FANDOM


DivineSpears DivineSpearsIcon
ENERGY
100
KEY
4
Divine Spears
Impale nearby enemies on spears that erupt from the below. Activate again to slam surviving enemies back into the ground.
Strength:150 / 300 / 450 / 600 (impale damage)
150 / 300 / 450 / 600 (slam damage)
Duration:6 / 8 / 10 / 12 s
Range:10 / 13 / 16 / 19 m

Info
  • Spears of light burst from the ground, impaling enemies within a radius of 10 / 13 / 16 / 19 meters and inflicting 150 / 300 / 450 / 600 Puncture b Puncture damage. Impaled enemies are incapacitated for 6 / 8 / 10 / 12 seconds. If Divine Spears is deactivated by pressing the ability key again (default 4 ), impaled enemies are slammed to the ground and dealt 150 / 300 / 450 / 600 Impact b Impact damage.
  • Impaled enemies are considered knocked down, and thus can trigger melee ground finisher attacks.
    • Impaled enemies ignore nullification. The divine spear will not be nullified, so long as Nezha himself is not nullified.
    • Enemies protected by Ancient Healer auras cannot be impaled, thereby making Divine Spears less effective against Corrupted and Infested without the use of weapons that can easily proc radiation.
    • Impaled enemies cannot prevent Tenno from capturing an Interception point.
  • Ability Synergy: BlazingChakram130xDark Blazing Chakram striking an enemy impaled by Divine Spears produces a second chakram, which fires at a nearby enemy.
    • Secondary chakrams can create additional ones off of speared enemies.
    • A charged throw will also produced charged chakrams, which will not seek out enemies or bounce, and often fly off in random direction. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up Mod TT 20pxReaping Chakram's bonus damage.

Input table not loaded. Javascript Not loaded
Result table not loaded. Javascript Not loaded

Community content is available under CC-BY-SA unless otherwise noted.