Make the most of her dueling power and her harrassing potential.
Maldice al enemigo más cercano, incapacitándolo durante 4s mientras inflige un Daño equivalente al 80 % de ATQ por segundo.
Maldice al enemigo simétricamente opuesto, infligiendo un Daño equivalente al 50 % de sus PS máximos (hasta un 1000 % del ATQ de Wenshen). La maldición se levanta lentamente durante 5s, restaurando los PS perdidos.
El enemigo que derrote a Wenshen recibe una Maldición permanente (Pasiva). Maldición: tiene un 50 % de probabilidad de ser aturdido, aterrorizado o petrificado durante 2,5s al atacar; tiene un 50 % de probabilidad de ser derribado al moverse. La Maldición solo puede activarse una vez cada 4s.
Wenshen crea un Aura de infortunio en un radio de 3 metros a su alrededor, que reduce el ATQ de los enemigos en su interior en un 20 % (Pasiva). Vuela hacia el enemigo con el ATQ más alto, infligiendo un Daño equivalente al 180 % de su ATQ (Activa).
Cuando un enemigo con Maldición es derrotado, esta se distribuye a 1 enemigo más cercano, infligiendo un Daño equivalente al 200 % de ATQ al nuevo objetivo.
potencia vía Team Damage Reduction, Team Debuff Cleanse, Team Energy Restore, Team Heal, Team Shield, Team CC Immunity
potencia vía Team CC Immunity, Team Damage Reduction, Team Debuff Cleanse, Team Energy Restore, Team Heal, Team Shield
potencia vía Team Damage Reduction, Team Energy Restore, Team Heal, Team Shield
potencia vía Team Debuff Cleanse, Team Heal, Team Shield, Team Damage Reduction
potencia vía Team Damage Reduction, Team Heal, Team Shield, Team Energy Restore
- Ultimate provides one of the longest hard-CC lockdowns in the game - up to 6s full disable on the nearest enemy
- Death passive permanently Jinxes the killer, turning the opposing team's primary aggressor into a liability
- Aura of Misfortune at Lv4 persists after death, applying -20% ATK and -20% DEF debuffs with no upkeep required
- Duality Inversion deals damage based on max HP - scales against high-HP Tanks and bruisers regardless of Wen-Shen's own ATK
- Heal reduction (up to 60% at Skill 2 Lv4) is rare and highly relevant against sustain-heavy compositions
- Relic Lv3 enables active, repeatable Jinx application independent of her death
- Can be obtained through quest rewards in CN - no Gacha investment required for the base unit
- Jinx is RNG-based - at base 50% proc chance with a 4s internal cooldown, it is reliable over time but not a guaranteed instant CC
- No direct healing, shielding, or team-wide buffs - teams must source all sustain externally
- Duality Inversion targets the symmetrically opposite position - counterplay exists through deliberate enemy positioning
- Skill 4 active targets the highest-ATK enemy - may dash into an unintended position against diverse team compositions
- Relic Lv3 is the mechanic unlock for proactive Jinx application; below Lv3, Jinx is reactive only (death trigger)
- One-shot before her death passive fires entirely neutralizes Calamity-Ridden
- CC immunity compositions fully negate the Jinx system
Very good tech unit, staple for nezha team in odyssey. Has some tech use in spire. Her jinx debuff has higher prio than enemy skills so it can cancel super armor ones like artemis.