Pokemon Winds and Waves Boss Guide: Hotel Chairman Battle, Legendary Pokemon Storm and Wave, and Every Adventure Boss We Know About
So the villain is a hotel CEO. Not a crime syndicate leader with a silly hat. Not an eco-terrorist with daddy issues. A guy in a suit who builds resorts, smiles at guests, and bulldozes islands when nobody's looking. That's the Chairman. And honestly? I kinda love it. It's almost too real.
Pokemon Day 2026 showed us enough to piece together the major fights. Press kit filled in some blanks. Here's what we know. What's confirmed. What's community speculation. And what I think actually matters when you're building a team to take this guy down.
The Hotel Chairman
You meet him right away. Resort Island. Sunny. Palm trees. He's shaking hands with tourists, offering complimentary drinks, the whole hospitality act. It's convincing. But the game starts dropping crumbs immediately. The receptionist who clams up when you ask about Island 8. That letter on his desk. Project Stormwave. Construction equipment on islands where there shouldn't be any construction. His employees are nervous in a way that goes beyond bad management.
The backstory though. It's not what I expected. Game Freak said he started out genuinely wanting to create paradise. Beautiful resorts for regular people to experience the archipelago's beauty. And then. Well. Money happened. Profit targets. Expansion plans. Somewhere between resort number one and resort number whatever, he stopped caring about the islands and started caring about the bottom line. Entire habitats are getting leveled for waterfront villas. The weather across the region is destabilizing because of it. And Storm and Wave, the legendaries who maintain the natural balance of wind and ocean, are not happy about any of this.
You fight him multiple times across the story. Not just once at the end. The first real confrontation is Island 5. You find a construction site leaking industrial waste into a coral reef. He's there. He's not fighting you yet. He talks. Tries to explain. Tries to make it sound reasonable. By Island 12, the gloves are off. Full battle. His team has evolved since you last saw him. He took your earlier encounter personally.
Team composition. Steel and Ground. It's his whole identity. Excadrill. Magnezone. Mega Steelix. The ace is some new Steel type the community has nicknamed Ferroclad. Imagine armor plating that moves like a living thing. Construction equipment given a soul. I don't know the official name yet. Nobody does. But from the footage, it's bulky, it hits like a truck, and it's probably got an ability that interacts with Sandstorm.
Speaking of which. His entire strategy is Sandstorm. It's not subtle. Tyranitar comes in, sand starts immediately. Excadrill with Sand Rush now outspeeds basically everything. The Sandstorm chip damage wears you down while his Steel types shrug it off. He's got a system and it works.
Breaking it though. Rain Dance kills the sand. Bring a Pelipper with Drizzle if you can get one. Fighting moves tear through his Steel types. Close Combat, Aura Sphere, Focus Blast, whatever you've got. Water moves handle the Ground types. Magnezone is tricky because of the Electric typing, but a good Ground move handles it too. Don't overthink this. Rain plus Fighting plus Water. That's the formula.
The final battle changes depending on your ending path. Straight fight. Or a scenario where the legendaries get involved. More on that in a bit.
Storm and Wave
Two legendaries. They're not evil. Not even angry, exactly. Just confused about why their home is being torn apart. Their home is being destroyed and they don't understand why. Storm is the wind. Wave is the ocean. Together they keep the archipelago in balance. The Chairman's bulldozers are throwing that balance into chaos.
Storm. Flying and Electric. Picture a bird but made of thunderclouds. Lightning weaving through its wings. The trailer showed its signature move. A Flying attack that also sets Electric Terrain on impact. That's disgusting. STAB Thunder coming off Electric Terrain with boosted speed. If you're not running a Ground type or something with Lightning Rod, this thing sweeps you.
Wave. Water and Dragon. A serpent. It makes whirlpools just by moving, controls currents, reshapes the seabed. Signature move is a Water attack that traps you in a vortex and hits again next turn. With STAB Dragon moves as the follow-up, trapped pokemon don't last long. It's a defensive player's nightmare.
Level 70 for both. And catching them works differently this time. Weather matters. Catch Storm during a natural thunderstorm and the catch rate goes way up. Same for Wave during rain. You can see the weather forecast on your Rotom Phone, so you can actually plan for this instead of soft-resetting for two hours. Wait for the right conditions on the encounter island, save, then engage.
Which legendary you face as the primary encounter depends on your version. Winds focuses on Storm. Waves focuses on Wave. The other one still shows up. It's just not the star of that particular crisis.
Three Endings
The multiple endings thing caught me off guard. Not exactly a Pokemon staple. But here we are.
Direct ending. You beat the Chairman. Catch or KO the legendary. Archipelago goes back to normal. Chairman is presumably arrested or whatever. It's fine. It's the ending most players will see. Nothing wrong with it.
Redemption ending. This one's trickier. You have to make specific choices throughout the whole game. Help the Chairman's staff members with their personal problems. There are five of them on different islands, each with a side quest that humanizes the Chairman's organization. Choose dialogue options that de-escalate instead of confront. Complete all 18 Adventures before the final battle. And in the end, you convince him to stop. He dismantles his operation. Helps restore the islands. The legendaries calm down without a fight. It's the feel-good route. Takes more work, but it's the most satisfying version of the story.
Catastrophic ending. This happens if you ignore everything. Skip the side quests. Rush the main story. Don't pay attention to weather warnings or environmental damage. The legendaries' rampage escalates beyond control. Final battle is both Storm and Wave at the same time. Good luck with that. The Chairman doesn't get defeated by you. The legendaries destroy him. And the ending is this melancholy thing where the archipelago survives but it'll never be the same. Some islands are permanently damaged in the postgame. Different wild spawns, blocked-off areas, changed music. It's darker than anything I've seen in a mainline Pokemon game.
I genuinely don't know which ending is "canon." The community thinks redemption requires catching certain pokemon and finishing all 18 Adventures first. Might be a true ending hidden behind those conditions. We'll know when the game drops in 2027.
Adventure Bosses You Should Actually Worry About
Not every Adventure has a boss. But the ones that do. Man.
Adventure 7. Island 8. Double Battle. Two veterans. One runs sun, one runs rain. The weather flips every other turn because their abilities keep overriding each other. You need pokemon that function under any weather condition. No weather-reliant sweepers. No frail Chlorophyll users that crumble when the sun drops. Tanks. Pivots. Something with Protect to scout the weather flip. That last one saved my run.
Adventure 13. Island 13. Gauntlet. Ten trainers in a row. No Pokemon Center breaks. Three healing items total across the entire thing. That's it. Last trainer is level 60 with competitive movesets, held items, the works. Save your heals for the final three fights. The early trainers are filler. Don't waste items on them.
Adventure 18. The last one. Full 6v6 against the Champion. This Champion is apparently the oldest in franchise history. An elderly trainer with decades of history tied to Storm and Wave. Team hasn't been officially revealed, but the press kit says "veteran team spanning multiple regions." Metagross. Dragonite. Mega something. Pure speculation right now, but prepare for a fight that assumes you know what you're doing.
Redemption ending players skip the Champion fight entirely. The Champion helps you reach the Chairman peacefully instead. Different resolution. You miss a great battle but gain a better story.
Practical Prep
Level 65 to 70 handles the endgame. Higher if you're doing the postgame battle facility on Island 14.
Stock weather TMs. Rain Dance and Sunny Day are on Island 3 and Island 7. Hail is Island 10. You can control the weather in every major fight if you prepare for it. Don't let the Chairman have Sandstorm dominance. Don't let Storm set Electric Terrain uncontested. The tools exist.
Fighting. Ground. Ice. Fairy. Those four types cover most of what the bosses throw at you. Dark types help against late-game Psychic spam. Don't overthink type matchups. Bring coverage, bring speed, something that can take a hit, and everything else you can squeeze onto a team of six.
The Chairman's Sandstorm chip damage is the real killer over long fights. Not the big attacks. The small stuff that stacks up over ten turns. Leftovers helps. Shell Bell if you're running an offensive team. Anything with Heal Bell or Aromatherapy cleanses status that Sandstorm enables. Little preparations that make a massive difference in a fight where every turn matters.