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Before Buff[edit]

this is the worst and most underpowered skill I have ever seen in my life, even if you build your whole team around it its still underpowered and it will stay underpowered forever The preceding unsigned comment was added by (talk • contribs) 14:10, 28 July 2007 (UTC).

Because the devs can't buff it, right? GD Defender 12:26, 28 July 2007 (UTC)
The worse and most underpowered skill? ROTFL. Not by a long shot! This skill is great as it is, but because of its power it is not and *should not be* suited for high-end PvP. Try to use this skill in RA for instance, it absolutely ownz. If you know how to build a whole skillbar around it (no, wont help ya) and use proper equipment (no, wont help ya, but you can search around). At that point this skill turns out of be a great fun skill. I use to catch 2-3 players every now and then, and KD-lock em (keep knocking em all the time, together, since spell is adjacent). And I've had people asking me for a build I use, which they certainly wouldn't if this was 'the most underpowered skill'. Servant of Kali 19:04, 27 August 2007 (UTC)
Don't use the "it works in RA" argument. It's not even an argument; I mean, Mending wammos work in RA. It's easily removable in higher PvP, it has horrible Energy (man, it costs 10 by itself, and then it asks for more for a meh effect.), and having one person dedicated completely to knock-lock is bad. I know, knock-lock is good, but having no damage and horrible Energy is a bad thing. 01:17, 9 November 2007 (UTC)

Most GvGs bring 2-3 Monks, get 2-3 High Energy Eles to keep those 3 locked down, then have your team to proceed to annihalting thier heal-less team 12:57, 1 December 2007 (UTC)

Good point. It isn't knock-lock. It's high-damage knock-lock, which if done right, could easily destroy a monk. Not many elites can say the same. Lets not forget it knocks down all adjacent as well, so if that monk weren't careful, you'd be regularly interrupting a good 3 casters of their team until they can disperse, which any good player will tell you is a huge plus against an organized team. --Eyekwah 17:10, 9 January 2008 (UTC)

I have never seen players group so close in any type of pvp battle (maybe RA) ever unless it was melee professions doing a spike on a certain target. Also just saw someone use this skill on my fire elementalist during an alliance battle and as it turns out still took him out with a basic searing flames build.William Wallace 09:35, 9 April 2008 (UTC)

Why don't you go obs a match on Warrior's/Wizard's/Hunter's/Weeping Stone. People don't seemingly understand the utility of the skill usage. Of course fire magic is gonna out DPS air. That air ele shouldn't have engaged to begin with, but the fact that you're scaling the skill's usability on something done in ALLIANCE BATTLES where it's safe to say that people don't exactly dedicate their time to understanding how the game works. 4v4 arena will have the least amount of balling up, btw. 17:30, 10 April 2008 (UTC)

Right and almost always the monk stays in the back of the warriors casting remove hex.William Wallace 21:02, 19 April 2008 (UTC)

Actually i find this skill to be very useful. however it has one weakness that makes it less useful than it should be-you lose energy even if they are already knocked down, if you didn't you could use this with a sin, or be a E/A and KD lock them wile getting high damage, but as it is it is only useful in low-end PvP (RA and the occasional bad TA team) to make the enemy monk useless. ( 16:00, 28 June 2008 (UTC))

Yes, I noticed that while testing this one a bit. This skill would see more play if they changed it to- knock down effect: you lose X energy. This would also mean you won't lose a ton of energy if there are other sources of lightning damage, or if they use KD prevention. <> 19:47, 5 July 2008 (UTC)

Grammar Paranoia[edit]

Shouldnt the description state "If target foe is struck by lightning damage" instead of "for lightning damage"? o.O --User Wandering Traveler Oie User Wandering Traveler Sig2.png Wandering Traveler 05:25, 12 July 2008 (UTC)

Now it's all better because fusion reactors benefit from the addition of control rods. The preceding unsigned comment was added by (talk • contribs) at 05:24, 29 August 2008 (UTC) (UTC).
lolwut NalanaUser Nalana Darkling Blue Eye2.jpgTalk 21:18, 13 September 2008 (UTC)

After Buff[edit]

We know its not good in PvP, what about in PvE the mobs tend to stand still? I think it work nicely, thoughts? -- Wish Swiftdeath 16:01, 6 October 2008 (UTC)

This skill works great in PvE, especially when combined with "You Move Like a Dwarf!". It makes hard mode a lot easier since even the minions have a chance to interrupt foes. Catbus 07:03, 25 November 2008 (UTC)

It works in pvp...

blinding flash - thunderclap - slippery ground - blinding flash

gz u just dazed they enemy monk

And wasted 3 skill slots and a lot of energy while doing so.Lilondra User Lilondra Sig.png*panda* 17:00, 20 June 2009 (UTC)
Better yet, you can try what I already tried, which is Gale which won't require blindness, and you'll find that it still doesn't work. That 1 second cast time is too much (just ignore the exhaustion this is to prove KD won't work). You need to snare them and KD them to guarantee the daze. StatMan 01:10, 21 June 2009 (UTC)
The main flaw is that the input is not worth the output.Even ignoring the exhaustion I'd never waste gale,the symbol of cheer manliness for every warrior, on daze Lilondra User Lilondra Sig.png*panda* 07:22, 21 June 2009 (UTC)
Hence the point. You wouldn't and couldn't use gale to KD someone so they would be hit by thunderclap. The aftercast of TC and the casting time of any non elite elementalist KD is too long. You'd have to snare them. Now, what you can do is have another team member with KD and/or snare to make the targets stay long enough. Cripple probably won't work. All in all, I'd trade the AoE effect of the daze for a quicker daze. Something like a hex (after 3 seconds target is dazed). It might still be useless vs monks in PvP, but you would find some other use in PvP. StatMan 19:09, 22 June 2009 (UTC)
(aditional) what you might do is use a water hex to slow, then TC, then gale.

Recent Changes[edit]

They worry me. The recharge and hex duration kind of balance it out but its instant death in RA without a skilled team. I guess we shall see. Spawnlegacy 11:55, 8 August 2008 (UTC)

Considering the time between the lightning strikes and the thunderclap hitting (3 WHOLE seconds)... you'd think the dmg on this would be in the calibur of lightning orb... =/ hmm... but i mean, it's not like i know anything about the weather... lol, seriously though, im gonna miss it's old effect (bye to thunder arrow eles) but hello to dazing in ele attribs. =D --~Phill Gaston User Phill Gaston Sig.png‎ 16:34, 8 August 2008 (UTC)

The new functionality is similar to Spirit Rift. It does damage to target enemy, delay 3 seconds, then daze the "location". So you can essensially dodge the incoming daze if you react to it. Of course, you can always snare with Iron Mist to do damage AND inflict daze. Lightblade 02:16, 9 August 2008 (UTC)

Or you can follow it with Gale. That would KD them for 3 seconds. Lighning, Wind, Thunder. StatMan 03:22, 9 August 2008 (UTC)

So the daze hits 3 seconds later at the location of the lightning damage? Also, to Original Poster, it isn't a hex. StatMan 03:21, 9 August 2008 (UTC)

I like the theme actually, target gets stuck by lightning, and then three seconds later, you hear the loud boom. --Ckal Ktak 11:29, 9 August 2008 (UTC)

I'm gonna be honest and say I havent actually tried it in any PVP arena, but this seems just as useless as it was before. Hear me out; the animation is HUGE, detailing the exact radius you need to GTFO of to avoid getting dazed. Second, considering the only person most likely to be dazed is the initial target, a monk with decent timing can start casting dismiss condition a quarter of a second before the daze hits and have it off before it even sticks. One possible counter to this is to follow up with gale immediately after casting, but doing that every time you use thunderclap, you will get exhausted out. Nice try, but still not worth it.-- 00:28, 11 August 2008 (UTC)

still not worth using imo 18:09, 11 August 2008 (UTC)
"a monk with decent timing can start casting dismiss condition a quarter of a second before the daze hits and have it off before it even sticks." Not true, Daze interrupts spellcasting when it is applied. Special case. --Ckal Ktak 10:40, 12 August 2008 (UTC)
"While Dazed, you take twice as long to cast spells, and all your spells are easily interrupted." Wheres the part about being interrupted on application? YOu only get interrupted upon being attacked. 05:41, 13 August 2008 (UTC)
You are incorrect, if Dazed is applied during a spell, the spell WILL be interrupted. Period. (A select few skills that prevent interrupts circumvent this) Puk 11:45, 1 January 2009 (UTC)

How about "After 3 seconds, foes adjacent are dazed for 1..8..10, and Knocked Down for 3 seconds." I think it needs a buff, or perhaps a better recharge. StatMan 20:55, 12 August 2008 (UTC)

no thx --AnorithUser Anorith Grenths Grasp.jpgTalk 20:57, 12 August 2008 (UTC)

One of the problems is that to interupt a dazed target, you have to ATTACK, not use a spell. Most ele's rely on magic to deal damage. StatMan 16:30, 14 August 2008 (UTC)

Ever heard of a balanced team? RitualRitualistDoll 07:57, 18 August 2008 (UTC)
Every other class that causes daze traditionally ses physical attacks. Yes, you are right that is needs team play, I'm just pointing out that same sort of thing.

why are they nerfing all the interesting prophecies skills? its like they took all the fun ones and dumbed them down so people would stop crying about getting pinned down by skills like thunderclap and incindiary arrows ;-) --Justice 17:26, 15 August 2008 (UTC)

It's not even a nerf, it's complete rework to a nonsense skill. Honestly, if Daze will never happen (3sec!), 63(@12) damage in a 20 second as Elite? Even with a team work it is still too weak. If dazed happened in 'nearby' area and without delay, that could be something. Let's compare to Kuurong: "Drop effect: deal 15...63...75 damage and knocks-down all nearby foes." By analogy this should be: "deal 15...63...75 damage and inflicts daze condition for ? seconds to all nearby foes in target's location". That could be an elite then. And I am specifically upset for I've just captured this skill only recently for Ele/Paragon build with lighting spear when skill was doing KD :-( --HH LEADER User HH LEADER Peace symbol svg.png talk 16:30, 28 August 2008 (UTC)

I tried to snare someone with this in FA. I tried Iron Mist (90% move reduction), and they could still walk out and avoid the daze. I tried Gale, but the aftercast for thunderclap was too much to cast gale after, and if you cast before, they can easily run away. If you used both, you could more reliably get them. So, it takes 3 skills to daze one target. The daze is really long though. I'd prefer a shorter daze with some sort of mechanic that makes this not so hard to apply. StatMan 19:20, 18 August 2008 (UTC)

Oh jeeze, has anyone actually ever used technobabble to daze a target? that's not an attack, but it interrupts. --Ckal Ktak 06:35, 30 August 2008 (UTC)

Related Skills[edit]

All the related skills are hexes, that affect the target even if they move, and unless they get hex removal (except for shaterstone), will occur after 3 seconds. It seems a more related skill is Spirit Rift. StatMan 19:48, 15 August 2008 (UTC)

Aoe daze[edit]

Not shabby if you have a person with even only just volley as a situational skill. Now that incidiary arrows is a common skill its not totaly out of the question as being teamed up with Thunderclap. Or hell even a derv or a warrior with those multiple aoe skills, no...100blades still sucks ;-)--Justice 21:36, 3 September 2008 (UTC) If you're willing to blow 65 energy, you can use deep freeze, then thunderclap, then glyph of sacrifice + dragon stomp/earthquake =P Short of that, I don't see how you can actually daze more than one dude in PvP. Charon 02:53, 5 September 2008 (UTC)


This skill can actually make use of the first mod on a caster spear. That's pretty rare. 16:28, 23 September 2008 (UTC)

return does , too 19:18, 29 September 2008 (UTC)
Which caster mod? An increase in cast speed? Increase in spell recharge? Anyway, if I had a spear, I'd rather have a spear elite that does daze, since this spell most likely won't daze anyone in PvP, and the damage isn't spectacular. However, the animation is awesome. StatMan 14:45, 30 September 2008 (UTC)

caster spear...something that casters like luging around for the 5e and 20% enchant while still being a ranged weapon and able to use an offhand. Silencing for the spear is what the person was refering to and Crippling is what the other noted aswell.--Justice 08:57, 3 October 2008 (UTC)

oh, I get it now. A elementalist with a spear. +silencing for the Ele's skills. StatMan 14:14, 3 October 2008 (UTC)
AoE Daze is really funny in pve -- euphoracle | talk 15:43, 16 June 2009 (UTC)


Hey what about a Warrior wtfpwange build taht uses thunderclap and hamstring? --The preceding unsigned comment was added by User: (talk).

how bout grasping earth thunderclap? seems much better. no mending though.

"Ham Clap"
Ahahahha. — Raine Valen User Raine R.gif 19:46, 7 Jan 2012 (UTC)


Thunderclap 10 energy 10 recharge 1 second cast:Target For is hexed with Thunderclap, dealing 15...63...75 damage. After three seconds that foe and adjacent foes are dazed for 1...8...10 seconds and take another 10...40..45 damage. This spell has 25% armor penetration. hows that? The Emmisary 00:09, 23 August 2009 (UTC)

Way overpowered is what it is. The fact they can run away from the effect is what makes the skill balanced because it can be beaten with brains rather than counter-skills. --Ckal Ktak 09:26, 23 August 2009 (UTC)

The fact that they can run out of daze makes it useless. If they can avoid it that easily why should it even be in there?The Emmisary 16:53, 23 August 2009 (UTC)

I dunno why, but decided that since "Casters are balanced", Dazed should be far and wide across. Meaning, either Dazing has a massive downside, or it can be avoided. Adding an AoE and almost maintainable daze to the game is :( Titani User Titani Ertan Sig2.jpg Ertan {{Snappy the Turtle}} 18:20, 23 August 2009 (UTC)
Daze(even just 4 seconds... At 10 seconds... Ouch..) DESTROYS Casters. So I disagree that the daze should be increased. How ever I do think the damage should be increased. But only a little.--Yozuk 18:06, 10 July 2010 (UTC)

Same here 03:27, 25 November 2010 (UTC)

i miss the old use...[edit]

This was the funnest skill to use to completely destroy a team in RA single handedly. with the right ranger buffs and a lightning bow.... the other team would never have been able to get up the entire match... oh the good old days. 05:35, 2 January 2010 (UTC)

i completely agree, i completely stopped playing RA cuz they changed thunderclap. i have to say, it was the saddest day in GW history. It should be noted somewhere, kitties died cuz i couldn't use the dumbest/most fun build ever created :( 04:01, 4 February 2010 (UTC)

Jan 05 2012[edit]

I'm not used to editing skills, but I noticed it changed. Did what I knew how to do. Whoever knows how to add that "The functionality has changed..." bit could add that in notes. I've no idea how. EDIT: Oh yeah, here's where I got the info.

Hmm, this looks like it might be useful. I think I'm gonna try it, I mean adjacent interuption, condition spam and damage every 8 seconds? Maybe it might be good only for JQ and FA (or PvE), but still. EtherealHeritage 17:26, 7 January 2012 (UTC)

My Vekk is thoroughly enjoying this skill with its new conditions. It is also nice because I was looking for a way to get more conditions onto my teams build and now I have an excellent source of weakness. 18:39, 7 January 2012 (UTC)

I guess... but there are better alternatives that don't waste an elite slot (Weaken Armor and Enfeebling Blood). Not too hard to spec Curse, or hell carry a curse necro for supportive hexes. 10:35, 8 January 2012 (UTC)
Which I do most of the time but sometimes I enjoy watching the lightning bolts fly. And I also use the ele as a E/Mo for protective spells. I know most people dump them on the necromancer but I prefer to do other thigns with those MM slots. 18:14, 8 January 2012 (UTC)
Except that curses speccing requires at least two skills slots to match half of the functionality of this elite. At the very least, Thunderclap now is worth its status as an elite. Whether or not its better than bringing along a support curses necro is going to depend on your team, and how much you might want an elem with what ever he might bring with his secondary. 23:25, 12 January 2012 (UTC)

No More Dazed & Visual Effect[edit]

Wow, I really miss the original visual effect of this skill, a massive "lightning strike". It looked really awesome. Now since "lightning strike" has been changed to "shockwave" we get this yellow ball. I suppose it coincides with the description but sometimes there is such a thing as leaving well enough alone. Regarding the functionality, dazed was a far better condition to have an elite skill apply. Especially, for Air Magic in which numerous other skills make it possible to easily and redily apply craked armor & weakness. I agree the functionality needed tweaked from the, 'after 3 seconds(or whatever the delay was) all foes in the area become dazed'. However, there were other ways to make the skill more viable in PvP and PvE. Additionally, the comments on the develops update page say the skill is intended as an interrupt... uh with a 1 sec cast time WTH are you going to interrupt other than MS? Nevermind that Ele's don't play as rupters. Personally, I hope they restore the dazed condition and original visual effect! August 04:56, 23 January 2012 (UTC)

Removing the delay on the daze would have made this skill overpowered. Monks deal with daze by avoiding it, not removing it. It is now far more viable a skill in PvP - providing some bar compression with cracked armor and backline support with weakness - instead of merely an annoyance for bad casters who don't know about kiting. And the 1 sec cast is fast enough to hit res sigs. Guttersnipe 20:48, 25 January 2012 (UTC)


If nothing else, the update made Mursaat elementalists a lot more powerful. There's often two to a group, and those aoe interrupts tend to shut down the first few skills cast by you and your heroes -- which, in addition to the conditions, and depending on your setup, can be very damaging. Oh well. Makes it more fun. =D --The preceding unsigned comment was added by (talk) at 20:34, 23 January 2012 (UTC).

Panic! At the Mursaat. FleshAndFaith 18:44, 18 February 2012 (UTC)