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![]() 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 ![]() 150 / 300 / 450 / 600 (slam ![]() |
Duration:6 / 8 / 10 / 12 s | |||
Range: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
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 damage.
- Impale damage and slam damage are affected by Ability Strength.
- Impale duration is affected by Ability Duration.
- Radius is affected by Ability Range.
- Cast animation of 1 second is affected by
Natural Talent and
Speed Drift.
- Casting this ability makes Nezha stop all other actions, including movement.
- 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:
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 produce charged chakrams, which will not seek out enemies or bounce, and often fly off in random directions. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up
Reaping Chakram's bonus damage.
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