Overview
Weather is a field-wide effect in combat that modifies skill power, energy costs, and chip damage for all spirits on the battlefield. The game currently ships with 11 distinct weather types. Weather lasts until another weather effect overrides it; it does not expire on a turn timer, and it affects both players symmetrically.
Some main-story encounters lock the weather to a specific type. In those fights, weather-changing skills are ignored, so bringing a counter to the scripted weather is part of the fight plan.
How Weather Starts and Ends
Skill-triggered: Most weather enters play when a spirit uses a weather-setting skill during battle. For example, a Rain skill called Pray for Rain (求雨) is carried by the Butterfly leader lineage.
Override: A newly summoned weather replaces the active one. This is the only way to clear an opponent's weather; there is no neutral clear effect.
Locked weather: Certain story boss rooms pin the weather to a fixed type. Weather skills still animate but the field stays locked.
Weather Types
The table below summarizes the commonly documented weather effects. Power modifiers are additive on top of the attacker's base move power; chip damage applies to non-immune types at end of turn.
Weather | Boosted Type | Weakened Type | Additional Effect |
|---|---|---|---|
Rain (下雨) | Water (+50 percent power) | Fire | Water-type moves gain a 1.5x damage multiplier |
Intense Sun (暴晒) | Fire (+50 percent power) | Water | Some Grass-type recovery skills receive a boost |
Sandstorm (沙暴) | Ground (energy cost reduced by 2) | None direct | Non-Ground and non-Stone spirits take chip damage each turn |
Hailstorm (冰雹) | Ice (utility) | None direct | Non-Ice spirits take chip damage; triggered by skills like Winter Solstice (冬至) |
Blizzard (暴风雪) | Ice | None direct | Each turn stacks one freeze counter on the enemy side; set by Winter Solstice |
Weather in Team Building
Running a weather-centric team usually means pairing a dedicated weather setter with attackers whose moves are amplified by that weather. A Rain team centers on a Rain setter and stacks Water attackers; a Sun team pairs an Intense Sun setter with Fire damage dealers. Because any new weather overrides the old, mirror matches often become a race to establish weather first.
Weather interacts with the energy system. Sandstorm drops Ground skill energy costs by 2, which turns some high-cost Ground moves into every-turn options. This is one reason Sandstorm compositions are valued in long battles where energy runs thin.
Tips
Bring your own weather setter to any fight where weather is not locked. Without one, a single Rain or Intense Sun skill from the opposing team can flip the matchup.
Watch for weather changes between turns. Most weathers deal chip damage to non-immune types and can knock out low-HP bench spirits over time.
Against sandstorm teams, either bring Ground or Stone spirits (immune to chip) or win before attrition builds up.
During scripted boss weather, lean into the intended counter element instead of trying to fight the weather.
See Also
Combat System - overall battle mechanics
Element Types - type matchup chart
Team Building Guide - composing weather and coverage teams