Weather & map
Poke Survivor Weather, Biomes & Map Objects
When weather arrives in PokéSurvivor and what each of the 5 weathers boosts, the 3 biomes that rotate every 4 minutes, and what altars, springs, locked chests and traps do.
Weather
From minute 3 of a run, the game rolls for weather once a minute, and each roll has a 18% chance to bring one. A weather lasts 55–75 s and fades in and out over 3 s. The rolls pause while it lasts and start again a minute after it ends.
On average about 5.6 minutes of clear sky pass between two weathers. There are no rolls inside a rift, and none once the Judgment of Arceus begins at minute 30.
Weather multiplies the damage of attacks of the listed types, your Pokémon's and the enemies' alike (an enemy attacks with its first type), on top of the type chart. Type chart
| Weather | Attack damage | Also |
|---|---|---|
| Harsh sunlight | Fire ×1.5 and Water ×0.5 | — |
| Rain | Water ×1.5, Electric ×1.2, and Fire ×0.5 | — |
| Sandstorm | Rock ×1.3, Ground ×1.3, and Steel ×1.3 | Pokémon that are not Rock, Ground, or Steel type lose HP |
| Snowfall | Ice ×1.5 | Pokémon that are not Ice type lose HP and move 10% slower |
| Fog | Ghost ×1.3, Fairy ×1.3, and Psychic ×1.3 | — |
In a sandstorm or snowfall, your Pokémon loses 1.2% of its max HP every 2 s unless it has one of the types listed for that weather. The loss skips damage reduction and never knocks your Pokémon out.
Enemies without one of those types lose 2% of their max HP + 1 on the same beat, and this can defeat them; bosses take none. Snow slows enemies as well.
The chance of each weather depends on the biome you are in when it arrives. Once started, a weather keeps going if the biome changes.
| Weather | Shady Forest | Crystal Cave | Ash Volcano |
|---|---|---|---|
| Harsh sunlight | 20% | — | 42.9% |
| Rain | 40% | 13.3% | — |
| Sandstorm | 6.7% | 13.3% | 42.9% |
| Snowfall | 6.7% | 33.3% | — |
| Fog | 26.7% | 40% | 14.3% |
In a rift, the arena brings its own weather for the whole fight instead. Each rift legendary's page lists its arenas. Rift legendaries
Biome rotation
Every run starts in Shady Forest and moves to the next biome every 4 minutes: Shady Forest, Crystal Cave, and Ash Volcano, then around again. Only the look changes; walls, pools and objects stay where they are.
| Biome | Minutes | Pools |
|---|---|---|
| Shady Forest | 0–4, 12–16, 24–28 | Water (slows) |
| Crystal Cave | 4–8, 16–20, 28–30 | Water (slows) |
| Ash Volcano | 8–12, 20–24 | Lava (burns) |
Water pools slow your Pokémon to 60% speed; Water-type Pokémon swim at full speed. In Ash Volcano the same pools turn to lava, which burns your Pokémon every 0.5 s for 3% of its max HP (at least 5), before damage reduction; Fire-type Pokémon are immune.
Walking enemies are slowed by water and burned by lava too. Bosses and floating Pokémon pass over the pools.
The rotation waits while you are in a rift and catches up when you return. At minute 30 the Judgment of Arceus moves the run to its own arena, where there is no weather and the biome no longer changes. The Judgment of Arceus
Altars, springs, locked chests and traps
These objects are rare. They stand on open ground more than 12 tiles from where the run starts, and never in a rift arena.
Out of every 32, about 4 are altars, 4 are springs, 3 are locked chests and 21 are traps.
Altars
Touch an altar to get one of 4 powers at random for 25 s. Each altar works once, and a new power replaces the one you already have.
| Power | Effect |
|---|---|
| Fury | Damage ×2 |
| Thunderbolt | +45% speed |
| Magnet | Pickup range ×4 |
| Haste | Cooldowns −40% |
Springs
Stand on a spring to heal 14% of your max HP per second. It only drains while it heals you, and keeps refilling meanwhile, so a full spring lasts about 14 s: roughly 200% of your max HP. From empty it refills in 45 s, but only while your Pokémon is nearby.
Locked chests
Stay next to a locked chest for 3.5 s to open it, even while enemies hit you. Step away and the progress winds back 1.5 times as fast.
Inside: 9 piles of 4 coins (36 coins), 1–3 gacha tickets, a 15% chance of a ×10 ticket, a 50% chance of a held item, and exactly the XP your next level needs.
Each one also counts toward the daily mission to open locked chests.
Traps
A trap goes off when your Pokémon or a walking enemy steps on it; bosses and floating Pokémon pass over it. It hits every enemy within 74 px and your Pokémon within 52 px (a map tile is 32 px). Each trap is one of three kinds:
| Trap | Enemies nearby | Your Pokémon |
|---|---|---|
| Poison | 14 + 3 × your level damage, and 5 stacks of poison for 4 s | 10% of max HP |
| Sticky | 4 damage, and 65% slower for 4.5 s | 50% speed for 3.5 s |
| Explosive | 90 + 18 × your level damage, knocked back | 20% of max HP |
A trap's damage to your Pokémon ignores type and defense but not damage reduction, and it lands even right after another hit.
Tips
- Read the weather banner: if it weakens your main move's type (Fire in rain, Water in sun), play safer until it passes; if it boosts that type, push forward.
- A sandstorm or snowfall wears down every non-boss enemy without one of the listed types, so it thins out hordes even while you run.
- An altar's power is short: touch it when enemies crowd around you or a boss is near, not on an empty stretch of map.
- Remember where the springs are and walk back when your HP is low; they refill on their own.
- Lead walking enemies over traps, and keep clear of explosive ones when your HP is low.
Rules on this page are read from the game's code at commit 6f0f440 (weather.js, world.js, tiles.js, interact.js, game.js, player.js, enemy.js, judgment.js).
Numbers on this page come from data release 2026-10-23-6f0f440 (game commit 6f0f440), updated Oct 23, 2026.


