Fecha de lanzamiento: 16 de Diciembre de 2015.
Nezha invoca fuego sagrado y unas ardientes armas para avigorar aliados, enciende enemigos y se asegura del daño el mismo. Los planos de sus componentes se obtienen como recompensa de incursiones a partir de la temporada 2. Dichos componentes pueden comerciarse con otros jugadores.
Requisitos de fabricación | |||||
---|---|---|---|---|---|
25,000 |
1 |
1 |
1 |
1 |
Tiempo: 72 hrs |
Acelerar: 50 | |||||
Precio del : 275 | Precio del : 100,000 | ||||
Neurópticas | |||||
15,000 |
1 |
1 |
2,100 |
4,500 |
Tiempo: 12 hrs |
Acelerar: 25 | |||||
Chasis | |||||
15,000 |
2 |
3,200 |
600 |
1 |
Tiempo: 12 hrs |
Acelerar: 25 | |||||
Sistemas | |||||
15,000 |
1 |
1 |
5,000 |
4,200 |
Tiempo: 12 hrs |
Acelerar: 25 |
Adquisición[]
Los planos para los componentes de Nezha se obtienen, después de la actualización 19, en el Laboratorio Tenno dentro de un dojo.
Así como normalmente se obtendrían Warframes como Wukong, Volt, Zephyr y Banshee.
Media[]
Fecha de lanzamiento: 27 de octubre de 2020
Nezha Prime es la variante Prime de Nezha. Nezha Prime fue lanzado junto con Zakti Prime y Guandao Prime.
Requisitos de fabricación | |||||
---|---|---|---|---|---|
25,000 |
5 |
Tiempo: 72 hrs | |||
Acelerar: 50 | |||||
Precio del : N/A | Precio del : N/A | ||||
Neurópticas | |||||
15,000 |
5,500 |
6 |
225 |
2 |
Tiempo: 12 hrs |
Acelerar: 25 | |||||
Chasis | |||||
15,000 |
2 |
4,750 |
1,400 |
8 |
Tiempo: 12 hrs |
Acelerar: 25 | |||||
Sistemas | |||||
15,000 |
10 |
3 |
4,300 |
1,450 |
Tiempo: 12 hrs |
Acelerar: 25 |
Adquisición[]
Los planos principales y componentes de Nezha Prime se adquieren de las siguientes Reliquias del Vacío .
Plano Neurópticas Chasis Sistemas Meso C6 Poco común Lith N6 Raro Neo N13 Raro Neo D2 Común
Notas[]
- Nezha Prime, comparado con Nezha:
- Mayor armadura (250 v 190).
- Mayor velocidad de sprint (1.2 v 1.15).
- Polaridad adicional.
- Como warframe Prime, Nezha Prime posee una habilidad pasiva especial en la que cuando hace contacto con un Orbe de la Muerte del Vacío Orokin, lo hará liberar un pulso de energía que otorga 250 de energía a todos los aliados cercanos. Este efecto solo puede ocurrir una vez por Orbe de la Muerte y puede ocurrir incluso si el Orbe de la Muerte ha sido previamente destruido.
- La habilidad Lanzas Divinas de Nezha Prime, conjuran unas lanzas físicas con los filos dorados, similares a la Guandao Prime
Curiosidades[]
- Nezha Prime se filtró al vincularlo en el chat del juego, que se corrigió rápidamente en una revisión. Durante Home Devstream 7, Nezha Prime se reveló oficialmente.
- Nezha Prime es el primer warframe que se muestra en el juego a los jugadores a través de la sala de exhibición de diorama del repetidor Tenno antes de su lanzamiento completo, el 27 de octubre de 2020.
- Nezha es el segundo Warframe principal en el que sus variantes no Prime se introdujeron desde Warframe China, siendo la primera Wukong.
Galería[]
ENERGÍA 25 TECLA 1 |
Caminante de Fuego Enciende un rastro de llamas, abrasando enemigos y purificando aliados. Energy Drain: 5 s-1 |
Fuerza:50 / 100 / 150 / 200 (damage per second) 500 / 750 / 1000 / 1250 (explosion damage) 15% / 15% / 20% / 20% (speed bonus) | |
Duración:5 / 6 / 7.5 / 10 s (flame duration) | |||
Rango:3 / 4 / 5 / 6 m (explosion radius) |
- Nezha ignites the ground beneath his feet with his Wind Fire Wheels, gaining a 15% / 15% / 20% / 20% movement speed bonus and leaving behind a trail of fire that lasts for 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt 50 / 100 / 150 / 200 Calor damage per second with each instance of damage having a 10% / 25% / 50% / ? status chance. Allies that walk over the flames will have their Efecto de estados removed.
- Damage per second is affected por la fuerza de habilidad, while the movement speed bonus is not.
- Instances of damage occur in half-second intervals.
- Calor efecto de estado deals 50% of Fire Walker's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
- Flame duration is affected por la duración de habilidad.
- Flames can be formed in mid-air but only while bullet jumping. Falling will not leave behind any flames.
- Fire Walker drains 5 energy per second while active and will remain active until Nezha's energy is depleted, or the ability is deactivated by pressing the ability key again (default 1 ).
- Activation cost is affected by Eficiencia de habilidad, and the energy drain is affected por la eficiencia de habilidad y la duración de habilidad.
- Nezha cannot replenish energy using Restauradores de energía de escuadrón, Sifón de energía, the Grieta, or Trinity's Vampiro de energía while Fire Walker is active; however, Orbes de energía can still replenish energy even while the ability is active.
- If Fire Walker is active when using Chakram en llamas's teleportation, Fire Walker will detonate at the destination and deal 500 / 750 / 1000 / 1250 Calor damage with a 10% / 25% / 50% / ? status chance within a radius of 3 / 4 / 5 / 6 meters. Fire Walker will be deactivated in the process.
- Explosion damage is affected por la fuerza de habilidad.
- Damage does not bypass obstacles in the environment and diminishes with distance.
- Explosion radius is affected por el rango de habilidad.
- Cast delay of 1 second is affected por Talento natural.
- Running a couple laps around an excavator can make infested unable to melee it without getting locked in heat procs.
- Can be used as an escape tool as the heat procs prevent enemies from following you.
Maximización es una forma de especialización: los mods pueden ser mezclados para dar lugar a valores que varían entre los límites de gama alta listados aquí. Haga clic en cualquier enlace de maximización para aprender cómo construirla.
- Maximizar la duración de habilidad increases flame duration to 28.2 seconds and reduces energy drain to ~1.773 energy per second.
- Reduces explosion radius to 2.04 meters.
- Maximizar la eficiencia de habilidad reduces activation cost to 6.25 energy and energy drain to 1.25 energy per second.
- Reduces flame duration to 4 seconds
- Maximizar el rango de habilidad increases explosion radius to 15 meters.
- Reduces damage to 80 per second and explosion damage to 500.
- Maximizar la fuerza de habilidad increases damage to 598 per second and explosion damage to 3737.5.
- Increases activation cost to 38.75 energy, energy drain to 8.75 energy per second, and reduces flame duration to 7.25 seconds.
ENERGÍA 25 TECLA 2 |
Chakram en llamas Arroja un aro de fuego que incinera a sus enemigos y causa que emitan una explosión curativa a su muerte. Reactiva para teletransportarte instantáneamente a la ubicación del aro. |
Fuerza:100 / 125 / 175 / 225 (health restore) 100 (damage on impact) 100% (status chance) | |
Duración:10 s | |||
Rango:4 / 5 / 6 / 8 m |
- Nezha throws his Universe Ring which inflicts 100 Calor damage with a 100% status chance to enemies upon impact. The chakram will ricochet off enemies or objects a maximum of 5 times before returning. Enemies killed within 10 seconds of being struck by the chakram will release a healing pulse that restores 100 / 125 / 175 / 225 health within a radius of 4 / 5 / 6 / 8 meters to Nezha and his allies.
- Health restore is affected por la fuerza de habilidad, while the damage is not.
- Calor status effect deals 50% of Blazing Chakram's base damage per tick over 7 ticks in 6 seconds.
- The combined Calor damage dealt to each enemy is 100 on-impact, and (50% * 100 * 7) = 350, resulting in each enemy taking a total of 450 damage over 6 seconds due to being struck by the chakram.
- Enemies struck by the chakram are ragdolled.
- La duración se ve afectada por la duración de habilidad.
- Pulse radius is affected por el rango de habilidad.
- If Blazing Chakram is activated again by pressing the ability key (default 2 ) while the chakram is in flight, Nezha will teleport to its current position.
- Nezha cannot teleport to the chakram if it is inside or too close to a wall.
- Teleporting will not consume energy.
- Bouncing from surfaces can extend the chakram's travel distance.
- The chakram's position is indicated as a waypoint onscreen and as a circular icon on the minimap.
Maximización es una forma de especialización: los mods pueden ser mezclados para dar lugar a valores que varían entre los límites de gama alta listados aquí. Haga clic en cualquier enlace de maximización para aprender cómo construirla.
- Maximizar la duración de habilidad increases duration to 28.2 seconds.
- Reduces pulse radius to 2.72 meters.
- Maximizar la eficiencia de habilidad reduces cost to 6.25 energy.
- Reduces duration to 4 seconds.
- Maximizar el rango de habilidad increases pulse radius to 20 meters.
- Reduces health restore to 90.
- Maximizar la fuerza de habilidad increases health restore to 672.75.
- Increases cost to 38.75 energy and reduces duration to 7.25 seconds.
ENERGÍA 75 TECLA 3 |
Halo guardián Crea un anillo de fuego protector, que también aturde y daña a los enemigos que se le acerquen demasiado. |
Fuerza:500 / 650 / 750 / 900 (base health) 50 / 75 / 100 / 125 (damage per second) 1.15x / 1.25x / 1.75x / 2.50x (Armadura multiplier) | |
Duración:1.5 / 2 / 3 / 3 s (invulnerability duration) | |||
Rango:1.25 / 1.5 / 1.75 / 2 m |
- Nezha summons a fiery ring with 500 / 650 / 750 / 900 base health that encircles himself and provides immunity to damage and Efectos de estado. Nezha's total Armadura multiplied by 115% / 125% / 175% / 250% is also added to the ring's health. Upon activation, Warding Halo is invulnerable for 1.5 / 2 / 3 / 3 seconds. All incoming damage that is absorbed during the invulnerability period is converted into health and added to the ring's health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125 Cortante damage per second. Warding Halo will expire when the ring's health is depleted.
- Base health, Armadura multiplier, and damage per second are affected por la Fuerza de habilidad.
- Warding Halo's health uses the following expression when accounting for Power Strength: Modified Health = (Base Health + Armadura Multiplier × Nezha's Base Armadura × (1 + Base Armadura Bonus)) × (1 + Power Strength) + Absorbed Damage. As an example, with a maxed Fibra de acero and Intensificación, a rank-3 Warding Halo will have an initial health of (900 + 2.5 × 175 × 2.1) × 1.3 = 2364.375 before absorbing damage.
- While active, a health counter becomes visible on the ability icon that tracks Warding Halo's health percentage from 100% to 0%.
- The amount of health gained from absorbed damage is displayed in the HUD beside Nezha's shield and health indicators while Warding Halo is invulnerable.
- Self-damage does not contribute to Warding Halo's health gain during the invulnerability period.
- Invulnerability duration is not affected por la duración de habilidad.
- Stun radius is affected por el rango de habilidad.
- Cortante damage instances immediately affect enemies as they enter the stun radius.
- Efecto de estado immunity includes crowd-controlling effects such as Derribos and staggers. Energy drains from Disruptores antiguos, including the small amounts of energy they drain with each melee attack, are resisted. However, Eximus energy drains and the speed reduction caused by the mucus of MOA Mutalítico Escupebreas are not resisted by Warding Halo.
- Warding Halo protects Nezha's health from damage that bypasses shields such as Toxina damage.
- Allows Nezha's shields to regenerate while active.
- Blocking with a melee weapon is disabled while Warding Halo is active; the blocking action itself can be performed, but it will not reduce damage taken.
- Warding Halo cannot be recast while active.
- The Cast delay of 1.25 seconds is affected by Talento natural.
Maximización es una forma de especialización: los mods pueden ser mezclados para dar lugar a valores que varían entre los límites de gama alta listados aquí. Haga clic en cualquier enlace de maximización para aprender cómo construirla.
- Maximizar la duración de habilidad has no positive effect on this ability.
- Reduces stun radius to 0.68 meters.
- Maximizar la eficiencia de habilidad reduces cost to 18.75 energy.
- Has no negative effect on this ability.
- Maximizar el rango de habilidad increases stun radius to 5 meters.
- Reduces base health to 360, Armadura multiplier to 1.00x, and damage to 50 per second.
- Maximizar la fuerza de habilidad increases base health to 2691, Armadura multiplier to 7.475x, and damage to 373.75 per second.
- Increases cost to 116.25 energy.
- In the case of maxed Fibra de acero and Agilidad blindada, Warding Halo will have an initial health of: (900 + 2.5 × 175 × 2.55) × 2.99 = 6026.71875 before absorbing damage.
ENERGÍA 100 TECLA 4 |
Lanzas divinas Empala a enemigos cercanos con lanzas que brotan del suelo. |
Fuerza:150 / 300 / 450 / 600 (on cast) 150 / 300 / 450 / 600 (on expiration/deactivation) | |
Duración:6 / 8 / 10 / 12 s | |||
Rango:10 / 13 / 16 / 19 m |
- Spears of light burst from the ground, impaling enemies within a radius of 10 / 13 / 16 / 19 meters and inflicting 150 / 300 / 450 / 600 Perforación damage. Impaled enemies are incapacitated for 6 / 8 / 10 / 12 seconds. After the ability duration expires or Divine Spears is deactivated by pressing the ability key again (4 ), impaled enemies are dealt 150 / 300 / 450 / 600 Impacto damage as Nezha slams them into the ground.
- Impale damage and slam damage are affected por la fuerza de habilidad.
- Impale duration is affected por la duración de habilidad.
- Radius is affected por el rango de habilidad.
- Impaled enemies are considered knocked down, and thus can trigger melee ground finisher attacks.
- Cast delay of 2 seconds and deactivation animation of 1 second are affected by Talento natural.
- If all impaled enemies are killed before the ability duration expires, Nezha will not perform the slam animation.
- Enemies performing some animations, such as getting back up after being impaled and slammed, will not be impaled by the spears upon subsequent ability recast if Nezha does not wait until they are fully standing first, but will still receive puncture damage.
- Enemies not impaled, though damaged by a spear, will not receive impact damage upon ability finish.
- Impaled enemies ignore nullification. The divine spear will not be nullified, so long as Nezha himself is not nullified.
- Reduces radius to 6.46 meters.
- Reduces impale duration to 4.8 seconds.
- Reduces impale damage and slam damage to 240.
- Increases cost to 155 energy and reduces impale duration to 8.7 seconds.
Mods de Fuerza | Mods de Duración | Mods de Rango |
---|---|---|
Archivo:Chakramenllamas(S).png | Archivo:Chakramenllamas(S).png | Archivo:Chakramenllamas(S).png |
Warframes | ||
---|---|---|
Ash (Prime) • Atlas (Prime) • Banshee (Prime) • Baruuk (Prime) • Caliban • Chroma (Prime) • Citrine Dagath • Ember (Prime) • Equinox (Prime) • Excalibur (Prime/Umbra) • Frost (Prime) • Gara (Prime) Garuda (Prime) • Gauss (Prime) • Grendel (Prime) • Gyre • Harrow (Prime) • Hildryn (Prime) • Hydroid (Prime) Inaros (Prime) • Ivara (Prime) • Khora (Prime) • Kullervo • Lavos • Limbo (Prime) • Loki (Prime) • Mag (Prime) Mesa (Prime) • Mirage (Prime) • Nekros (Prime) • Nezha (Prime) • Nidus (Prime) • Nova (Prime) • Nyx (Prime) Oberon (Prime) • Octavia (Prime) • Protea • Qorvex • Revenant (Prime) • Rhino (Prime) • Saryn (Prime) Sevagoth • Styanax • Titania (Prime) • Trinity (Prime) • Valkyr (Prime) • Vauban (Prime) • Volt (Prime) Voruna • Wisp (Prime) • Wukong (Prime) • Xaku • Yareli • Zephyr (Prime) | ||
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