
The Purple Heaven Zhanmadao in the art's guard
Purple Heaven Thunder Saber
A greatsword art of the middle game: heavy blows beat thunder drums, and every technique spends a full drum to call the purple lightning.
A free art fought with a greatsword in both hands: the art's own Purple Heaven Zhanmadao, or any weapon Epic Fight holds as a greatsword. Its strength is weight: you cannot be moved while you swing, and the drums you beat become lightning.
- Learned from the Purple Heaven Thunder Saber Manual, which teaches the art and Thunder Descends. The sky gives it, once per player: in a thunderstorm, stand beside a lightning rod under the open sky, a greatsword in hand, from the Qi Crystallization realm. The manual only teaches from the Qi Condensation realm.
- Without a greatsword in hand, a technique says it "needs a greatsword in both hands".
Techniques
- Thunder Descends · Rolling Thunder · Heaven's Drum · Severing Flash · Nine Heavens' Wrath
- Secret: Heaven Answers · Ultimate: Thunder Sovereign's Descent · Finisher: The Last Thunderclap
M1 and passive: Rolling Drums
Your M1s are Epic Fight's greatsword strikes: its two-strike chain, its dash attack and its air slash.
- Every strike that lands beats a thunder drum: three beats fill a drum, three drums at most. A perfect parry beats twice.
- Each technique spends one full drum if you have one and becomes its thunder version. Without a full drum it is cast plain.
- Unshaken: while a strike swings and while a technique plays, you cannot be staggered or pushed. You still take the damage.
- The chain's last strike, with a drum full, lets go a small discharge: the enemies within 2 blocks of the target are struck (×0.3), and all are electrified. It does not spend the drum.
- Electrified: a body the thunder struck is slowed for 3 seconds, and the art's blows do 30 % more to it.
- Under a real thunderstorm, out in the open, every beat counts double.
- After 8 seconds without a blow, the beats fade, one every 2 seconds.
Quests
- The First Drum: all three drums filled 0/20 → Rolling Thunder
- Unmoved: blows taken without being staggered 0/50 → Heaven's Drum
- The Drum Answers: blows stopped by Heaven's Drum 0/30 → Severing Flash
- Call Down the Sky: Severing Flashes cutting three electrified enemies 0/10 → Nine Heavens' Wrath
- The Sovereign's Path: enemies struck by the bolts of the storm 0/100 → Thunder Sovereign's Descent
Evolutions
- 30 · Second Thunder: Thunder Descends can be cast again once, free, within 2 s, if it struck.
- 60 · Third Turn: Rolling Thunder turns three times.
- 90 · Lingering Storm: Nine Heavens' Wrath leaves its storm 4 s over the circle, a bolt a second on the electrified.
Techniques8

Thunder Descends
Leap at the enemy you look at, up to 7 blocks, and bring the saber down where you land: the target struck hard, the others thrown back.
More info
Rolling Thunder
Two full turns of the saber held level while you advance 3 blocks, each striking everyone around and pulling them in.
More info
Heaven's Drum
Hold: the saber planted, every blow and projectile from the front stopped. Let go: a discharge all round, stronger for each blow stopped.
More info
Severing Flash
Hold to charge, let go: a single level cut sends a cutting wave 12 blocks ahead, harder the longer you charged.
More info
Nine Heavens' Wrath
A storm over a circle where you look: six bolts, one more for each drum spent, then a column of lightning brought down with the saber.
More infoHeaven Answers (secret)
A saber strike right after a perfect parry, on the one you parried: harder, a bolt from the open sky, and a drum filled at once.
More info
Thunder Sovereign's Descent
The ultimate: the purple lightning strikes you, and for 8 seconds your drums stay full and every strike calls a bolt.
More infoThe Last Thunderclap
The Purple Heaven Thunder Saber's execution finisher: a bolt on the raised saber, then one blow.
More info