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…Heavy gun system which strikes enemies with a powerful canister charge. What it lacks in accuracy it more than makes up for in firepower. Deadly for any opponent at short range… – in-game description


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Purchase Information
In-Game Cost 580,000 AgIcon
Real Value Icn info for user popup None
Exp Level Icn info for user popup 7
Type
Hardpoint Icn info for user popup Heavy
Tier Icn info for user popup I
Thunder
Base Statistics Attributes
PilotRankPrivate icon Level 5 Icn damage kinetic Kinetic
WeaponDamage Damage 8,640 per round Icn aiming manual Manual
WeaponRange Range 500 meters Icn info for user popup Icn shooting automatic Automatic
WeaponReload Reload 10 seconds Icn info for user popup Icn reload RWF RWF
Capacity Clip: 5 rounds
Burst: 9 rounds Icn info for user popup
Unload Clip: 5 seconds
Burst: 9 seconds


Introduction

The Thunder is a close to mid-range (up to 500 meters, with a 75-meter optimal range) heavy kinetic shotgun.

Strategy

This weapon is essentially a massive shotgun and is best used in close range combat, and is the heavy version of the Gust and Storm.

Despite a maximum range of 500 meters, an optimal range would be about 75 meters or less, due to the wide spread of the shells. Below 100 meters a Thunder can quickly eliminate or at the least maim a heavy robot. The Thunder is especially effective against heavy robots due to their large hit area, which allows more of the shell fragments to hit.

Even at low levels, the Thunder is a force to be reckoned with, but when upgraded to higher levels it can do appreciable damage from even 300 meters. With a fire rate of 1 RPS and the ability to reload while firing, it can do very heavy damage in a brief amount of time. Due to its RWF system (reload while firing), it can continuously fire significantly more rounds than its full magazine.

However, because the robot must get close to an enemy to do significant damage, it will be vulnerable to enemy fire at longer distances. Therefore, it is vital to take advantage of cover as much as possible to minimize damage while getting into a good engagement range (about 200 meters and under if possible.) 

Because the Thunder is a close-range gun, it is most commonly seen on fast moving medium robots since they can quickly close range. Commonly seen setups are the Thunder Schutze, Thunder/Orkan Boa, and Pinata/Thunder Vityaz. However, Carnage and Lancelot possibly are the best bots for Thunder, due to their power and rush abilities. Thunders can also be seen on Raijins, due to its Bastion ability and large health pool.

It is not uncommon to see Thunders equipped on heavy robots like the Leo or Natasha for use as heavily armored shotgun platforms which have the staying power to hold off multiple enemy robots. Even though heavier robots generally have more HP and power, they also tend to have much lower movement speeds. This makes closing distances to actually do damage a problem, although this is somewhat negated (in the case of the Leo) by their very high HP, and with more than one heavy slot, moderate damage.

The Thunder is also an effective shield-breaker. This is because it can damage energy shields even at 400-500 meters due to bullet spread, and does double damage to physical shields as it is a kinetic weapon.

However, the Thunder is quite a rare sight in higher leagues (Diamond and above) due to it significantly under performing for a heavy weapon class and role (for example Avenger has similar damage, but higher accuracy and range). While it remains effective in lower leagues, it isn’t advised to use Thunders beyond Diamond, as other weapons such as the Avenger, Glory performs far better.

Pros and Cons

Pros

  • Very high damage at close range
  • Destroys energy shields easily (can deal significant damage even from a distance)
  • Double damage to physical shields
  • High damage per shot and good rate of fire results in very good DPS
  • Reloads while firing

Cons

  • Ineffective in mid-long range combat (300 meters or more)
  • Cannot penetrate any shield
  • Shells spread and can cause the shotgun to deal less damage than intended (especially against small robots)

Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
5 580,000 AgIcon 8640 77760 8640 4320

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
6 400,000 8 hours 9520 85680 9520 4760
7 800,000 12 hours 10480 94320 10480 5240
8 1,500,000 16 hours 11520 103680 11520 5760
9 3,000,000 20 hours 11640 104760 11640 5820
10 5,000,000 1 day 13920 125280 13920 6960
11 8,000,000 1 day 2 hours 15360 138240 15360 7680
12 13,000,000 1 day 4 hours 16880 151920 16880 8440
Cost Time
Totals 31,700,000 5 days 14 hours


  • The damage column shows the damage from all 16 particles (combined) fired from each round (out of 9 rounds)

Mark II Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 500 AuIcon 16880 151920 16880 8440

Note: Level 12 Mark I is required to enhance (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 250,000 3 hours 17200 154800 17200 8600
3 500,000 5 hours 17440 156960 17440 8720
4 1,000,000 8 hours 17840 160560 17840 8920
5 3,750,000 15 hours 18080 162720 18080 9040
6 3,750,000 15 hours 18400 165600 18400 9200
7 3,750,000 15 hours 18720 168480 18720 9360
8 3,750,000 15 hours 19040 171360 19040 9520
9 3,750,000 15 hours 19360 174240 19360 9680
10 3,750,000 15 hours 19680 177120 19680 9840
11 3,750,000 15 hours 20000 180000 20000 10000
12 3,750,000 15 hours 20240 182160 20240 10120
Cost Time
Totals 31,750,000 5 days 16 hours


  • The damage column shows the damage from all 16 particles (combined) fired from each round (out of 9 rounds)

Accuracy By Distance

Below is the average percentage (%) of particles (per round) that hit an enemy robot (if aimed directly at) at specific ranges.

Range Accuracy %
50 meters or less 100%
100 meters 85%
150 meters 48%
200 meters 27%
250 meters 19%
300 meters 15%
350 meters 11%
400 meters 8%
450 meters 8%
500 meters 4%

Note: The numbers shown are based on an average-sized robot being targeted. Due to this, these percentages can be higher or lower depending on the size of the targeted robot.

Update History

Version Changes
5.8.0 Damage increased by 9%
4.8.0 Total Upgrade Time: 6 days 22 hours⟶5 days 14 hours
4.7.0 Damage increased by 5%
Total Upgrade Time: 8 days 9 hours⟶6 days 22 hours
4.5.0 Total Upgrade Cost: 63,400,000 Ag⟶31,700,000 Ag
Total Upgrade Time: 16 days 15 hours 48 minutes⟶8 days 15 hours
4.0.0 Total Upgrade Time: 16 days 16 hours⟶16 days 15 hours 48 minutes
3.2.0 Damage reduced by 5%
3.1.0 Damage reduced by 5%
Now does double damage to physical shields, along with kinetic weapons
2.5.0 Name shortened from "ECC Thunder" to "Thunder"
1.3.0 Sound effects when shooting and reloading added/changed
0.9.1 Accuracy decreased by 29%
0.9.0 Damage increased by 11.5%
0.6.3 Price changed from Au to Ag
Effective range from 300 meters to 200 meters
0.6.1 Accuracy increased by 15%
0.3.0 Weapon was added to the game

Poll

What balance change does the Thunder need after the 5.8 update?
 
82
 
15
 
3
 
0
 
2
 

The poll was created at 15:59 on March 14, 2020, and so far 102 people voted.

Trivia

  • This weapon can fire while reloading, similar to the Orkan, Gekko, Pinata, Pin, Trident, Exodus, Flux, and Tulumbas.
  • The name Thunder may refer to the booming noise it makes when fired.
  • Despite having a 5-round capacity, the Thunder can fire up to 9 rounds in succession when fully loaded without more than a 1-second delay. This is due to the Thunder's ability to fire while reloading.
  • There is a cylinder in the back of the Thunder that spins while reloading. This is probably a pan magazine.
  • The Thunder ejects in and out of its slot while firing- occasionally a robot will become destroyed in the middle of this phenomenon, leading to an entertaining robot corpse with a Thunder partially ejected.
  • The Thunder used to have a prefix 'ECC' until it was removed in Update 2.5
  • Some players have been angered by several damage nerfs to the Thunder in recent updates. Despite this, it has gained the ability (along with other kinetic weapons e.g. Punisher) to do double damage to physical shields (e.g. Ecu).
  • This is the only heavy weapon to be weaker than one of its smaller counterparts (Storm)
  • A single shot from Thunder consists of 16 individual projectiles. Unlike other weapons with multiple projectiles, they are not considered separately in the damage table.
  • It works best with tanks bots with high hp pools so you can deal massive damage while taking minor damage.
  • When shot fired, two sides at back of the Thunder will open up and sparkle will appear between it.

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