DivineSpears DivineSpearsIcon
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

  • 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.


Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

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