Weather in Emerald is a field condition that changes move power, accuracy, recovery, and some abilities. You can set it with moves like Rain Dance or Sandstorm for five turns, or by switching in a Pokémon with a weather ability. In Generation III, Drizzle and Sand Stream make rain or sand last until another weather replaces it or the battle ends.
How rain changes battles
- Water moves deal 1.5× damage. Fire moves deal 0.5×.
- Thunder has perfect accuracy. SolarBeam’s damage is halved.
- Synthesis, Morning Sun, and Moonlight heal only 25 percent of max HP.
- Swift Swim doubles the user’s Speed. Rain Dish heals 1⁄16 HP each turn.
- Weather Ball becomes a Water move and its power doubles to 100. Castform changes to its Rainy form through Forecast.
How sandstorm changes battles
- At the end of each turn, most Pokémon take chip damage equal to 1⁄16 of max HP. Rock, Ground, and Steel types do not take this damage.
- Sand Veil raises the user’s evasiveness, making incoming moves less accurate.
- SolarBeam’s damage is halved. Weather Ball becomes a Rock move and its power doubles to 100.
- Note specific to Emerald and Generation III: Rock types do not get a Special Defense boost in sandstorm. That bonus starts in Generation IV.
Setting and replacing weather
- Moves: Rain Dance and Sandstorm each last five turns.
- Abilities: Drizzle and Sand Stream set rain or sand when the user enters battle. In Generation III this weather is indefinite until another weather replaces it. If two weather abilities activate in the same turn, the slower Pokémon’s weather takes effect.
Bottom line
Rain boosts Water and helps Thunder while weakening Fire and SolarBeam. It also powers up Swift Swim and Rain Dish users and transforms Weather Ball and Castform. Sandstorm chips most foes, improves Sand Veil users, weakens SolarBeam, and turns Weather Ball into Rock. In Emerald, permanent weather from Drizzle or Sand Stream is especially strong, so planning around rain or sand can define entire teams.