SLAYER Thunder Breathing Guide
Charge management, Thunderclap and Flash, Sixfold, and mobility-first play in SLAYER.
Thunder Breathing is documented as an Uncommon Slayer style in SLAYER by kriel (Place ID 134190081223854) built around Thunderclap and Flash plus Sixfold. The public Trello card describes a charge-based guardbreaking dash, a longer held version for distance, and a vertical multi-hit route that restores a charge and grants a temporary movement-speed cloak when it lands. This page focuses on charge discipline and confirmation — not invented frame data. Compare overall bands on Breathing Styles.
Thunder shines when your losses come from getting stuck in place. If you already win by planting and trading, Flame or Water may feel more natural — see Flame Breathing and Water Breathing.
Core tools
Thunderclap and Flash
The card says Thunderclap can hold multiple charges (community-reported wording mentions three charges with limited uses before cooldown — confirm the live counter). Charges regenerate naturally.
- Tap — shorter windup, forward dash, damage, and guardbreak when you are already in range.
- Hold — longer windup and travel distance for spacing problems; documented damage stays the same.
Use the tap when the target is committed and close. Use the hold only when extra distance solves a real problem. The longer windup gives opponents more time to move, block differently, or interrupt.
Sixfold
Sixfold is documented as an upward teleporting slash followed by a return sequence with additional damage ticks and a final launch. Landing it restores one Thunderclap charge and applies a thunder cloak that increases movement speed for a short window (documented around five seconds).
The reward depends on landing. Do not treat Sixfold as a free resource button. Confirm the starter, watch vertical alignment, and record whether the opponent can escape between rising and return ticks. Spend the cloak on the next position decision rather than instantly dumping another long commitment.
Charge management loop
- Keep the charge display visible at fight start.
- Spend one Thunderclap only when it creates contact or answers a guard.
- Preserve another charge for repositioning or a later block punish.
- Attempt Sixfold after a reliable opening.
- Confirm whether the charge counter increased and the cloak applied.
If public wording and the live counter disagree, trust the counter. Do not empty every charge at neutral simply because regeneration exists — natural refill may be slow relative to the current exchange.
Tap versus hold drills
Test both versions from fixed landmarks. Record windup, distance, tracking, guardbreak result, and recovery. If the target is already close, the held version can overshoot or become easier to read. Held Thunderclap solves distance, not a larger damage number.
Practice route
- Tap Thunderclap into a blocking target and verify the guardbreak.
- Practice Sixfold after a normal confirmed hit.
- Check that Sixfold restores the expected charge and applies the movement cue.
- Use the cloak to reset range or maintain safe pressure.
- Only then attempt longer links on your current ping.
Do not label a full sequence a true combo until the target cannot block, parry, or dash at each transition. Fast movement kits are sensitive to latency.
Progression and weapon checks
Raise Breathing Level and complete gourd limit breaks at milestone levels (Progression). Equip a compatible Nichirin so forms stop rejecting wooden blades (Nichirin Forging). Keep enough Breathing resource for the sequence — refill with E on PC after creating space (Controls).
The FAQ sword-node route for Moon Breathing / Black Lightning is a Demon Art instruction. Do not apply it to Thunder unless a live node tells you to.
Clan pairings
| Clan | Why it fits Thunder |
|---|---|
| Agatsuma (Rare) | Sleeping Thunder — wake under 25% HP with a damage spike; classic mobility comeback pair |
| Tokito (Rare) | +6% skill damage amplifies Thunderclap / Sixfold routes |
| Kamado (Legendary) | Opening Thread supports aggressive re-entries |
Full tables: Clans. Stat and loadout ideas: Slayer builds, Passives.
How Thunder tiers
Thunder sits with strong mobility / PvP entry kits on the practical bands. It is also a comfortable PvE tool once charge habits are clean. Community guidance still treats SLAYER styles as near equal — pick Thunder for repositioning and punish windows, not because a rival game’s meta said so.
Common mistakes
- Spending every Thunderclap charge at the start of a fight
- Holding for distance when the target is already close
- Using Sixfold without confirmation and losing the refill
- Assuming the movement cloak is an invulnerability window
- Reading ambiguous charge wording as settled without checking the live counter
- Skipping parry practice because dashes feel strong
Related pages
Protect a charge. In SLAYER, Thunder players who manage Thunderclap will always look cleaner than Thunder players who only chase Sixfold highlights.
Frequently Asked Questions
Quick answers to the most common questions.
What rarity is Thunder Breathing in SLAYER?
Public documentation lists Thunder as an Uncommon Slayer style. Confirm current roll odds in the live client.
What does Sixfold do?
Sixfold is a vertical multi-hit route that, on hit, restores a Thunderclap charge and applies a short movement-speed cloak.
Should I tap or hold Thunderclap?
Tap when you are already in range. Hold only when you need the extra travel distance — damage is documented as the same.
Which clan pairs with Thunder?
Agatsuma is the classic thematic Rare pair. Tokito’s skill damage amp is another strong Rare option.