Wensheng is a Defender that can summon an ice wall that blocks incoming damage and scales off his HP. He can also shatter this ice wall to deal damage. Additionally, he can inflict [Chill] and generate [Element Core].
Playstyle and Key Mechanics
Wensheng offers sustainable protection and debuffs enemies to further ensure your survivability. Albeit there are better options for the frontline, let's take a look at how he functions.
Main Cards:
For the first card, we have [Jo], which generates an ice wall that can block incoming damage. It has a limited durability that scales off Wensheng’s HP. After using [Jo] generates a derivative card [Ha].
Next, we have [Kyuu], a yellow card that deals damage over 6 hits and triggers [Chill]. As a yellow card, it can also draw a card that prioritizes Ultimate cards.
Lastly, we have [Shuu,] an AOE skill that triggers 12 instances of damage to all enemies. After using the skill, he generates an [Element Core: Frost] directly to your hand.
Derivatives
[Ha] - Shatters the ice wall and strikes the target over 3 hits, each dealing damage depending on the ice wall's remaining HP. In addition, [Chill] the target. A decent debuffing tool, unfortunately, is quite weak damage-wise due to the HP scaling. Ideally, it's better to keep the ice wall from [Jo] for damage mitigation.
[Element Core: Frost] - Cause the target to [Chill]/[Frostbite]. Dispel [Ignite] from ally units. This is mainly used to merge with [Nova] to create [Frost Nova], ultimately turning into [Supernova]
[Frost Nova] - Unleashes a Frost Nova upon the target area, dealing damage to enemies once and inflicting [Corrupt] and [Freeze]. A really cheap Instafreeze card, but it is only accessible if you can generate [Nova] to be merged with [Element Core: Frost]
Investment
Wensheng’s Awakening is mostly about [Element Core: Frost] it's quite underwhelming considering you will want to merge [Element Core: Frost] to [Nova] or use it to dispel [Ignite] on your allies. Can easily recommend stopping at Awakening 1 if trying to get his dupes.
Awakening 1 - For targets under the [Chill]/[Frostbite]/[Freeze] status, the Final DMG dealt is increased by 20%/30%/50%. Great damage taken amplification, considering you can just pair him with characters that can also use frozen-type debuffs.
Awakening 2 - After using [Element Core: Frost], there is a 50% chance to draw 1 card, prioritizing the Blue card. Additionally, it increases the DMG dealt by the ally's Blue cards by 35% for 6 seconds. It can be good, but at the moment of this review, there are barely any notable characters that use Blue Cards for damaging aside from Tennie.
Awakening 4 - After using Blue cards, ATK +3%, up to a maximum of 60%. A nice damage stacking Awakening, except it's capped.
Awakening 5 - After using [Element Core: Frost], grant the ally unit with the lowest HP a [Shield] for 10s, with the durability of the [Shield] being 2000% of its own DEF. In addition, Wensheng becomes immune to [Chill]/[Frostbite]/[Freeze] effects. Incredible utility, but then again, it's better if you can kill your enemy faster.
Resonance
Resonance 1 - After using [Jo], cause enemies within range to trigger [Chill], while increasing Wensheng's max HP by 10%, up to a limit of 150%. This effectively increases his [Jo]’s durability and [Ha]’s damage.
Resonance 2 - Playing your own skill card increases DEF by 3%. This effect stacks. Great for his survivability thanks to the uncapped stacking.
Resonance 4 - After using [Ha], generate 1 [Element Core: Frost] in your hand. Good way for generating more [Element Core: Frost],
Resonance 5 - [Kyuu] enhanced to: Swing dual hammers, dealing 10 hits of DMG to the enemy unit, while triggering [Chill]. Draw 1 card, prioritizing Ultimate skill cards. Recover 1 card from the Discarded pile to your hand, prioritizing Blue cards. Improves his yellow card to do more damage by adding 4 additional hits and making it able to recover discarded cards.
Synergies
Tennie - Another frontline tank that can also do great damage, Wensheng can easily trigger her resonance 4 Shielding by using 2 or more cost blue cards, as [Ha] is a 2 cost and his ultimate [Shuu] is a 5 cost. It can also help generate cost when [Freeze] is applied.
Verlaine - Applies a lot of [Chill] and does good damage while giving utility such as healing and cost generation.
Yer - Can summon drones to heal or apply more [Chill].
Margiela - Can generate [Nova], great to merge with his [Element Core: Frost].
Gear and Affixes
Some examples of overall good equipment choices for Wensheng. For specific picks, please check the respective teams.
Weapons:
SSR Unbewusstes Probe: Whenever you play a Red card of cost 3 or more, random enemies receive 3% less healing. This effect stacks up to a maximum of 75%.
SSR Anti-Entropy Frost: [Chill] and [Freeze] dealt last for 2 seconds longer. This effect stacks.
SR Viscera Collector MK 0: Using [Leader Skill] restores 0.4 Cost. This effect stacks.
R Mass Projector: Using [Leader Skill] increases ATK by 1.5%. This effect stacks.
R Magic Wand: Playing a Purple card has a 20% chance to restore 1 Cost. The trigger rate stacks.
Armor:
UR Lucid Dream Fiber: Wearer's Red cards heal the wearer for 2% of the damage dealt.
SSR Simulated Stars: Using [Leader Skill] restores 5% HP. This effect stacks.
SSR External Memory Matrix: Max damage taken per hit is 33% of Max HP.
SSR Black Rock Armor: Reduces wearer's final DMG taken by 10%. This effect stacks.
SSR Mecha Armor: Whenever [Slash] / [Rend] inflicted by wearer deals damage, restores HP equal to 5% of the damage dealt.
SSR High Dimension Construct: Generating a Black card restores 5% of Max HP. This effect stacks.
SR Resonance Fiber: When own skill card is used, restores 2% of Max HP.
R Standard Defense Fiber: When attacked, have a 5% chance to Block the incoming attack and nullify the incoming damage. The trigger rate stacks.
Accessory:
UR Dawncloud Seal: Max Hand Size +1.
UR World Line ß Box: Draws a card whenever you encounter a wave of enemies, prioritizing wearer's skill cards.
SSR Mobius: Cards in your hand are replenished 0.25 seconds faster. This effect stacks.
SSR Divinity Seal: Gains 2 Cost at the battle's beginning. This effect stacks.
SSR Fengshui Tactical Drone: For every 8 cards used, increases ATK or DEF by 2%, up to a maximum of 50%.
SR Magic Spring: Restores 0.02 Cost per second. This effect stacks.
R Harrison Device: Playing a Yellow card restores 0.3 Cost. This effect does not stack.
Affixes
Using [Leader Skill] restores 0.2/0.3 Cost. This effect stacks.
Using [Leader Skill] restores 2/3% of own Max HP. This effect stacks.
Using [Leader Skill] increases own ATK by 0.5/1%. This effect stacks.
Increases own ATK by 1/3%. This effect stacks.
Increases own ATK by 10/30. This effect stacks.
Increases all own trigger rates by 1/5%. This effect stacks.
Increases final DMG dealt by 2/5%. This effect stacks.
Gains [Hyperarmor] for 1 second when using own skill cards. This effect stacks.
Wearer's [Rend] cards deal 3/5% more damage. This effect stacks.
Deals 3/5% more Fire DMG. This effect stacks.
[Chill], [Freeze], and [Megafreeze] dealt last for 1 second longer. This effect stacks.
This character's [Chill] effect has a 1/2% better chance to [Freeze] the target.
Inflicting [Freeze] restores 0.05/0.1 Cost. This effect stacks.
Playing a Blue card increases own DEF by 0.2/0.5%. This effect stacks.
Playing a Blue card restores 1/1.5% HP. This effect stacks.
Playing a Yellow card restores 0.05/0.1 Cost. This effect stacks.
Durability of own [Shield] increases by 5/15%. This effect stacks.
Own [Shield] lasts for 1/3 seconds longer. This effect stacks.
Increases own DEF by 1/5%. This effect stacks.
Whenever a Shield is generated, increases own DEF by 0.1/0.3%. This effect stacks.
When own Shield expires, restores 1/2% HP. This effect stacks.
Restores 0.01/0.02 Cost per second. This effect stacks.












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