Prepare the follow-up before activating
Thunder is an active ability described as charging before it stuns nearby foes. Check that it is selected and ready, then use it where teammates can act on the nearby pressure. Do not expect the whole sequence to finish the moment you press the ability control.
Use the stun to help with the job your team is already doing: finishing a fight, covering a carrier or relieving pressure near the jail. Activating alone and immediately abandoning that position can leave the team unable to use the opening.
Balance note, October 3, 2026: the September 2026 card shows a 20-second cooldown. Read the current card for cooldown, cost and effect wording before buying or planning repeated uses.
Check selection, control and readiness
Open Inventory and verify Thunder is the intended ability. Read the active label rather than treating it like Launcher’s passive knockout effect.
The desktop HUD can display Thunder with F. Use the prompt shown on your current device; that desktop key does not define the mobile control.
Check whether Thunder is ready before moving toward opponents. Watch the HUD instead of repeatedly pressing the button and counting on an unavailable ability to protect you. Give it time to charge before expecting the nearby stun.
| Check | What it prevents |
|---|---|
| Intended ability selected | Expecting Thunder while using a different loadout |
| Current control read | Pressing a guessed button |
| Ability ready | Planning around an unavailable activation |
| Charge allowed for | Expecting an immediate result |
| Ally able to follow up | Creating an opening nobody uses |
Use it around an existing team task
Near a carrier, coordinate the activation with the route the pair is taking. The escort still needs to watch incoming opponents, and the carrier still needs to complete the trip. Thunder does not automatically deliver the body.
Near a jail, think about whether your team needs to relieve outside pressure or help a supported rescue. If nobody is working on the relevant cage section, stunning a nearby defender does not by itself create an escape route.
During a fight, stay aware of allied support and the target’s position while the ability charges. The description says it affects nearby foes. Do not rely on an assumed long-range effect or a fixed radius when choosing the position.
Use these ideas to coordinate the charge and stun with your team. They do not guarantee a capture, and no best combination has been tested here.
Diagnose the step that did not happen
If Thunder does not do what you expected, check each step before calling it a bug. Was Thunder actually selected? Was the control the one shown by the HUD? Was it ready? Did you allow for charging, and were opponents nearby when you expected the effect?
Watch what happens and check where your teammates are afterward. If the ability is unavailable, return to a supported fight, escort or defense task instead of remaining isolated while waiting.
Do not guess a damage value, charge duration or stun radius from the icon. Read the live effect card for the details it shows, and adjust your plan to what happens in front of you.
Keep the capture chain covered afterward
After an opening, agree who collects and who escorts. At the cage, continue monitoring repair and rescue pressure. One active ability does not replace the jobs needed to retain prisoners.
For passive displacement rather than active readiness, read Launcher. Use carrier escort to organize protection around a delivery.
FAQ
Is Thunder active or passive?
Thunder is described as active. Verify its selection and readiness, then use the control displayed by your current HUD.
Does Thunder stun immediately on the button press?
Its description includes charging before the nearby stun. Allow for that step rather than expecting the full result instantly.
What is Thunder’s cooldown?
The September 2026 card shows 20 seconds. Read the current in-game card before planning repeated activations around that historical value.
What should I check if it seems ineffective?
Confirm selection, current control, readiness, charging and nearby opponents. Observe the result instead of assuming every failed expectation proves a game bug.