Post Details Page

[5.8 Beta] Mei's Seven Thunders of Retribution

UID: 11903619

Welcomes you all to an electrifying 5.8 Start! Today we'll be greeting a new weapon well in advance of its debut in the gacha.

That's right, Herrscher of Thunder's making a return, a retribution with her new divine key, the Seven Thunders of Retribution.

There is a base form (Rumble) and Pri-Arm form (Narukami). We'll be primarily looking at the Pri-Arm :p

These are the contents we'll be covering today ^^

Contents

1. Background

2. Stats and Effects

3. Team Comp + Rotation Change

4. Pros and Cons vs Domain of Sanction

5. Video Showcase

6. Final Thoughts + Q&A's

1. Background



5.8 introduces a new Divine Key, Seven Thunders of Retribution: Rumble and its Pri-Arm form, Seven Thunders of Retribution: Narukami.

This weapon is tailor made for Herrscher of Thunder, building on her already powerful kit and building on it by adding new features that allow her to go head to head against some of the newer Valkyries across various contents.


For the remainder of this review, let's refer to the weapon as 7 Thunders and Herrscher of Thunder as HoT

2. Stats and Effects

[452 ATK and 11 CRT]

Active Skill - Narukami Divinity

SP Cost: 0

Cooldown: 15 seconds


Upon activation HoT will slash out an X-shaped beam that deals a burst of Lightning damage dealing 400%*2 + 100%*4 ATK of Lightning damage. 


During the animation, the user is invincible and will regain 10 SP thereafter 


The initial hit inflicts paralysis 


HoT bonus

During burst mode, the active skill can be cast, dealing 400% + 100*4 ATK of Lightning damage. This also grants invincibility and will automatically activate her ultimate evasion


After casting the burst mode active skill she can immediately activate her ultimate finisher. Doing so will extend her ultimate’s cooldown by 11 seconds


Both variants of the active skill inflicts a 15 second Narukami’s Mark 


Forfeiture 

Deal 45% bonus total damage to enemies with weaker types (in HoT’s case, this would be mech-types)


Casting an Ultimate refreshes the active skill’s cooldown, has an internal cool-down of 10 seconds.


More Herrscher of Thunder bonuses

During the second sequence of her ultimate, all stage timers will be suspended, allowing HoT to preserve team buffs and prevent her score from being lowered.


On entry, she gains 200 Herrscher Charge, which is roughly 1/3 of her entire gauge. Has an internal cooldown of 10 seconds.


If she casts her active skill during burst AND finisher without switching out, Kurikara will remain on the field as a summoned entity and BOMBARD enemies. 


Kurikara will:

1. Gain up to 600 of HoT’s Herrscher charge that then becomes independent

2. Consume twice the amount of Herrscher charge

3. Deal 70% of HoT’s Bombard damage

4. Disappear if: it loses all of its charge, has been present for 10 seconds, or if HoT uses her ultimate again. 

5. Maintain HoT’s Herrscher Form


Inverse 

Gains 35% Lightning damage when outside of burst mode.


More Herrscher of Thunder Bonuses:

When any of the conditions under #4 of the skill right above above barring the last one is met, Kurikara will pounce on enemies, dealing 100% ATK of Lightning damage.


Additionally, when Kurikara is busy bombarding, every Shinzan strike, HoT’s combo attack, causes the pounce to deal an additional 300% ATK of Lightning damage up to two times. 

3. Rotation Change


Both rotations are generic and use the following team comp


Previous Rotation: 

1. Fischl Ultimate + Weapon Active Skill

2. Eden QTE + Ultimate

2. HoT QTE + DoS Active Skill

3. HoT Combo Attack + Ultimate

4. Ultimate Evasion + Bombardment

5. Switch HoT out

6. Reapply 1 and 2 (only use Fischl/Eden Ult if they have sufficient SP)

7. HoT QTE re-entry

8. Regain SP and repeat - Try to sync their ultimates for maximum damage.


New Rotation

1. Fischl Ultimate + Weapon Active Skill

2. Eden QTE + Ultimate

2. HoT QTE + Combo Attack

3. HoT Ultimate + Weapon Active Skill

4. Cast HoT's ultimate Finisher

5. HoT Active skill again and combo once

6. Switch HoT out

7. Reapply 1 and 2 (only use Fischl/Eden Ult if they have sufficient SP).

8. Regain SP and repeat - Try to sync their ultimates for maximum damage.


Note for the new rotation, HoT can either bombard manually/forgo her ultimate finisher if the boss is already low/is phasing, since it takes time for Kurikara to start breathing, and that could sometimes result in a 1 or 2 point difference, though not too punishing, Additionally, she can also cast her active skill before her first ultimate so that it's back up by the next rotation while getting off some chip damage.

4. Pros and Cons vs Domain of Sanction


Pros

Ultimate Animations freeze the stage timer

Has an active skill during burst

Automatic Ultimate Evasion skill for instant time fracture

Higher total damage vs Mech Bosses (her forte)

Divine Key gives a universal +10 ATK to every Valkyrie, new and old

+6 ATK stat


Cons

Virtually unusable on non HoT characters outside of being a stat stick

Active Skill does not replenish Herrscher Charge

Less Versatile

Less damage vs non Mech Bosses



Time Freeze

Domain of Sanction Ultimate

As we can see from the following gifs that domain of sanction's score started at around 942 and dropped to 923 after the animation ended.

7 Thunders of Retribution: Narukami

On the other hand, 7 Thunder' preserved the 942 score!!

Now this difference is certainly no joke as a ~20 score drop every ultimate adds up in a long fight, and that is EXCLUDING the finisher which eats a further 10-20 points.

5. Video Showcase

These are by no means optimised runs, they are there to provide a glimpse of the possible scores HoT can attain using her new weapon.

https://www.youtube.com/watch?v=yrSBK3D6pcg

Notes:

HoT in this video is S1 ranked

A 2* Bella ELF is used

Every Valkyrie is using the ideal build

6. Acquisition + Crafting cost 

DIvine Key Supply


Once the banner goes live, there'll be a special divine key banner under the supplies page. There you'll find something that looks similar to the recent Abyss Flower Supply for those who have been around. Essentially, 7 Thunders will be guaranteed within 50 rolls, making the maximum crystal cost only 15,000!.


Upgrade Materials

These, along with EXP materials and coin costs apply to every Pri Arm weapon thus far

Other Conditions


Unlocked, tuned and levelled Seven Thunders of Retribution: Rumble to LEVEL 50

6. Q&A's + Final Thoughts

#1. How much of a priority is 7 Thunders?

Although dependent on your current team situation(s), it is worth considering that there'll be an influx of HoT specific bosses throughout 5.8 in both the Abyss and Memorial Arena game modes. If achieving your goals proves to be difficult, 7 Thunders is a worthwhile investment, moreover with the universal +10 ATK it provides.

#2. Should I go for or upgrade Domain of Sanction if I'm getting 7 Thunders?

No, because every other sword user is either obsolete for dealing damage or have better options. However, if you already own DoS, then there may be no/less incentive to prioritise 7 Thunders as per question #1.

Of course get if you're here to have fun-duh!!!

#3. Does HoT's S2 skill affect Kurikara's automated attacks?

Yes, it will prolong the duration, making S2 a nice damage upgrade.


With all that mind, I wish all those who are aiming for this divine key the best of luck! 7 Thunders is definitely a flashy weapon that will keep Mei in the fray of competitive content for months or years to come!

Thank you for reading!!!



Honkai Impact 3rd • Guides & Analyses
Hyperion Arsenal
Resource Planning
Mei
9
2
0
9
0
All comments 2

Loading...

All Tools

Recommended Users