After quite a while, we will be getting a new Divine Key. This time, a blade type for our beloved Herrscher of Thunder.
So let's see what this new Divine Key brings to the table and how it benefits HoT:


INTRODUCTION:
Like most of the weapons/Divine Keys these days, Seven Thunders of Retribution comes with a PRI-Arm, accessible to the Exalted Tier Captains. The Base form is known as- Seven Thunders of Retribution: "Rumble", Meanwhile the PRI-Arm has been given the name Seven Thunders of Retribution: "Narukami".

This Divine Key is a significant upgrade to HoT (contrary to popular belief) and opens up quite a few strats for HoT, mainly because of the Timestop it provides HoT, due to which she can stay in buff durations longer. And it also changes her playstyle to a big extent, which in my opinion was quite more satisfying than your usual DoS gameplay.
Well, with that said, let's look at the skills of these Blades.

Seven Thunders of Retribution: Rumble

"A Divine Key made from the core of the 3rd Herrscher, the Herrscher of Thunder.
A certain expert implemented the jackpot system that allows it to change its structure based on the wielder and surroundings.
Naru, or Rumble, is the name given to its blade form."

Stats and Skill Description:
(**all values are based on a level 50 weapon)
[ ATK - 284 CRT - 22 ]
Active Skill:

- the active skill deals 300% x 2 ATK of lightning damage and inflicts a total of 10 Paralyze Trauma and grants wielder 10sp.

- HoT can also use this active after entering Burst Mode, dealing 600% ATK of Lightning Damage, which also triggers her Ultimate Evasion Skill. After activating this skill in Burst Mode, she can immediately trigger the Finisher, which puts the Ultimate skill on an 11sec Cooldown.
- Using 2 kinds of Weapon Actives (Non-Burst and Burst Active) inflicts a 15sec Narukami's Mark on enemies.


Passive Skill:

- The passive gives an extra 30% bonus Total Damage Multiplier to the wielder if she is facing enemies of the weaker type.
- Casting ultimate will refresh weapon Active CD (This skill has a 10sec CD).
- When equipped by HoT During the Ultimate/Finisher Animation, all the Stage Timers are paused
- HoT also gains 200 Herrscher charge automatically after entry (CD: 10sec).
- When HoT casts weapon active in burst mode and then finisher before exiting, Kurikara will stay on the field as a summoned entity and Bombard Enemies (HoT will remain in Herrscher mode for the duration that Kurikara stays on field).

- Kurikara retains a maximum of 600 of HoT's current Herrscher Charge.
- Bombard from Kurikara in this status costs double the Herrscher charge and deals 70% more damage.
- After losing all Herrscher Charge, staying on the field for 10 seconds or if HoT casts her Ultimate again, Kurikara will disappear.

PRI-ARM
Seven Thunders of Retribution: Narukami

"A Divine Key made from the core of the 3rd Herrscher, the Herrscher of Thunder.
A certain expert implemented the jackpot system that allows it to change its structure based on the wielder and surroundings.
Naru, or Rumble, is the name given to it's blade form.
While the number of the Divine Key is dictated by the number of the Herrscher and not the time of production, the 3rd Divine Key is in fact one of Helixcraft's earliest creations.
'I can't bear looking back on my teenage inventions. Of all the 7 forms, only the slingshot and the lipstick still hold up today.' "

Stats and Skill Description:
(**all values are based on a level 50 weapon)
[ ATK - 452 CRT - 11 ]
Active Skill:

- the active skill deals 400% x 2 + 100% x 4 ATK of lightning damage around the wielder and inflicts a total of 10 Paralyze Trauma and restores 10 sp for her.

- HoT can also use this active after entering Burst Mode, dealing 400% + 100% x 4 ATK of Lightning Damage, which also triggers her Ultimate Evasion Skill. After activating this skill in Burst Mode, she can immediately trigger the Finisher, which puts the Ultimate skill on an 11sec Cooldown.
- Using 2 kinds of Weapon Actives (Non-Burst and Burst Active) inflicts a 15sec Narukami's Mark on enemies.


Passive Skill 1:

- The passive gives an extra 45% bonus Total Damage Multiplier to the wielder if she is facing enemies of the weaker type.
- Casting ultimate will refresh weapon Active CD (This skill has a 10sec CD).
- When equipped by HoT During the Ultimate/Finisher Animation, all the Stage Timers are paused
- HoT also gains 200 Herrscher charge automatically after entry (CD: 10sec).
- When HoT casts weapon active in burst mode and then finisher before exiting, Kurikara will stay on the field as a summoned entity and Bombard Enemies (HoT will remain in Herrscher mode for the duration that Kurikara stays on field).

- Kurikara retains a maximum of 600 of HoT's current Herrscher Charge.
- Bombard from Kurikara in this status costs double the Herrscher charge and deals 70% more damage.
- After losing all Herrscher Charge, staying on the field for 10 seconds or if HoT casts her Ultimate again, Kurikara will disappear.

Passive Skill 2:

An extra Passive Exclusive to the PRI
- The Wielder gets a 35% Lightning Damage Increase when not in Burst Mode.
- When wielded by HoT, when Kurikara is present on field as a summoned entity, after its energy runs out or it reaches or it reaches the time limit, Kurikara will do a dive attack on enemies on the field, dealing 100% ATK of Lightning Damage.

- when Kurikara is present, every Shinzan Strike used makes the dive deal an additional 300% ATK of Lightning damage(capped at 2 Shinzan Strikes max).

Domain of Sanction Vs. Seven Thunders of Retribution
So How much Difference is there between Domain of Sanction and Seven Thunders of Retribution? Well, let's find out by comparing these two in the Newly Added RPC stage in Abyss.
Preparations:

Red Lotus Abyss - 435 D
Weather : RPC- 6626 (Lightning up / Physical Down)
Emblem:

Dorm Buffs:

The Run:
Results:
Domain of Sanction - Around 700
Seven Thunders of Retribution - 800+
- This goes to show how much of an advantage Seven Thunders has over Domain of Sanction. Seven thunders has the invaluable Time-stop on Animations, which already makes it worthwhile to get it for HoT.
- The Timestop allows HoT to enjoy the whole durations of buffs like Margrave and Zhenyi, which in the bigger-picture already buffs her damage a hell of a lot when compared to DoS

FINAL THOUGHTS AND CONCLUSION:
Now since we are almost at the end of this guide, let's make this clear,
"Is Seven Thunders of Retribution worth it?"
-In short, yes it is, no doubt about it.
Now you may have heard this comment being thrown around that Seven Thunders is weak, and not worth getting. Meanwhile, the reality of the situation is people wanted this weapon to be Abyss Flower levels of revolutionary, which let's just say, will never happen. Dudu is Hoyoverse's Golden Goose, don't compare anything with her.
In all seriousness though, Bright Knight was really meh when she was introduced, so much so that a fully geared Twilight Paladin team would overtake the scores of a S0 BK team in most of the situations. That is why she was granted such a huge upgrade.
Meanwhile, HoT was at the top of her game after her release and is still viable to this day, a good 1.5-ish years after her release. So this is just a small boost for her to finally complete the final stretch of her career before she is finally laid to rest. And that's why a lot of people consider this new Divine Key as weak, which it is certainly not.

Now another Question -
"Is Domain of Sanction considered Trash now?"
- Nope, by no chance. HoT has a few Zero Second Kills in Memorial Arena, and it's not possible without DoS. Please do not consider DoS useless.
So long story short, HoT needs both her weapons to cover all her bases, DoS for short fights like in Memorial Arena, and 7T for Abyss and ER.

Divine Keys in general are quite beneficial to your account anyway, they give you the +10 attack if nothing, and this one is a divine key with more value so do try to get it if you can spare the resources for it.
Although, if I had to choose between Griseo Gears and 7T, I would rather pull Griseo's gear, because she an SP valk, and a very overpowered one at that, so pulling her gears will be the better choice in the long run.

Welp, I guess that will be it for this one, feel free to ask any questions in the comment section, I'll be sure to answer them!
Until next time then!
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- Red Dragon
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