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Thunder

Ore14 Energy2 Build time, s30

Thunder

The Thunder is an air strike craft with homing missiles. It attacks ground targets only. Effective against Tanks, Devastators, and Lynxes. Ineffective against Peacemakers, Titans, and Hawks. Produced in: Heliport.

Health188
Damage21
Damage interval1
Speed4
Visibility distance11
Attack distance8
Aggression distance15

Who is the Thunder?

The Thunder is a strike aircraft from the Heliport. It attacks ground targets only, flies over obstacles, and is especially effective on large maps. It needs Hawk support against enemy aircraft.

A Thunder covered by Hawks in battle

Thunder strengths

  • Can attack many ground targets without taking damage.
  • Effective on large maps thanks to decent movement speed and the ability to fly over any obstacles.
  • Can kite non-overclocked Peacemakers—attacking while retreating without taking return damage—if no Wave is nearby.
  • With control of the sky, it can constantly attack the enemy economy and reinforcements.
  • Dangerous in large numbers in the early game.
  • Can quickly destroy the opponent’s economy if it is not protected by a Turret.

Thunder weaknesses

  • Weak against the Turret building.
  • If the opponent has a Heliport, Thunders are vulnerable to air interception without Hawk support.
  • Extremely vulnerable to the Titan at the start of the game, and especially on small maps, without support from other units.
  • Ineffective against large groups of Peacemakers.
  • Cannot attack air targets.

Thunder builds

A build is the order in which you construct buildings and produce units. Below are two early air-attack openings based on Thunders.

Build 1. Hidden early Heliport (Thunder Rush)

  1. Producing two Workers at the start of the hidden Heliport buildProduce two Workers.
  2. A Barracks is built after saving 12 oreBuild a Barracks as soon as you have 12 ore.
  3. A Factory is built before the hidden HeliportBuild a Factory when you have 16 ore.
  4. A Reactor is built at home for an early ThunderOnce the Factory is complete, build a Reactor at your own base.
  5. A hidden Heliport is built at the enemy baseBuild a Heliport at the opponent’s base where they will not notice it.
  6. A Thunder is produced at the hidden HeliportProduce a Thunder and attack the opponent’s economy. If the opponent builds a Heliport in time, produce a Hawk second.

Build 2. Attack through two Heliports

  1. Producing two Workers before a two-Heliport attackProduce two Workers. As soon as you have 12 ore, build a Barracks.
  2. A Reactor is built while the Barracks is under constructionWhile the Barracks is under construction, save another 10 ore and use the second Worker to build a Reactor.
  3. A Gate and additional Workers prepare an air attackOnce the Barracks is complete, start building a Gate and produce two more Workers.
  4. A Factory is built before two HeliportsSave 16 ore and build a Factory.
  5. Two Heliports and a second Reactor at the baseOnce the Factory is complete, build two Heliports and a second Reactor.
  6. A Hawk scouts the enemy composition before Thunder productionUse a Hawk to scout the opponent’s composition. If they have a Heliport, add two or three more Hawks. Otherwise, produce Thunders and establish air superiority.

Thunder chevrons. What are they and how do they work?

Chevrons are curved stripes shown above the unit. They have three levels:

  1. +10% health and damage
  2. +20% health and damage
  3. +30% health and damage + regeneration

To earn one chevron, the Thunder must deal a certain amount of damage to enemy units.

Thunders with chevrons above their hulls at the map edge

Upgrades in the Heliport building

Each upgrade adds 10% of base damage or health to Heliport units. The cost rises in sequence: 10, 20, and 30 ore.

Armor IArmor IIArmor III+10%, +20%, +30% to aircraft health.
Attack IAttack IIAttack III+10%, +20%, +30% to aircraft base attack.
No chevrons1 chevron2 chevrons3 chevrons
No upgradesHealth: 188
Damage: 21
Health: 207
Damage: 24
Health: 226
Damage: 26
Health: 245
Damage: 28
Attack I + Armor IHealth: 207
Damage: 24
Health: 226
Damage: 26
Health: 245
Damage: 28
Health: 264
Damage: 30
Attack II + Armor IIHealth: 226
Damage: 26
Health: 245
Damage: 28
Health: 264
Damage: 30
Health: 282
Damage: 32
Attack III + Armor IIIHealth: 245
Damage: 28
Health: 264
Damage: 30
Health: 282
Damage: 32
Health: 301
Damage: 34

Mass aircraft

An air army is built around a large number of Thunders protected by Hawks. The tactic is especially effective on large maps.

The main counters are superior Hawk numbers or a ground composition of Peacemakers, Titans, and Waves.

Air + ground

On large and medium maps, a mixed army often consists of Lynxes, Hawks, and Thunders. On small maps, Lynxes are more often replaced with heavier ground units: Tanks, Waves, Titans, Devastators, and Peacemakers.

In a mirror composition, the advantage goes to the player who adds more units that counter the opponent’s specific army in time.

If the opponent has a Heliport, Thunders almost always need Hawk support.

Takeoff and landing

Air units can land and take off again. Landing and takeoff each take 2 seconds. During the transition, the unit cannot move or carry out other commands.

LandingLanding requires a free space on the ground. Once the landing is complete, the air unit becomes a ground unit, cannot move, and has its view range halved. The Thunder and Hawk also stop attacking.
TakeoffAfter takeoff, the unit can move again and regains its full view range. The Thunder and Hawk can attack again. Take off in advance: during the two-second transition, the aircraft cannot defend itself.

Thunder view range after landing: 11 → 5.

What does the Thunder say?

Thunder FAQ

Can the Thunder attack air targets?

No, the Thunder hits only ground targets, so it needs Hawk support against enemy aircraft.

How do you counter Thunders?

With Turrets at the base, a mass of Hawks, and on the ground — Peacemakers, Titans and Waves. On small maps an early Titan is especially dangerous.

What do chevrons give the Thunder?

Each chevron adds 10% to base health and damage, and at three chevrons the Thunder starts to self-regenerate.

When should you go for Thunders?

On large maps and when you have air superiority: a hidden early Heliport or a two-Heliport attack lets you break the opponent's economy before turrets appear.

THE ARMY AWAITS ORDERS

The Thunder is punishment from above!

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