Rise up, come down, thunder everywhere. Thunderstrike is the Electric school's big finish - a two-phase move where you ascend to safety and then crash back down with an area blast and sustained lightning covering the landing zone. High cooldown, high commitment, high ceiling.
Strategy
The ascent phase is a free escape that repositions you above the fight. Use that window to survey the area, let an immediate threat pass, then dive back into the heaviest cluster for maximum blast coverage. The follow-up thunder keeps ticking after the dive, so don't immediately run out of the landing zone.
Strengths
Ascent phase doubles as an emergency escape
Large area blast on landing hits multiple enemies
Sustained thunder DoT after the dive
Weaknesses
Long cooldown limits how often you can commit to the full sequence
Dive landing point must be chosen quickly during ascent