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|Damage = 7,980
|Damage = 7,980
|Icn1 = Kinetic
|Icn1 = Kinetic
|Range = 500 m
|Range = Optimal: 75m<br>Maximum: 500m
|Icn2 = Manual
|Icn2 = Manual
|Reload = 10 sec
|Reload = 10 sec

Revision as of 06:00, November 18, 2019

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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 AuIcon
Real Value Icn info for user popup None
Exp Level Icn info for user popup 7
Hardpoint Icn info for user popup Heavy
Tier Icn info for user popup coming soon
Base Statistics Attributes
PilotRankPrivate icon Level 5 Icn damage kinetic Kinetic
WeaponDamage Damage 7,980 Icn aiming manual Manual
WeaponRange Range Optimal: 75m
Maximum: 500m
Icn shooting automatic Automatic
WeaponReload Reload 10 sec Icn reload RWF RWF
Capacity Clip: 5 rounds
Burst: 9 rounds
Unload Clip: 5 sec
Burst: 9 sec


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


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 underperforming for its weapon class and role. While it remains effective in lower leagues, it isn’t advised to use Thunders beyond Diamond, as other weapons such as the Avenger perform far better.

Mark I Statistics

Purchase Information

Level Cost Damage Burst
5 580,000 Ag 7980 71820 7980 3990

Upgrade Information

Level Cost AgIcon Time Damage Burst
6 400,000 8 hours 8770 78930 8770 4385
7 800,000 12 hours 9640 86760 9640 4820
8 1,500,000 16 hours 10580 95220 10580 5290
9 3,000,000 20 hours 11640 104760 11640 5820
10 5,000,000 1 day 12780 115020 12780 6390
11 8,000,000 1 day 2 hours 14060 126540 14060 7030
12 13,000,000 1 day 4 hours 15460 139140 15460 7730
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
1 500 Au 6570 59130 6570 3285

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

Upgrade Information

Level Cost AgIcon Time Damage Burst
2 10,000 5 minutes 7210 64890 7210 3605
3 40,000 30 minutes 7930 71370 7930 3965
4 80,000 1 hour 8720 78480 8720 4360
5 200,000 4 hours 9580 86220 9580 4790
6 400,000 8 hours 10520 94680 10520 5260
7 800,000 12 hours 11560 104040 11560 5780
8 1,500,000 16 hours 12720 114480 12720 6360
9 3,000,000 20 hours 13960 125640 13960 6980
10 5,000,000 1 day 15360 138240 15360 7680
11 8,000,000 1 day 2 hours 16870 151830 16870 8435
12 13,000,000 1 day 4 hours 18550 166950 18550 9275
Cost Time
Totals 31,970,000 5 days 19 hours 35 minutes

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

Accuracy By Distance

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%

Update History

Version Changes
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 Economy Changes:
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 Economy Changes (July 5):
Total Upgrade Time: 16 days 16 hours⟶16 days 15 hours 48 minutes
3.2.0 Damage reduced by 5%
3.1 Damage reduced by 5%
Now does double damage to physical shields, along with kinetic weapons
2.5 Name shortened
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


What balance change does the Thunder need after the 5.8 update?

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


  • 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.
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