Abilities

Time Thunder and the Follow-Up

Thunder is an active ability that charges before it stuns nearby foes. Confirm it is selected and ready, then use it where a teammate can act on the opening.

Time Thunder and the Follow-Up

Thunder is an active ability that charges before it stuns nearby foes. Confirm it is selected and ready, then use it where a teammate can act on the opening.

Thunder does not finish the capture by itself. Check that it is the ability you equipped, that it is ready, and that teammates can use the nearby pressure. Activating alone and immediately leaving can waste the window.

A September 2026 card showed a 20-second cooldown. An October 3, 2026 balance note says to read the current card for cooldown, cost, and effect wording before you buy or plan repeated uses. Treat 20 seconds as that older card, not as a guarantee on today's offer. No charge duration, damage, or stun radius was published beyond "nearby foes."

Check selection, control, and charge

Open Inventory and verify Thunder. Read the active label. It is not Launcher's passive knockout effect.

The desktop HUD can display Thunder with F. Use the prompt on your device. That desktop key is not the mobile control.

Watch the HUD for readiness. Give the ability time to charge before you expect the stun. Pressing the button during cooldown does not protect you.

Check What it prevents
Thunder is the selected ability Expecting a stun from a different loadout
You used the shown control Pressing a guessed button
The ability is ready Planning around a cooldown
You allowed the charge Expecting an instant result
An ally can follow up Opening that nobody uses

Tie it to a job you already have

Near a carrier, time the activation with the route the pair is taking. The escort still watches incoming opponents, and the carrier still has to finish the trip. Thunder does not deliver the body.

Near a jail, decide whether you need to relieve outside pressure or help a supported rescue. Stunning a nearby defender does not open a bar section by itself if nobody is hitting that section.

During a fight, stay aware of allied support and the target while the ability charges. Do not rely on a long-range effect that was not described.

If it seems to do nothing, check the steps in order: selected, correct control, ready, charged, and opponents nearby. Watch the result. If the ability is unavailable, return to a supported fight, escort, or defense instead of standing alone while you wait.

After the opening, agree who collects and who escorts. At the cage, keep watching repair and rescue pressure. One active ability does not replace those jobs.

FAQ

Frequently Asked Questions

Does knocking someone down put them in jail?

No. Collect the downed opponent with the Carry prompt and deliver them to your team's jail. A Lights Out notice is only the knockout.

How do I get out of jail?

Punch one bar section, watch its health, and work with other prisoners or an outside ally. Leave through the opening toward support. No key or secret tunnel was documented.

Are there working codes for Kidnap And Jail?

No code string has been confirmed for this experience. Codes for other RoDark Studios games do not belong here, and a redemption button inside this game has not been documented.

Are matches always 20 versus 20?

The experience allows up to 40 players in a server. That is not a fixed team size. Read the players in your current round.

Are gold coins and green cash the same?

No. They are separate displays. A September 2026 example showed gold and green cash rewards on different notices. Match the price icon to the correct balance.

Are hunter and defender classes?

No. They are jobs you can switch during a round: hunt, carry, escort, defend, or rescue. There is no class-select screen for them.