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Thunder (Robin)

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This article is about Robin's neutral special move. For other uses, see Thunder (disambiguation).
Robin Neutral B SSBU.gif
Robin Neutral B 2 SSBU.gif
Robin Neutral B 3 SSBU.gif
Robin Neutral B 4 SSBU.gif

The various stages of Thunder in Ultimate.
User Robin
Universe Fire Emblem
Article on Fire Emblem Wiki Thunder (tome)

Thunder (サンダー, Thunder) is Robin's neutral special move.


This is an auto-chargeable special move that fires a long ranged electric projectile. Like most moves of its nature, the move will automatically charge once the B button is tapped, and pressing the button will fire it during the said period. Also during said charging period, the move's charge can be stored by shielding or rolling (the latter done by tapping left or right). In midair, charging can be canceled with an air dodge. Any stored charge is lost if Robin flinches from a hit while charging or is KO'd.

Charging or using this move changes Robin's active tome to Thunder. The tome has a limited amount of durability, which is expended when the attack is released, and when depleted, the tome is automatically discarded. The discarded tome acts as a projectile that will damage opponents as it falls, and can be caught and thrown like an item. After it breaks, a cooldown of 10 seconds passes before the tome is replaced and Thunder can be used again.

If Kirby copies this move and exhausts the Thunder tome that he acquires from inhaling Robin, the copy ability is instantly discarded (with Kirby immediately losing Robin's "hair" hat without any visual indication), and any projectile it produced will prematurely disappear.

Trying to use the move while the tome is broken before its replacement will have Robin perform the animation for the cast, but only a small puff of smoke will come out with no effect whatsoever.


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 used 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.

All stages of the move can miss smaller characters while they are crouching, as they travel a distance above the floor. Robin is not prohibited from using higher stages of the spell than the remaining durability of his tome.

Stage Description Damage Durability KO percent
Thunder A small white jolt of electricity that travels quickly in a straight line. The fastest stage of the move, though with poor range, knockback, and damage, unable to KO even at 999%. Travels a third of Final Destination, good for interrupting approaches at a safe distance. It can also jab reset larger opponents due to its speed and negligible damage. 3% 1 N/A
Elthunder A yellow ball of electricity that travels in a straight line with less speed than Thunder. Travels more than half of Final Destination and still has little to no KO potential (KOing at 190% at the middle of the stage), though it is a more standard projectile compared to the other stages of Thunder. Due to its quick charge time and range, it is a decent spammable projectile. Charged after half a second.
Japanese: エルサンダー, Elthunder
9% 3 178%
Arcthunder A bright red slow-moving ball of electricity that gradually picks up speed. Travels the same distance as Elthunder. On contact, it traps opponents in an electric 'X' shape while inflicting damage, and has moderate knockback, though is unable to KO until 185%. It is good for pressuring shields and gives Robin enough time to either follow up with an attack or grab the opponent while they are stuck in the move (only if both fighters are on the ground). Can combo into Nosferatu if timed right. Charged after about two seconds.
Japanese: ギガサンダー, Gigathunder
10% 5 171%
Thoron An extremely long, large beam of electricity that rapidly travels across the stage, passing through opponents. Holding down the B button increases damage and knockback. It has considerable knockback, KOing at 160% (150% if the button is held down), and is a deceptively powerful offstage finisher due to the projectile's speed and length, giving it incredible accuracy. If used in the air, the player risks a self-destruct, as the move has a lengthy ending animation. Regarding it, the firing animation is distinct from the other charge levels as Robin twirl tosses up his sword during a turn and fires the Thoron via a back-handed manner, then catches his sword as it falls back down. One of Robin's reliable ranged finishers, apart from a thrown Levin Sword or Tome. Charged after three and a half seconds.
Japanese: トロン, Thoron
10~19% 8 138%

In Smash 4, if the special attack button is held when casting Thoron, the beam will extend faster and deal more damage compared to if the button were simply tapped. However, this feature was removed in Ultimate.

Instructional quotes[edit]

Super Smash Bros. for Nintendo 3DS case foldout RobinHeadSSB4-3.png A magical thunder attack. Gains power when charged.
Super Smash Bros. Ultimate Move List RobinHeadSSBU.png Unleashes lightning magic that can be charged to cast Elthunder, Arcthunder, and Thoron.


Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Thunder 2. Thunder+ 3. Speed Thunder
"Lightning magic that can be charged to cast Elthunder, Arcthunder, and Thoron." "Cast stronger lightning magic. Can't be used as many times in a row as Thunder." "Charges and travels faster than Thunder, but it isn't quite as strong."
  1. Thunder: Default.
  2. Thunder+: The move has a longer charge time to reach Thoron, taking five seconds. Each stage is stronger and larger than the standard variation, but the magic itself uses up more durability points than normal. Visually, Robin erupts small shockwaves (as opposed to a dusty wind effect from behind with the default version) while charging.
Stage Changes Damage Durability
Thunder The electric jolt is bigger, and travels slightly slower. It travels farther before disappearing. 5% 2
Elthunder The electricity will travel at a steady pace, with increased knockback. 11% 5
Arcthunder The electric ball will move slightly faster, and pick up speed as it travels. Has improved knockback. 13% 8
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% 20
3. Speed Thunder: Takes two seconds to reach Thoron. Each spell deals different amounts of damage than the original variant, travels faster, is smaller in size, and deals less knockback. The Speed Thunder tome uses the same amount of durability points 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. 2%
Elthunder The electric mass will travel the length of Final Destination. Also slightly smaller. 5%
Arcthunder Travels less than the standard variation. Only slightly faster. 7%
Thoron The beam's trail is shorter, and will only hit the opponent once. Power does not get boosted if the special move button is held. 10%


Thunder magic is one of the most commonly recurring types of offensive magic in the Fire Emblem series, and is one of the five categories of offensive magic, along with fire, wind, light, and dark. Thunder magic is commonly grouped with fire and wind into the collective school of anima magic, or the magic of nature.

In Fire Emblem, each class is restricted in what weapons they can use by how proficient they are in that weapon type. In many games, the anima magic categories organize their spells into a series of stages, with each spell being more powerful than the last and requiring more weapon experience to use, and the thunder spells used by Robin in Smash are taken from these stages. While Fire Emblem does not have a charging mechanic for spells like Smash does for Thunder, it could be taken as a reference to weapon experience.

  • Thunder is the most basic thunder tome, and appears in every game in the Fire Emblem series. Its ball-of-lightning appearance in Smash comes from Fire Emblem Awakening.
  • Elthunder was introduced in Fire Emblem: Genealogy of the Holy War and is one of the "El-" tomes, the second stage of anima magic, along with Elwind. Its ball-of-lightning appearance is original to Smash, since it has always been a bolt of lightning in Fire Emblem.
  • Arcthunder was introduced in Fire Emblem: Radiant Dawn. It is one of the "Arc-" tomes, the third stage of anima magic, along with Arcfire. The spell's X shape in Smash resembles how Fire Emblem shows it as many bolts of lightning converging on one target.
  • Thoron, the fourth and final stage of standard thunder spells, was introduced in the original Fire Emblem: Shadow Dragon and the Blade of Light. Most Fire Emblem games portray it as a fast-moving lightning beam, like in Smash.

In Fire Emblem Awakening, Robin's starting inventory in the main game features a Thunder tome, and begins the Premonition chapter at the beginning of the game with a Thoron tome. In Fire Emblem Fates, Thoron is a special weapon which can only be used by Robin as bonus amiibo content.


Names in other languages[edit]

Language Name
Japan Japanese サンダー, Thunder
UK English Thunder
France French Foudre
Germany German Donner
Spain Spanish Trueno
Italy Italian Tuono
China Chinese (Simplified) 雷电
Taiwan Chinese (Traditional) 雷電
South Korea Korean 선더, Thunder
Netherlands Dutch Bliksem
Russia Russian Гроза


  • Occasionally, if Robin short hops before beginning a Thunder charge, a second charge sound will begin playing and stack over the first charging sound the moment he lands. This is likely a glitch with no functional effect.
  • When Robin discards a completely different broken tome with a fully charged Thunder, his hand will act as though it is still holding something despite there being nothing in it; the lightning spark effects for the charge indication will still appear in this case.
  • Thunder's charge speed is completely unaffected by the Timer's slowdown effect. This allows for Robin to fully charge the move in situations where it would typically take too long, such as while offstage.
  • The "Thoron" variant of this move seems to have infinite range, as Robin can fire a Thoron beam from the left side of the "Run!" map's final stretch in Smash Run and still hit enemies touching the finish line.
  • The cover of the tome in Robin's hand changes as he charges the move from one stage to the next; as in Fire Emblem, the advanced stages of the Thunder attack are produced by different tomes.
  • Despite employing different named moves, Robin's Neutral Special is simply named after its first stage in the Move List. This is unlike other moves with similar behaviors such as Sephiroth's Flare / Megaflare / Gigaflare or Hero's Frizz / Frizzle / Kafrizz.