How It Works
Checking the Forecast
The active weather effect and its remaining duration show at the top of the March Queue interface, updating in real time. Tapping the weather icon opens a Weather Report showing the next 3 possible weather types with their probabilities (for example, Sunny 35%, Foggy 40%, Rain 25%) — but the actual next weather, and how long it lasts, stays unpredictable even with a forecast shown. You can toggle between Local Time and Server Time on that screen to help plan around it.
Weather Is Per-Server, Not Per-Account
Each Season Group spans 8 servers, and weather runs completely independently on each one — two adjacent servers can have totally different weather at the same moment. If you cross-server teleport, your base is immediately affected by the destination server's current weather, buffs and debuffs included. This cuts both ways: you can deliberately teleport toward a server with favorable weather, but you can just as easily walk into an Acid Rain server you didn't expect.
The First Two Days Don't Count
Days 1-2 of a season are fixed to Cloudy with no effect — purely a transition period to get used to the interface. Random weather begins properly from Day 3 onward, changing at irregular intervals across the 7 types below (1 neutral, 3 beneficial, 3 adverse).
The 7 Weather Types
Cloudy
NeutralNo gameplay effect. This is the fixed weather for a season's first two days, and can also appear as a normal transition state afterward.
Sunny
Beneficial+30% base Profession EXP from monster kills. Worth prioritizing monster and event kills on the World Map specifically during Sunny weather to rush Profession Level 40, which unlocks Season skills.
Rainbow
BeneficialGenerates passive Profession EXP over time while you're online. No combat buff, but a good window for idle resource-gathering and EXP gain at the same time.
Light Rain
BeneficialTroops cannot carry Virus stacks. In PvP this favors the defender specifically — an attacker can't carry stacks in, and the defender takes reduced virus damage. In PvE, failed challenges don't add virus-stack penalties, making this a good, low-risk window to push first-clears on tough Doom Elite or Zombie stages.
Foggy
AdverseIncreases the virus stacks monsters carry (cited as both +1 and +2 in the same source document — treat as approximate). Zombies hit harder as a result. Also specifically relevant to a City Clash's opening waves of Infected Zombies, which require adequate Resistance or your team carries stacks home with them. Consider having more alliance members online during Foggy weather to help cure affected members faster.
Acid Rain
AdverseContinuously adds Virus Stacks to every commander's base on that server. Cannot be prevented by upgrading Virus Resistance, the Virus Research Institute, or an item called the "Pumpkin Cauldron" (what that item actually does isn't otherwise documented — a research gap). The only real counters are actively clearing stacks or moving to an unaffected server. It does open a PvP opportunity: the environment makes it easier to spread virus stacks to enemies quickly.
Windy
AdverseMarch Speed -30%, site-wide, for every troop movement. A real problem for anything time-sensitive — a 10-minute march can stretch to 13-14 minutes, which can be enough to miss a rally window or delay support you were counting on.
Common Questions
- Why is my weather different from my alliance-mates'? Weather is set by whichever server your base currently sits on — if members are spread across servers (e.g. via cross-server play), their weather will differ from yours.
- Can weather change suddenly? Yes — it's unpredictable by design. The game only tells you the current weather's end time; the next weather's duration is only revealed once it actually starts.
- What do the 3 forecast probabilities actually mean? They show the possible next weather types and how likely each is, but the real next weather is still chosen randomly from those three — useful for rough planning (e.g. reducing risky attacks if Foggy shows a high probability), not for certainty.