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Thunderstrike

/spells/thunderstrike

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Thunderstrike

Elec school

Thunderstrike

Elec arcana

Rise up, then dive down to blast the area and unleash thunder over your enemies

Last updated:

Preview

In-game

At a glance

Stats

School
Elec
Damage type
Elec
Cooldown
100 s
Cast delay
0 s
Unlock level
35
XP multiplier
×1

Spell Progression

XP & Leveling

XP per cast

120

First cast bonus

+200

320 total

Casts per level

9

≈ 1 000 XP/level

Casts needed to reach school unlock levels

School levelTotal XP neededCasts (from 0)
Level 100
Level 43,00025
Level 1211,00092
Level 2019,000159
Level 35this spell34,000284

Overview

How it plays

Rise up, come down, thunder everywhere. Thunderstrike is the Electric school's big finish - a two-phase move where you ascend to safety and then crash back down with an area blast and sustained lightning covering the landing zone. High cooldown, high commitment, high ceiling.

Strategy

The ascent phase is a free escape that repositions you above the fight. Use that window to survey the area, let an immediate threat pass, then dive back into the heaviest cluster for maximum blast coverage. The follow-up thunder keeps ticking after the dive, so don't immediately run out of the landing zone.

Strengths

  • Ascent phase doubles as an emergency escape
  • Large area blast on landing hits multiple enemies
  • Sustained thunder DoT after the dive

Weaknesses

  • Long cooldown limits how often you can commit to the full sequence
  • Dive landing point must be chosen quickly during ascent

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