.
Shadow Sky
- Effect: Damages all Pokémon that are not Shadow Pokémon. Changes Weather Ball to a Template:Type2 move and doubles its power, but does not change Castform's form.
- Activating move: Shadow Sky.
- Activating ability: None.
- Routes where it is encountered naturally: Not encountered naturally.
Fog
- Effect: Lowers accuracy of all Pokémon battling, doubles the power of Weather Ball. Honey cannot be used to attract wild Pokémon in patches of grass or in caves.
- Clearing move: Defog
- Activating ability: None.
- Routes/areas where it is encountered naturally: Route 210 (north leg); Mt. Coronet basement; Victory Road (path to Route 224); Turnback Cave; Courtyard Colosseum
On the field
There have been several on-field weather conditions, most of which do the same as another on-field weather condition.
Sun
When the sun shines brightly, the screen brightens and dims alternately. The screen may also turn a shade of orange that flows while dark spots ride across.
Cloudy Skies
Sometimes clouds gather over Route 213, and the whole area gets darker than usual. Rarely happens on Route 212.
Rain
There have been three different rain conditions.
- Normal rain: Rain falls. Found in all places where rain is found on the field.
- Heavy rain: Rains falls heavily, at a lower angle than in the other. Found occasionally on Route 212.
- Thunderstorm: Rain falls heavily, much like the Heavy Rain does, and occasionally, lightning will strike and thunder will rumble. Found on Route 119 as part of the four-day rain-thunderstorm-rain-clear cycle. Found on Route 212 on occasion. It happens on predetermined days, such as the anniversaries of the game's release in each country. It also appeared on St. Patrick's Day and February 29th, 2008.
Sandstorm
There has been only one sandstorm condition. Wind whips sand around, making it difficult to see.
Snow/Hail
There have been four snowy conditions.
- Light snow: Snow falls lightly. Found in Snowpoint City, and less often, in Acuity Lakefront and on Route 216.
- Heavy snow: Snow falls more quickly and heavily. Found on Route 216 and in Acuity Lakefront.
- Blizzard: Snow whips around, making it difficult to see. Found on Route 217, and less often on Route 216.
- Diamond dust: Small ice crystals twinkle in the air. Found on certain special days in Snowpoint City and Mt. Silver.
Fog
There has been only one fog condition.
- Heavy fog: Thick fog blankets everything. Obstacles and Trainers are difficult to see. Can be cleared with Defog.
Gallery
- Sunny Field.png
The blindingly hot sun shines down.
- Rainy Field.png
A gloomy day on Route 101.
- Sandstorm Field.png
A sandstorm rages.
- Fog.jpg
Fog looming ahead.
- Diamond Dust.gif
Diamond dust twinkles in Snowpoint.
- HGSS Diamond Dust.png
Diamond dust at Mt. Silver in Pokémon HeartGold and SoulSilver.
History
Generation II
In the second-generation games, three moves were introduced that could change the weather during a battle to alter the playing field slightly. These moves were Sunny Day, which created five turns worth of intense sunlight and allowed a Pokémon to attack with SolarBeam without waiting a turn; Rain Dance, which gave five turns of heavy rain and increased Thunder's accuracy to 100%; and Sandstorm, which made a wild sandstorm that lasted for the same amount of turns. These three moves could change the course of a battle, with intense sun and heavy rain powering up Fire- and Template:Type2 moves, and powering down the other, respectively, and a sandstorm slightly damaging any Pokémon not of the Rock-, Ground-, or Template:Type2s.
Generation III
In the third generation, the title Pokémon of the three Hoenn-based versions had weather-related abilities. Groudon's ability allowed for intense sunlight to fill the arena until the battle ended, or another weather effect took its place. Likewise, its counterpart Kyogre's ability made heavy rain that lasted until the end of the battle or until another weather effect superseded it. Emerald Version's mascot, however, had a different way of affecting the playing field. While Rayquaza is battling, all effects of the weather are essentially negated, though the actual sunlight/rain/sandstorm/hail remains going. Psyduck and Golduck may also have a similar ability.
Another Pokémon, one which was not available in Ruby or Sapphire without trading, also had a weather-based ability. Tyranitar, once fully evolved from a Larvitar captured in FireRed or LeafGreen, has the ability Sand Stream, which causes a sandstorm that lasts until the end of the battle or until another weather-changing move is made. This makes it almost useless for a Tyranitar to have the move Sandstorm itself, as the sandstorm is automatically activated as it comes into battle.
Ruby and Sapphire also debuted another weather-changing move, Hail, which, like Sunny Day, Rain Dance, and Sandstorm before it, changes the weather for five turns, this time to an icy hailstorm. However, this move, and weather effect, have more in common with Sandstorm than with the other two. For the five turns that it's hailing, all Pokémon who are not Template:Type2 are damaged.
Castform
Also in Generation III, one of the 135 Pokémon released Template:Type2 called Castform. When in a battle where no weather effects are present, Castform is quite unremarkable. However, when any of the effects besides a sandstorm or Shadow Sky are applied, Castform's type and shape change to match the weather, due to its ability, Forecast. Also, when it is leveled up, it learns a move called Weather Ball, which also changes type with the weather, doubling its power when any weather was in effect. Unlike Forecast, Weather Ball's type differs even in a sandstorm, becoming a Template:Type2 move, as well as in Shadow Sky, becoming a Template:Type2 move. However, it should be noted that when battling against Rayquaza, Psyduck, and Golduck, due to their ability to negate all weather effects, Castform is incapable of changing forms and incapable of having a different-typed Weather Ball.
Generation IV
Within the fourth generation, the weather effects seem to be going strong. At one point in Sinnoh, it is actually possible to travel on a route covered in snow. Also in Generation IV, a new ability was released that serves much like Drought, Drizzle, and Sand Stream, excepting the fact that it permanently activates a hailstorm instead of sunlight, rain, or sandstorm.
Several held items were also introduced that extend the length of a certain weather condition when its activating move was used by the holder by three turns.
Another new weather condition introduced in Generation IV was the fog condition. Instead of having a move to activate it, however, there was a move introduced to actually clear it.
More interesting things introduced within Generation IV were other conditions that had nothing to do with the weather, but behaved similarly to the weather-activating moves. Like the weather conditions, these moves would affect all Pokémon on the field for five turns, and in various ways. For example, Gravity would rid Levitating Pokémon of their powers, and force both them and Template:Type2s to take damage from Template:Type2 moves, as well as disabling moves like Fly and Bounce, whereas another, Magnet Rise, makes the user invulnerable to Template:Type2 moves, again for five turns. Also, Trick Room alters the dimensions for five turns, making slower Pokémon attack first; and Tailwind increases the Speed of the user's team for three turns.
Acid rain, a weather-related glitch, is present in Platinum.
In Pokémon Mystery Dungeon
Various weather effects appear in certain dungeons in the Pokémon Mystery Dungeon games. Weather effects can change from floor to floor, and can also be altered through the use of Wonder Orbs.
- Sunny: Fire-type moves increase power by 50%, while Water moves are cut in half.
- Fog: The power of Electric-type moves is cut in half.
- Snow: Ice-type Pokémon have an increased movement rate.
- Rain: Water-type moves increase power by 50%, while Fire moves are cut in half. Also prevents explosions from traps and moves like Selfdestruct.
- Hail: Deals 5 points of damage to non-Ice-types every 10 turns.
- Sandstorm: Deals 5 points of damage to non-Rock-, Ground-, and Steel-types every 10 turns.
- Cloudy: Reduces the damage of all non-Normal-type moves by 25%.
Trivia
- All weather-creating abilities (Drought, Drizzle, Sand Stream, and Snow Warning) debuted the generation after their respective moves/weather (Sunny Day, Rain Dance, Sandstorm, and Hail).
- Fog first appeared in Generation III on Mt. Pyre, but had no effect on battles.