Thunder (Robin)
Thunder | |
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Robin charging Thunder. | |
User | Robin |
Universe | Fire Emblem |
Article on Fire Emblem Wiki | Thunder (tome) |
Thunder (サンダー, Sandā) is Robin's neutral special move in Super Smash Bros. 4.
Overview
This is an auto-chargeable special move that fires a long ranged electric projectile. The charge can be stored via a cancel with the shield button or a sideways movement into a roll, like most moves of its nature. It also changes his tome to Thunder if it is not already in use. This attack has a certain number of uses before it breaks. After it breaks, a small recharge time passes before it can be used again.
If Kirby copies this move, and he exhausts the Thunder tome that he acquires from inhaling Robin, the copy ability is instantly discarded.
Stages
Thunder has 4 different stages, each with different projectile properties, damage and knockback that is determined by the charge of the attack. Depending on what stage the attack is, the durability points wasted varies. A total of 20 durability points can be used before the tome breaks. When Elthunder is charged, the tome will flash yellow. When Arcthunder is charged, the tome will glow red. When Thoron is charged, Robin will put the tome away and launch the attack when B is pressed again.
Stage | Description | Damage | Durability |
---|---|---|---|
Thunder | A small jolt of electricity that travels quickly in a straight line. Has poor range. | 1% | 1 |
Elthunder | A ball of electricity that travels in a straight line. Has moderate range. | 9% | 3 |
Arcthunder | A slow moving ball of electricity that traps opponents in an electric 'X' shape and inflicts damage, and has moderate knockback. | 10% | 5 |
Thoron | A large beam of electricity that rapidly travels across the stage, passing through opponents. Holding down the B button increases damage and knockback. Has long range and considerable knockback. | 10~19% | 8 |
Customization
Character customization was added in Super Smash Bros. 4. These are the two variations:
- Thunder+: The move has a longer charge time to reach Thoron, taking five seconds. The tome's durability is reduced to 10 points, and each stage is stronger than the standard variation. The magic itself also wastes different durability points.
Stage | Changes | Damage | Durability |
---|---|---|---|
Thunder | The electric jolt is bigger, and travels slightly slower. It travels farther before disappearing. | 5% | 1 |
Elthunder | The electricity will travel at a steady pace, with increased knockback. | 11% | 2.5 |
Arcthunder | The electric ball will move slightly faster, and pick up speed as it travels. Has improved knockback. | 13% | 4.5 |
Thoron | The beam is much faster and wider. It is longer and will damage the opponent multiple times when passing through them. Has high knockback. | 31% | 10 |
- Speed Thunder: Takes two seconds to reach Thoron. Each spell deals different amounts of damage than the original variant, travels faster, and deals less knockback. The tome's durability, as well as the durability points wasted, are the same as the standard variation. When the tome is discarded, it takes ten seconds for the tome to respawn.
Stage | Changes | Damage |
---|---|---|
Thunder | The jolt of electricity is slimmer and travels a bit farther. | 3% |
Elthunder | The electric mass will travel the length of Final Destination. Also slightly smaller. | 7% |
Arcthunder | Travels less than the standard variation. Only slightly faster. | 11% |
Thoron | The beam's trail is shorter, and will only hit the opponent once. | 15% |
Origin
Thunder magic is one of the five different branches of tomes in the Fire Emblem series, along with Fire, Wind, Light, and Dark. Thunder, Fire, and Wind are commonly grouped into a collective series known as anima magic. Some games have a weapon triangle for the anima tomes: Thunder beats fire, fire beats wind, and wind beats thunder. Some games, like Radiant Dawn, have another triangle: dark beats anima, anima beats light, and light beats dark. Thunder, Elthunder, Arcthunder, and Thoron, the four thunder tomes featured in Smash 4, are the separate ranks, in ascending order, for this branch of tomes, with Thunder being the basic stage, and while there is no charging mechanic in Fire Emblem games, the way this move works may be a reference to the fact than a unit who starts with low rank weapon usage must gain weapon experience before being able to use more powerful weapons.
In Fire Emblem: Awakening, Robin's starting class, the Tactician, allows him to use both magic and swords; in addition, his starting inventory in the game features a thunder magic tome.
Gallery
Thunder being charged in Super Smash Bros. for Nintendo 3DS.