Deal lightning damage to one foe.
Description
Thunder is a Black Magick spell in both the original PlayStation 2 version of Final Fantasy XII and the Zodiac re-releases. It is a single-target spell in most versions that deals lightning-elemental damage. It is the lowest tier lightning spell, below Thundara and Thundaga. Instead of opposing water, like in most Final Fantasy games, in Final Fantasy XII, lightning opposes ice.
As a Black Magicks spell, it is also a random outcome of the Shades of Black Technick.
The enemies that use Thunder against the player are Ghost, Skeleton, Specter [b], Zombie Mage, Ragoh, Urutan Eater, Rocktoise, Mimic Queen, Gijuk [a], and Imperial Magus [b, c, d].
Obtained[]
Thunder's license costs 15 License Points. In the original version, Thunder is bought for 200 gil from shops from the beginning of the game. In the Zodiac versions, the spell is bought for 200 gil from Nalbina Fortress from the beginning of the game, as well as many other shops later on. It is also found in Trial Mode Stage 18 in a treasure with the Diamond Armlet equipped.
In the Zodiac versions, Thunder can be used by the Black Mage job class, and Fran no matter what job she chooses. Reks can also use it in the prologue.
Mechanics[]
Thunder deals small lightning-elemental damage to a target based on the caster's level and Magick Power, mitigated by the target's Magick Resist. It was made a multi-target spell in the Japan-exclusive International Zodiac Job System version on the PlayStation 2, but was reverted to being a single-target spell in The Zodiac Age versions.
The spell power in the original version is 25, lowered to 23 in the Zodiac versions, perhaps because the spell was initially made a multi-target spell; the lower spell power was kept for The Zodiac Age even if the spell was returned to being single-target. The formula for damage calculation:
With the Serenity license or the Magick Gloves accessory, the damage is inflated to 120% (original) or 150% (Zodiac) when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the damage is doubled when the caster is in HP Critical. If the caster has Faith, Thunder will damage for 30% more. As an elemental spell, it will do double damage to targets weak to lightning, and 150% damage with lightning-potency gear: Storm Staff and Cloud Staff (Zodiac only). The boosts stack multiplicatively.
Enemies who resist lightning take half damage. Those who nullify lightning take no damage and those who absorb lightning are healed by it. Shell halves damage from Thunder.
Certain weather and terrain conditions affect both the player characters' and the foes' lightning damage. In rainy weather, and on water terrain, the damage is inflated to 120%. No weather or terrain diminishes lightning damage.
Thunder bounces from Reflect unless the caster equips the Opal Ring. Damaging enemies with Thunder gains MP to the caster if they have the Warmage license. A target can sometimes avoid Thunder via their Magick Evade stat; for the player, this means wearing shields.
Thunder costs 8 MP to cast without Channeling licenses.
Use[]
Thunder is a good early game damaging spell that the player can set up via the gambit system (such as with Foe:lightning-vulnerable→Thunder). It can be good against flying enemies for characters who lack ranged weapons. Ice enemies are typically weak to lightning, such as Mateus.
Thunder is best used with the Storm Staff to boost its power, or with the Cloud Staff in the Zodiac versions. It is most useful in Garamsythe Waterway due to the water terrain there boosting its power, as well as in rainy Giza and in Ozmone Plain, Mosphoran Highwaste, Phon Coast, Tchita Uplands, and Cerobi Steppe when it is raining. Heavy rain and regular rain both give the same boost to power.
Thunder is outclassed as soon as Thundara becomes available from Eruyt Village onward, as MP is generally plentiful enough for the player to use the stronger versions of spells, especially with the licenses that refund MP costs.