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Thunder Dragon Guide

Thunder Dragon

ATK 560 · Power 950 000

Intercepting Magnetic Currents costs you a stack a second and kills at 30, and carrying both Polarity marks at once wipes a quarter of the raid.

Before you pull

Thunder Dragon is immune to every debuff and impairment except Taunt.

Control heroes do nothing here.

Bring

Tanks2-3 with taunt
Damageassign a group to the magnets, not to the boss
Discordmandatory. Polarity and current rotations are both call-outs

Stats

Health800 000

Defense4 500

What you must not do

  • Break the magnets. If you intercept instead, rotate out at 20 seconds. 30 kills
  • Positive carrier runs toward the group. Negative carrier never stands furthest away
  • Four of the sixteen balls have no shield. Those are the targets
  • Watch your segment during Geomagnetic Storm
  • Arc Whip hits behind it. There is no safe side, only safe flanks

The fight, phase by phase

7 phases
1

Dread Conduit: a meter you can take onto yourself

The dragon generates 4 Dread Magnets, each linked to it by a Magnetic Current.

  • Every current feeds the dragon 1 stack of Storm Conduit per second, to a maximum of 100
  • At 100 stacks it hits every Legion in the Lair for 10% of maximum Unit Count
  • Four live magnets fill the meter four times faster than one

Break the magnets. That is the clean answer.

The other option has a price. A Legion can intercept a Magnetic Current, taking the stacks itself instead of feeding them to the dragon. At 30 stacks, that Legion is killed instantly.

So interception is a 30 second clock on a person, and there is no warning bar for it. If your raid uses it, rotate interceptors out at 20 seconds and count out loud. A Legion that forgets it is holding a current simply dies.

Dread Conduit

Dread Conduit

Thunder Dragon generates 4 Dread Magnets within its Lair which connect to Thunder Dragon via Magnetic Currents. Each Magnetic Current grants Thunder Dragon 1 stacks of Storm Conduit per second (max 100 stacks). Upon reaching maximum stack count, Thunder Dragon deals Magic Skill damage to all Legions within its Lair (10% of the Legion's maximum Unit Count). Magnetic Currents can be intercepted by Legions, granting them 1 stacks of Storm Conduit per second. Upon reaching 30 stacks, the Legion is killed instantly.

2

Polarity Transmission: the one that wipes the raid

One random Legion is given a Positive Charge Mark. When its timer ends:

  1. A Thunder Vein is drawn from that Legion to the Legion furthest away from it (5% of maximum Unit Count to anyone it touches)
  2. The Positive mark transfers to that furthest Legion
  3. The original Legion keeps a Negative Charge Mark for 30 seconds

A Legion holding Positive and Negative at the same time is killed instantly, and every Legion in the Lair takes 25% of its maximum Unit Count.

That is the raid wipe, and it is caused by your own movement. The Legion that just passed the mark on is carrying Negative for 30 seconds, and if it happens to be the furthest Legion the next time Positive resolves, it gets both.

Two rules. The Positive carrier moves toward the group, so the vein is short and the next carrier is predictable. And the Negative carrier, for those 30 seconds, makes sure it is never the furthest Legion in the room. Standing at the far edge of the Lair with Negative on you is how a raid ends.

Everyone unmarked clears the line between the two.

Polarity Transmission

Polarity Transmission

Thunder Dragon inflicts Positive Charge Mark upon 1 random Legion. When the timer ends, the Legion with Positive Charge Mark generates a Thunder Vein linking it to the Legion furthest away from it, transmitting Positive Charge Mark to that Legion and gaining Negative Charge Mark for 30s. The Thunder Vein deals Magic Skill damage to Legions that come into contact with it (5% of the Legion's maximum Unit Count). If a Legion has both Positive Charge Mark and Negative Charge Mark at the same time, it is killed instantly, and deals Magic Skill damage to all Legions within the Lair (25% of the Legion's maximum Unit Count).

3

Perfect Storm

The dragon becomes Invulnerable and hits everything around it for 25% of maximum Unit Count, then fills the Lair with:

  • 16 balls of moving Ball Lightning
  • Crisscrossing Thunder Veins: 10% of maximum Unit Count and a 1 second Stun on contact

12 of the 16 balls carry a shield of Shield Factor 10,000. Effectively untouchable. The other 4 have no shield at all.

So this is not a phase where damage is wasted, it is a phase where targeting matters. The dragon itself cannot be hurt; the four unshielded balls can. Pick them out and put your damage there rather than into a shield you will not break.

The 1 second stuns are what actually kill people here: stunned inside a moving field means the next thing also lands.

Perfect Storm

Perfect Storm

Thunder Dragon gains Invulnerable and deals Magic Skill damage to all surrounding Legions (25% of the Legion's maximum Unit Count). It also generates 16 balls of moving Ball Lightning, and crisscrossing Thunder Veins that deal Magic Skill damage to Legions that come into contact with them (10% of the Legion's maximum Unit Count), inflicting Stun for 1s. The Ball Lightning has a shield (Shield Factor 10,000), but 4 of the balls do not have shields.

4

Geomagnetic Storm

The dragon moves to the centre and splits the Lair into 8 segments, then strikes 2 random segments at a time for 35 seconds, 10% of maximum Unit Count each.

  • Watch your segment, not the dragon
  • Two are lit, six are safe. There is always somewhere to be
  • 35 seconds is long. Keep moving through it
Geomagnetic Storm

Geomagnetic Storm

Thunder Dragon moves to the center of its Lair, dividing it into 8 segments, then deals Magic Skill damage to all Legions in 2 random segments each time for 35s (10% of the Legion's maximum Unit Count).

5

Lightning Induction and Judgment of Storms

Lightning Induction: the dragon flies up and sends out 4 lightning lines, each tracking a random Legion, 10% of maximum Unit Count on contact. They follow people, so the answer is lateral movement, not distance.

Judgment of Storms: it flies up and calls lightning down continuously wherever it strikes, 10% around each impact. Stay spread and keep moving.

Lightning Induction

Lightning Induction

Thunder Dragon takes to the skies and summons 4 lightning lines. Each line moves toward a random Legion, dealing Magic Skill damage to Legions that come into contact with it (10% of the Legion's maximum Unit Count).

Judgment of Storms

Judgment of Storms

Thunder Dragon takes to the skies and continuously summons lightning that deals Magic Skill damage to all surrounding Legions wherever it strikes (10% of the Legion's maximum Unit Count).

6

Healing

Manastone of Relief drops each time the dragon loses 30% of its HP. Three windows in the fight. Gather them when the room is calm, never during Geomagnetic Storm.

Manastone of Relief

Manastone of Relief

Each time Thunder Dragon loses 30% of its HP, its Lair produces Healing Manastone. When gathered, it heals a Legion's lightly wounded units.

7

Melee range

  • Stormclaw: forward arc
  • Electric Breath: forward rectangle
  • Storm Vortex: everything around it
  • Arc Whip: a backward arc. The tail is not the safe side here
Stormclaw

Stormclaw

Thunder Dragon slashes with its mighty claws, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 1,000).

Electric Breath

Electric Breath

Thunder Dragon breathes lightning, dealing Magic Skill damage to all enemy Legions in a forward rectangle (Damage Factor 1,000).

Storm Vortex

Storm Vortex

Thunder Dragon whips around, dealing Magic Skill damage to all surrounding Legions (Damage Factor 1,000).

Arc Whip

Arc Whip

Thunder Dragon swings its mighty tail, dealing Magic Skill damage to all enemy Legions in a backward arc (Damage Factor 1,000).

Reference