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Target priorities, weather and support radius

A targeting rule cannot bypass hidden Ghosts or immunity. Weather, water and support effects change damage, range or attack intervals under specific conditions.

◉ Trainer field notes

One Squirtle, four terrain/weather conditions

The table uses normal targets and the same base unit; ordinary hit rounding remains visible.

Water → Rock / Ground: 4× · Electric → Ground: 0×

SituationDamage per hitRangeSingle-target DPS
Dry, clear skies9115px20
Dry, rain11115px24.44
Legal water tile, clear10138px22.22
Legal water tile, rain12138px26.67

Try it in this order

  1. Confirm the unit’s base collection line can use water or has a swimming exception.
  2. Use the actual attack type for weather and enemy matchups.
  3. Choose Healers for Johto healers/evolving threats, or None to stop attacks; recheck the unit’s own role.

Water placement adds 20% range and 15% damage before rounding. Vaporeon is not water-eligible just because its branch attacks with Water.

Pick a rule for the current threat

First prioritizes enemies closest to escaping; other rules can focus nearby, strong, hidden or super-effective targets. Bosses prefers an eligible boss in range. On Johto maps, Healers prioritizes Blissey healers and then enemies about to evolve. None stops attacks and abilities until another rule is chosen. Applying one rule to the whole team is convenient, but some support or reveal roles need separate handling. Confirm the target is visible, in range and compatible with the unit's attack before blaming the priority setting.

Apply weather to the real attack type

Rain adds 20% Water damage and removes 15% Fire damage; harsh sunlight reverses those bonuses. Night adds 15% to Ghost and Psychic attacks. Hail adds 20% Ice damage and slows enemies by 8%. Fog reduces range by 10%, while sandstorm's range penalty exempts Rock and Ground attacks. These rules follow actual attack type rather than assumed species dual typing. Weather Orb selects weather when its holder is on an eligible team; item-disabled challenges do not inherit that control.

Combine legal water placement with interval-based auras

Compatible Water placement gives 20% more range and 15% more damage. Check the swimming flag and actual terrain before applying it. Support fields require equal care: aura reduces attack interval, while empower adds hit damage. An aura near 0.187 leaves about 81.3% of the original interval, equivalent to roughly 23% more attacks per second; it does not mean 18.7% more damage. Keep the intended attacker inside the listed aura radius and recheck both coverage and support after moving either partner.

Next step

Sources & methodRules checked on 2026-10-22