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Weather & Battlefield Effects - Printable Version +- Calpheon Wilds (https://calpheonwilds.com) +-- Forum: The Hearth of Knowledge (https://calpheonwilds.com/forumdisplay.php?fid=3) +--- Forum: The Tamer's Handbook (https://calpheonwilds.com/forumdisplay.php?fid=93) +---- Forum: Battle Mechanics (https://calpheonwilds.com/forumdisplay.php?fid=94) +---- Thread: Weather & Battlefield Effects (/showthread.php?tid=164) |
Weather & Battlefield Effects - Rinjii - 08-22-2026 WEATHER & BATTLEFIELD EFFECTS
Calpheon Wilds Weather and battlefield effects can change the conditions of a fight for everyone involved. Rain may strengthen Water-type attacks, grassy terrain can slowly restore HP, barriers can reduce incoming damage, and hazards can punish Pokémon that move into dangerous areas. The Battle System tracks these effects automatically, but tamers should understand how they can change the battlefield and influence their choices. JUMP TO SECTION I. Weather II. Terrain III. Barriers IV. Battlefield Hazards V. Duration & Replacement VI. Natural Conditions VII. Quick Reference Battle Guides Navigation I. WEATHER
01. WEATHER DURING BATTLE Weather can be part of the natural environment or created by a Pokémon move or Ability.
Weather affects the battlefield as a whole unless its specific rules say otherwise. Only one move-created Weather condition can be active at a time. 02. RAIN Rain strengthens Water-type attacks and weakens Fire-type attacks.
• Water-type damage: ×1.25 • Fire-type damage: ×0.75 Natural rain may also affect visibility, footing, fire, or other environmental conditions when appropriate. 03. HARSH SUNLIGHT Harsh Sunlight strengthens Fire-type attacks and weakens Water-type attacks.
• Fire-type damage: ×1.25 • Water-type damage: ×0.75 04. SANDSTORM A Sandstorm damages exposed Pokémon at the end of each turn.
Damage: 5% of Maximum HP Rock-type, Ground-type, and Steel-type Pokémon do not take Sandstorm damage. Sandstorms may also affect visibility or other environmental Actions when the conditions are severe enough. 05. SNOW Snow strengthens the defenses of Ice-type Pokémon.
While Snow is active, Ice-type Pokémon receive: +10% Effective Resilience This bonus applies while the Snow remains active. 06. FOG Fog makes it more difficult to clearly see and target opponents.
While Fog is active: Accuracy is reduced by 10 percentage points. Other visibility effects may also apply when the natural environment creates especially thick fog. See Positioning & Environment for visibility and Line of Sight rules. 07. STRONG WIND Strong Wind can interfere with ranged attacks, flight, and movement through exposed areas.
Depending on its severity, wind may apply: • Minor: -5 percentage points • Significant: -10 percentage points • Major: -15 percentage points These penalties are used when the wind reasonably interferes with the Action, such as a projectile attack or airborne movement. Staff will describe the effect when Strong Wind is present. II. TERRAIN
01. WHAT IS TERRAIN? Terrain effects change the condition of the battlefield itself.
Move-created Terrain primarily affects Pokémon that are Grounded. Only one move-created Terrain can be active at a time. 02. ELECTRIC TERRAIN Electric Terrain energizes the ground.
While active: • Electric-type damage: ×1.15 • Grounded Pokémon cannot normally be put to Sleep A Pokémon that is already Sleeping does not automatically wake unless another effect says so. 03. GRASSY TERRAIN Grassy Terrain fills the battlefield with restorative plant growth.
While active: • Grass-type damage: ×1.15 • Grounded Pokémon recover 5% of Maximum HP at the end of each turn 04. MISTY TERRAIN Misty Terrain protects Grounded Pokémon from Status Conditions.
While active, the chance of applying a Status Condition to a Grounded Pokémon is: reduced by half For example, a move with a 40% chance to cause a Status Condition would have a 20% chance against a protected Grounded Pokémon. See Status Conditions for Status application rules. 05. PSYCHIC TERRAIN Psychic Terrain strengthens Psychic-type attacks and protects Grounded Pokémon from certain Priority attacks.
While active: • Psychic-type damage: ×1.15 • Grounded Pokémon are protected from damaging moves with positive Priority 06. GROUNDED POKÉMON Terrain effects apply according to whether a Pokémon is Grounded.
Airborne Pokémon may avoid effects that specifically require contact with the ground. See Positioning & Environment for Grounded and Airborne rules. III. BARRIERS
01. PROTECTIVE BARRIERS Some Pokémon moves create barriers that reduce incoming damage.
The primary barriers are: • Reflect • Light Screen • Aurora Veil 02. REFLECT Reflect protects against Physical attacks.
While Reflect is active: Physical damage received is reduced by 25%. 03. LIGHT SCREEN Light Screen protects against Special attacks.
While Light Screen is active: Special damage received is reduced by 25%. 04. AURORA VEIL Aurora Veil protects against both Physical and Special attacks.
While Aurora Veil is active: applicable move damage is reduced by 20%. 05. BARRIERS DO NOT STACK Reflect, Light Screen, and Aurora Veil do not stack their damage reductions with each other.
If more than one barrier could reduce the same attack, the strongest applicable reduction is used. Other independent effects, such as an Ability or Nature, may still affect the same attack. See Abilities & Natures for those effects. 06. BARRIER DURATION A barrier created by a move lasts for:
5 full turns unless its specific effect says otherwise. IV. BATTLEFIELD HAZARDS
01. WHAT ARE HAZARDS? Hazards are effects placed onto part of the battlefield that punish Pokémon for entering or moving through that area.
Unlike Weather and Terrain, hazards can be tied to a particular position or side of the battlefield. A Pokémon is only affected when it actually enters an area containing that hazard. 02. STEALTH ROCK Stealth Rock damages a Pokémon when it enters the affected area.
The damage depends on how the entering Pokémon's typing interacts with Rock-type attacks. ROCK MATCHUP ENTRY DAMAGE Double Resistance 1.25% Maximum HP Resistance 2.5% Maximum HP Neutral 5% Maximum HP Weakness 10% Maximum HP Double Weakness 20% Maximum HP 03. SPIKES Spikes damage Grounded Pokémon that enter the affected area.
Additional layers increase the damage. LAYERS ENTRY DAMAGE 1 Layer 5% Maximum HP 2 Layers 8% Maximum HP 3 Layers 12% Maximum HP Airborne Pokémon are not affected by Spikes unless another effect makes them Grounded.
04. TOXIC SPIKES Toxic Spikes inflict a Status Condition on susceptible Grounded Pokémon that enter the affected area.
• 1 Layer: Poison • 2 Layers: Bad Poison Pokémon that cannot be Poisoned are not affected. See Status Conditions for Poison and Bad Poison rules. 05. STICKY WEB Sticky Web slows Grounded Pokémon that enter the affected area.
When triggered: Speed is lowered by 1 stage. Airborne Pokémon are not affected unless another effect makes them Grounded. 06. HAZARDS ARE POSITIONAL A hazard does not automatically cover the entire battlefield.
Its location matters. For example, Spikes placed across one approach do not automatically affect a Pokémon entering from a completely different direction. Staff will identify where a hazard has been placed when positioning matters. 07. OTHER HAZARDS Moves, environmental Actions, or unusual circumstances may create hazards beyond the standard Pokémon moves.
Examples might include: • burning ground • unstable debris • tangled vegetation • collapsing terrain • dangerous ice • flooded areas Environmental hazards follow Positioning & Environment when they are not created by a specific Pokémon move. V. DURATION & REPLACEMENT
01. WEATHER DURATION Weather created by a Pokémon move lasts for:
5 full turns unless the move or Ability specifically says otherwise. 02. TERRAIN DURATION Terrain created by a Pokémon move lasts for:
5 full turns unless the effect specifically says otherwise. 03. ONE WEATHER AT A TIME Only one move-created Weather condition can be active at a time.
If a new Weather effect successfully begins, it replaces the existing move-created Weather. 04. ONE TERRAIN AT A TIME Only one move-created Terrain can be active at a time.
If a new Terrain effect successfully begins, it replaces the existing move-created Terrain. 05. BARRIERS & HAZARDS Barriers and hazards are separate from Weather and Terrain.
A battlefield may therefore have: • active Weather • active Terrain • a barrier • one or more hazards at the same time when their individual rules allow it. 06. EFFECTS END WITH THE BATTLE Move-created Weather, Terrain, barriers, and battlefield hazards clear when the battle ends.
Permanent changes to the physical environment may remain when the roleplay supports it. For example, a fallen tree or damaged structure does not repair itself simply because the battle ended. VI. NATURAL CONDITIONS
01. NATURAL WEATHER The weather already present in the thread is part of the environment.
Natural rain, snow, wind, fog, or other conditions do not disappear simply because a Pokémon creates temporary Weather. 02. TEMPORARY WEATHER OVERLAYS A Pokémon-created Weather effect temporarily takes control of the battle's Weather mechanics.
When that effect ends, the natural conditions of the location return. For example, if Rain Dance temporarily changes the conditions during an encounter taking place in natural snow, the snowy environment returns when the move-created Rain ends. 03. NATURAL CONDITIONS MAY DO MORE Natural weather can affect more than Pokémon move damage.
Depending on the environment, it may also change: • visibility • movement • cover • fire • water conditions • flight • environmental Actions These effects are handled through Positioning & Environment. 04. WEATHER ABILITIES Some Abilities create Weather or become stronger while certain Weather is active.
The Battle System automatically applies those Ability effects when their conditions are met. See Abilities & Natures for more information. 05. WEATHER MOVES & SPECIAL EFFECTS Some moves interact with Weather or Terrain in unique ways.
When a move has a specific rule that differs from the standard battlefield effect, its individual rule is used. Unusual move interactions are covered in Special Move Rules. VII. QUICK REFERENCE
EFFECT HOW IT WORKS Rain Water ×1.25, Fire ×0.75 Harsh Sunlight Fire ×1.25, Water ×0.75 Sandstorm 5% Maximum HP per turn, Rock/Ground/Steel immune Snow Ice-types gain +10% Effective Resilience Fog -10 percentage points to Accuracy Strong Wind May apply -5, -10, or -15 percentage points when relevant Electric Terrain Electric ×1.15, Grounded Pokémon protected from Sleep Grassy Terrain Grass ×1.15, Grounded Pokémon recover 5% Maximum HP Misty Terrain Halves Status application chance against Grounded Pokémon Psychic Terrain Psychic ×1.15, Grounded Pokémon protected from positive-Priority damaging moves Reflect Physical damage received -25% Light Screen Special damage received -25% Aurora Veil Applicable move damage received -20% Barrier Duration 5 full turns Move-Created Weather 5 full turns Move-Created Terrain 5 full turns Stealth Rock 1.25%-20% Maximum HP depending on Rock matchup Spikes 5%, 8%, or 12% Maximum HP depending on layers Toxic Spikes 1 Layer Poison, 2 Layers Bad Poison Sticky Web Speed -1 stage Weather Limit 1 move-created Weather at a time Terrain Limit 1 move-created Terrain at a time Battle End Move-created battlefield effects clear The battlefield is always changing. Weather, Terrain, barriers, and hazards can turn an ordinary matchup into a very different fight.
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