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A petite and playful facade conceals this frame's immense power.

This is Nezha, the protector, the quick.

Feel the heat, Tenno. Nezha is a burning thing, and he makes a fiery ring.

Release Date: December 16, 2015.

Nezha invokes sacred fire and blazing weaponry to invigorate friends, ignite foes and insure himself from damage. Nezha forged a path of flame in Update 18.1.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 35,000
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Tenno Lab Research
Blueprint • ClanAffinity645,000
Time: 72 hrs
Prereq: N/A
Neuroptics • ClanAffinity641,500
Time: 72 hrs
Prereq: Nezha
Chassis • ClanAffinity641,500
Time: 72 hrs
Prereq: Nezha
Systems • ClanAffinity641,500
Time: 72 hrs
Prereq: Nezha
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100


As of Update 19 all blueprints are obtained from the Tenno Research Lab. Blueprints are no longer tradable.

Previously the main blueprint itself was purchasable from the Market for Credits64100,000 and all component blueprints were acquired through the Sortie.


  • Nezha is the third Warframe that was first introduced as a timed exclusive to Warframe China, after Excalibur Umbra and Wukong.
  • In Chinese folklore, Nezha is known as a protection deity and is the third son of Li Jing. He is also known by his title of "Third Lotus Prince", which was bestowed on him following his deification, and his Taoist name of "Marshal of the Central Altar".
    • The Warframe's androgynous appearance is a nod to the deity's youthful appearance, which belied his reputation as a trickster. To clear out any confusion regarding this, Digital Extremes has stated that the Warframe is male. [1]
  • The rings that adorn the Warframe's body (and are used for some of his abilities) are also references to Nezha's lore;
    • The rings on his ankles (which are activated when Fire Walker is in use) are known as the Wind Fire Wheels, ​and allowed the deity to walk in the air or fly.
    • The ring on his back (which is utilized when casting Blazing Chakram) is known as the Universe Ring while the spears summoned by casting Divine Spears seem to be derived from the Fire-tipped Spear. Both artifacts were bestowed by his teacher Taiyi Zhenren.
  • Nezha appears in Journey to the West, under the command of his father Li Jing. In the story, Li Jing's troops (among other forces) are summoned to fight Sun Wukong after the latter rebels against the Jade Emperor. Nezha is among those Wukong defeats after a three-day long battle, but the two befriend each other and Nezha would assist Wukong and his friends during their travels.
  • Prior to Update 19.0, Nezha's component blueprints were obtained via Sortie rewards. Furthermore Nezha was the first and only non-Prime Warframe whose component part blueprints could be traded between players. Since the update trading is no longer possible.
  • The quote "Nezha is a burning thing, and he makes a fiery ring." from Nezha's profile video is a quote from Johnny Cash's song, Ring of Fire.


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Nezha has reduced friction on the ground, preserving momentum gained from movement for far longer; this makes Nezha capable of especially long slides. This effect stacks with Cunning Drift, Maglev and Streamlined Form.


FireWalker FireWalkerIcon
Fire Walker
Blaze a trail of flames, scorching enemies and cleansing allies. Teleporting blasts the landing area with a ring of fire.
Strength:50 / 100 / 150 / 200 (damage per second)
500 / 750 / 1000 / 1250 (explosion damage)
Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
Range:3 / 4 / 5 / 6 m (explosion radius)
Misc:15% / 15% / 20% / 25% (speed bonus)

  • Nezha ignites his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus movement speed for 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt 50 / 100 / 150 / 200 Heat b Heat damage per second, with each instance of damage having a 10% / 25% / 50% / ? Heat b Heat status chance. Allies that walk over the flames will have their status effects removed.
    • Damage per second is affected by Ability Strength, while the movement speed bonus is not.
      • Instances of damage occur in half-second intervals.
    • Speed buff duration and flame duration is affected by Ability Duration.
    • Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
    • Cast animation of ~0.5 seconds is affected by Natural Talent and Speed Drift.
      • Fire Walker can be cast while moving, and will pause (but not interrupt) reloading weapons.
      • Can be recast while active to refresh its duration.
  • If Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250 Heat b Heat damage, with a 10% / 25% / 50% / ? Heat b Heat status chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames.
    • Explosion damage is affected by Ability Strength.
    • Damage does not bypass obstacles in the environment and diminishes with distance.
    • Explosion radius is affected by Ability Range.
    • Fire Walker will stay active after teleporting.

Main article: Pyroclastic Flow

Pyroclastic Flow is a Warframe Augment Mod for Nezha that accumulates the damage Fire Walker deals and unleashes it in a trail of fire upon reactivating Fire Walker.

Rank Damage Accumulation Trail Duration Cost
0 75% 6s 6
1 95% 7s 7
2 120% 8s 8
3 150% 10s 9

Tips & Tricks
  • The 100% chance of the Heat b Heat status effect makes this an effective form of control for narrow hallways or choke points.
  • Quickly sliding into groups of enemies can reliably disable them.
  • The amount of ground that can be covered in flames can be improved using Sprint Speed mods.
  • Also works as an escape tool to prevent enemies from following you.
  • Can be used to cut off melee units from defense objectives.
  • Briefly tapping slide key allows for additional control over Nezha's momentum while maintaining the additional speed.
  • Choosing a dark energy color makes the visual effect less intrusive.


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.

  • Maximized Ability Duration increases flame duration to 30.6 seconds and reduces channeling cost to 1.63 energy per second.
    • Reduces range to 2.04 meters.
  • Maximized Ability Efficiency reduces activation cost to 6.25 and channeling cost to 1.25 energy per second.
    • Reduces flame duration to 4
  • Maximized Ability Range increases range to 16.8 meters.
    • Reduces damage to 80 per second and explosion damage to 500.
  • Maximized Ability Strength increases damage to 824 per second and explosion damage to 5150.
    • Without Energy Conversion and Growing Power, increases damage to 674 per second and explosion damage to 4212.5.
    • Increases activation cost to 38.75 and channeling cost to 10.69 energy per second.
    • Reduces flame duration to 7.25

BlazingChakram BlazingChakramIcon
Blazing Chakram
Hurl a flaming ring that sets enemies ablaze making them vulnerable to any damage. Flaming enemies drop Restorative Orbs on death. Charge to amplify the power of the ring, and reactivate to instantly travel to the ring's location.
Strength:100 / 150 / 200 / 250 (damage)
400 / 600 / 800 / 1000 (boosted damage)
60% / 75% / 85% / 100% (vulnerability)
Duration:10 / 11 / 13 / 15 s
Misc:50% / 65% / 80% / 100% (health orb chance)
20% / 25% / 30% / 35% (energy orb chance)
30 m (uncharged throw distance)
70 m (charged throw distance)

  • Nezha throws his Universe Ring 30 meters towards the target aim, which will ricochet off enemies or objects on impact for a maximum of 5 times(Confirmation needed due to recent changes) before returning. The chakram deals 100 / 150 / 200 / 250 Heat b Heat damage to enemies it touches and marks them for 10 / 11 / 13 / 15 seconds, with guaranteed Heat b Heat status effect. Marked enemies take 60% / 75% / 85% / 100% increased damage from all sources and have a 50% / 65% / 80% / 100% chance to drop a Health Orb, and a 20% / 25% / 30% / 35% chance to drop an Energy Orb, upon death.
  • Holding down the ability key (default 2 ) will charge the chakram to increase its damage, up to 400 / 600 / 800 / 1000 Heat b Heat damage, and make it fly ~70 meters in a straight line forward and backward. Can hit multiple enemies in one throw.
    • Boosted damage is affected by Ability Strength.
    • Boosted throw distance is not affected by Ability Range.
    • Charging animation is not affected by Natural Talent and Speed Drift.
    • When throwing a charged chakram, enemies will be rag-dolled by it for a few meters.
      • A charged Blazing Chakram loses its ability to ricochet off walls and enemies.
  • 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 location.
    • 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.
  • Uncharged throws will never hit the same enemies twice - even if the chakram would hit an enemy a second time, it will just pass through it. Charged throws, however, can hit an enemy a second time on return.

Main article: Reaping Chakram

Reaping Chakram is a Warframe Augment Mod for Nezha that causes the projectile of Blazing Chakram to increase the caused damage for each enemy hit by the attack. Additionally it increases the spawn percentage for health orbs for each enemy hit.

Rank Damage Health Orb Drop Chance Cost
0 1.25x 0.10x 6
1 1.50x 0.15x 7
2 1.75x 0.20x 8
3 2.00x 0.25x 9

Tips & Tricks
  • When Activating Divine Spears and throwing a Charged Blazing Chakram, 2 rings along with the Charged ring will bounce off enemies.


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.

  • in games with moderately high latency, the chakram may veer wildly off-course or be seen shaking in midair while moving slowly, then disappear before striking an enemy. This is likely caused by the ring's position being calculated host-side, rather than client-side.

WardingHalo WardingHaloIcon
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:701 / 868 / 1106 / 1437 (base health)
50 / 75 / 100 / 125 (damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)

  • Nezha summons a fiery ring that encircles him, granting full immunity to status effects. The ring starts with 701 / 868 / 1106 / 1437 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to the its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125 Slash b Slash damage every second. Warding Halo absorbs 90% of all incoming damage Nezha takes and only expires when its health is depleted.
    • Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
    • Warding Halo's health uses the following expression when accounting for Ability Strength:
      Modified Health = (Base Health + Armor Multiplier × Nezha's Base Armor × Base Armor Bonus) × (1 + Ability Strength) + Absorbed Damage
      • As an example, with a maxed Steel Fiber and Intensify, a rank-3 Warding Halo will have an initial health of (1437 + 2.5 × 175 × 1.1) × 1.3 = 2,493.725 before absorbing damage.
    • Self-damage does not contribute to Warding Halo's health gain during the invulnerability period.
    • Invulnerability duration is not affected by Ability Duration.
    • Stagger radius is affected by Ability Range.
    • While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
    • Slash b Slash damage instances immediately affect enemies as they enter the stun radius.
    • Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, 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 Tar-Mutalist MOAs are not resisted by Warding Halo.
    • Cast animation of ~1 second is affected by Natural Talent and Speed Drift.
      • Casting this ability makes Nezha stop all other actions, including movement.
      • Cannot be recast while active.
  • Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100% Heat b Heat status effect and making Nezha invulnerable for just 1 second.
    • The ability can be recast during this invulnerability period.
  • 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.

Main article: Safeguard

Safeguard is a Warframe Augment Mod for Nezha that allows him to cast Warding Halo on allies, albeit with reduced durability.

Rank Durability Cost
0 20% 6
1 30% 7
2 40% 8
3 50% 9

Tips & Tricks
  • Using Health Conversion to gain armor stacks increases the effectiveness of Warding Halo.


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.

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. After the ability duration expires or 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.
    • If all impaled enemies are killed before the ability duration expires, Nezha will not perform the slam animation.
    • 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.
  • Hitting a speared enemy with Blazing Chakram 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 Reaping 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.

Strength Mods


Duration Mods


Range Mods


FireWalkerIcon FireWalkerIcon FireWalkerIcon
BlazingChakramIcon BlazingChakramIcon
WardingHaloIcon WardingHaloIcon
DivineSpearsIcon DivineSpearsIcon DivineSpearsIcon

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Nezha can be equipped with the following items:



See Also

Edit Tab

  • Changed Nezha’s Fire Walker to only ‘hop’ when cast while on the floor.
  • Fixed another crash from casting Nezha’s Warding Halo ability.
  • Fixed a crash when casting Nezha’s Divine Spears ability.


  • Fixed a crash when casting and teleporting with Nezha’s Blazing Chakram ability.
  • Fixed a crash when casting Nezha’s Warding Halo ability.

Update 23.8


[DE]Pablo has been working hard on tweaks, with two primary goals in mind:

  • Making Nezha feel smoother and more fluid in gameplay
  • Increasing Nezha’s power overall by giving him added team support value and internal synergies

With that said, let’s break down the changes in order!

  • Increased max rank health from 225 to 375
  • Decreased max rank shields from 225 to 150
  • Changed from a channeling ability to duration-based.
    • Why? As a channeled ability, keeping Firewalker active would block all energy regeneration. Making the ability a single cast with a long moddable duration solves that problem, encouraging more frequent use.
  • Teleporting will no longer cancel Fire Walker.
  • Cast animation changed to a small hop that doesn’t restrict movement.
  • Cast animation has been sped up, and no longer restricts movement.
  • Enemies hit by the disc are “marked” for a moddable duration, greatly increasing the damage they take from all sources. Marked enemies have a chance to drop energy orbs.
    • Why? Adds great team value to Nezha’s kit - increasing damage taken helps all allies, and energy orb drops enable frequent recasting.
  • Killing enemies while they are marked will now produce healing orbs, instead of the current healing pulse.
    • Why? The current radial heal is invisible and very small, usually only benefitting players in melee range - most players don’t even know it’s there! Health orbs make the result more visible, while introducing other mod synergies.
  • Increased the number of targets the disc will try to hit before recalling, and improved some cases of faulty lock-on targeting.
  • Slight improvements to Blazing Chakram’s enemy tracking.
  • Added a charged throw, causing the Chakram to fly straight forwards and backwards, dealing extra damage to enemies in its path.
    • Why? For a consistent flight path unaffected by lock-on targeting, use the new charged throw. Great for hallways!
  • HUD now shows a custom counter, indicating how much damage absorption is left, instead of a simple numeric percentage
  • Warding Halo now only blocks 90% of damage taken. Will still block status effects and other procs.
    • Why? When considering Nezha’s revamped kit, he is excellent at mitigating enemy damage - Firewalker and Divine Spears offer great area/crowd control, Blazing Chakram offers healing and self-sustain, and his outstanding movement can make the player a hard target to hit. In this context, Warding Halo’s 100% damage resistance was completely overshadowing his other options - why heal or CC when I never take any damage?
With 90% damage resistance, Nezha is still very capable of tanking, but encouraged to rely on his other tools to avoid getting overwhelmed. Taking minimal health damage allows for synergy with Blazing Chakram’s health orbs, not to mention new modding avenues like Equilibrium, Health Conversion and various Arcanes. The change also allows us to improve survivability in other ways, such as the increased health pool, and major Warding Halo quality-of-life buffs listed below.
  • Damage absorption invulnerability phase now begins as soon as you cast the ability. Cast animation also sped up.
  • Increased incoming damage multiplier during invulnerability. Damage absorption multiplier also now scales with power strength.
  • When the health of the Warding Halo runs out, it will do an AoE heat status effect and give you a short period of invulnerability.
    • Why? This gives the player precious time to react, helping survivability while controlling the enemies immediately around you. Your next Warding Halo can be recast during this window to ensure you’re always protected!
  • Players will receive a HUD icon indicating the Health of a Safeguard Halo they received from Nezha.

(Brief aside: as a Nezha main, I was originally skeptical of the 90% damage resistance change, and I suspect many readers will be skeptical too. However, playing the rework myself quickly changed my mind. The various buffs really outweigh the negatives, making Nezha much more capable in a supporting crowd-controller role. If you doubt just how potent 90% damage resistance can be, try out Gara’s Splinter Storm at 130% or more power strength!)

  • Sped up the casting/slamming animations, while removing the mandatory slam at the end of the Spears’ duration. (slam can still be triggered manually)
  • Hitting a speared enemy with Blazing Chakram produces a second Chakram, which fires at a nearby enemy.

On top of all that, Nezha’s sounds have been remastered, adding new auditory cues for important moments, like Blazing Chakrams returning to the player, or Warding Halos running out of health!

Update 23.0

  • Fixed Nezha's Warding Halo damaging ragdolled enemies impaled by Divine Spears at a much higher hit per interval than intended.

Update 22.20

  • Fixed Nezha's Halo ring not physically being thrown when equipped with a TennoGen Skin.

Update 22.19

  • Fixed Nezha's Reaping Chakram damage not getting doubled for every enemy hit for Clients.

Hotfix 22.17.4

  • Fixed Nezha getting stuck in 'Power In Use' if downed while throwing Blazing Chakram.

Hotfix 22.17.3

  • Augment: Blazing Chakram - Reaping Chakram
  • Increased Nezha's Blazing Chakram base Damage to 250.
    • Ability Strength Mods now affect both Health restore and Damage (previously was just Health).
  • Fixed Nezha's Blazing Chakram not displaying a Damage stat in the Arsenal.

Update 21.0

  • Fixed various Syandana clipping issues through Nezha's back.

Hotfix 20.5.2

  • Fixed Nezha's Blazing Chakram getting stuck in the terrain resulting in a perpetual 'Power In Use'.

Update 20.2

Update 20.0

  • Fixed an issue with the flashing reticule hitmaker during Vauban's Vortex, and Nezha's Blazing Chakram and Warding Halo.

Update 19.13

  • Fixed being able to use Nezha's Blazing Chakram to bypass nerves, doors, and barrier in The Jordas Verdict.

Hotfix 19.6.3

  • Fixed a script error with Nezha's Divine Spears when the initial spear damage kills an enemy which causes an explosion (e.g. Volatile Runner) that kills Nezha.

Hotfix 19.0.4

  • Fixed drifting idles for Frost Noble and Nezha Noble idles.

Update 19.0

  • Nezha Parts have moved to the Tenno Lab in player Dojos.
  • Fixed Nezha's Blazing Chakram allowing access to unintended areas in The Jordas Verdict.
  • Fixed some enemies being able to apply a Status Effect through invulnerability abilities such as Rhino's Iron Skin and Nezha's Warding Halo.

Hotfix: Recurring Dreams 3

  • Fixed a script error when casting Nezha's Divine Spears ability.

Update: The Silver Grove

Update: Specters of the Rail

  • Fixed certain weapon holsters clipping through Nezha's back.
  • Fixed the FX of Warding Halo applying to nearby allies.

Update 18.13

  • Fixed weapon holsters clipping through Nezha's back.

Update 18.12

  • Fixed Warding Halo ability appearing while aiming with a Sniper Rifle.

Update 18.8

  • Fixed Blazing Chakram repeatably knocking down Ambulas.

Update 18.5

  • Divine Spears will no longer pin or ragdoll boss-type enemies.
  • Fixed Nezha's secondary weapon floating out of hand when in his Noble Animation idle.
  • Fixed Atlas' Landslide not functioning on enemies impaled by Divine Spears.
  • Fixed enemies improperly ragdolling when impaled by Divine Spears.

Hotfix 18.4.7

  • Fixed Excalibur's Radial Javelin not functioning against enemies that have been impaled on Divine Spear.

Update 18.3

  • Fixed Fire walker not properly cleansing debuffs from Clients.

Update 18.2

  • Adjustments were made to Warding Halo FX to help combat some reported cases of motion sickness.

Hotfix 18.1.3

  • Warding Halo will now be more responsive to enemies entering its radius, damaging them immediately.
  • Blazing Chakram teleport now costs no energy.
  • Fixed Divine Spear not properly impaling enemies with Auras that prevent status effects.
  • Fixed an error causing Divine Spears to spawn with improper collision, deflecting bullets.
  • Fixed Nezha's sash visual FX remaining visible when aiming as a Client.

Hotfix 18.1.2

  • Fixed Nezha's Base Blueprint being Tradeable. This can be purchased in the Market for Credits and was not meant to be tradeable.
  • Fixed Clients not seeing the proper energy color on Nezha's Ring.

Update 18.1

  • Introduced.
Last updated:Hotfix 23.0.1

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Start a Discussion Discussions about Nezha

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    • 2001:48F8:402A:1313:574:333A:4C35:54ED wrote:2600:1702:B60:66A0:D4A2:677C:3D44:7D87 wrote:Do infested have genders even.yes, look at the Helmi...
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    • 2601:404:C280:3859:1DBF:566F:234:EF1A wrote:I feel like this is a dumb question but what should I choose for a speed-runner? I have a Volt bu...
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