Release Date: December 16th, 2015
Blazing across the crimson skies, the empyreal vanguard Nezha invokes sacred fire through his Universe Ring. Invigorate and protect friends by bestowing life and energy. Ignite and impale foes upon inferno pyres, to purge the System with his divine flames. Nezha forged a path of flame in Update 18.1 (2015-12-16).
Acquisition
Nezha's blueprints can be researched from the Tenno Lab in the dojo.
Prior to Update 19.0 (2016-11-11), Nezha's main blueprint could be purchased from the Market for 100,000 and its component blueprints were obtained from Sorties, and component blueprints could previously be traded between players.
Crafting
Manufacturing Requirements | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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25,000 |
1 |
1 |
1 |
Orokin Cell 1 |
Time: 3 Day(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rush: 50 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Market Price: 275 | Blueprints Price: 35,000 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Nezha Neuroptics Blueprint | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15,000 |
Argon Crystal 1 |
Neural Sensors 1 |
Polymer Bundle 2,100 |
Salvage 4,500 |
Time: 12 Hour(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rush: 25 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Nezha Chassis Blueprint | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15,000 |
Morphics 2 |
Ferrite 3,200 |
Rubedo 600 |
Argon Crystal 1 |
Time: 12 Hour(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rush: 25 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Nezha Systems Blueprint | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15,000 |
Control Module 1 |
Morphics 1 |
Ferrite 5,000 |
Plastids 4,200 |
Time: 12 Hour(s) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rush: 25 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tenno Lab Research
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Lore & History
General
The Warframe Nezha has been known far before the Orokin Fall. A swift warrior, his tales have reached the farthest reaches of the Origin System, sparking hope in any who hear them.
Once such location in Nezha's myth is the farmland of Reshantur. It is unknown what the exact relation is between Nezha and Reshantur, although various relics of the Warframe were a common find throughout its fields. Some would be unearthed and turned in out of fear, or for hopes of food, while others would be kept, becoming objects of worship for a group known as the Children of Reshantur.
The Children of Reshantur was a cult-like clan of children. Since MOAs and other defensive instruments were too expensive to defend the farmlands, the children instead chose to defend it themselves. Based on Nezha's tales of courage, they chose him as the clan's patron and protector. The children swore oaths of dedication and loyalty to the legendary figure, swearing to defend Reshantur's fields to the very last drop of their blood.
Every day, the clan trained in the ruins of an old abandoned temple, and even fashioned improved weapons and uniforms from repurposed farming equipment, such as fertilizer bags, wood, and cloth; all were based on the weapons and gear of Nezha himself.
The Massacre of Reshantur
- Main article: Leverian#NezhaView Nezha List▾▾
Bloody land grabs became a routine; every brutal takeover resulted in those who rebelled being slain, with their corpses becoming fertilizer for the next yield of crops, which in turn were tended to by the survivors. This led to an overall population decrease, as there were not enough adults left to both defend and care for the crops. To remedy this, the children banded together to form a cult known as the Children of Reshantur.
The massacre started off as just any other day, except for the children. With filthy syandanas donned and flimsy spears readied, the child warriors began to charge at their oppressors. The Corpus took aim, prepared to open fire upon the swarming mass of adolescents. However, almost immediately, the farmland was wreathed in flame.
After the massacre, Reshantur became the site of a Corpus archaeological excavation, resulting in the discovery of various relics; Nezha's Blazing Chakram was found within the children's temple, while their spears and syandanas were unearthed from the scorched earth of the attack. Corpus surveyor, Jena Xasparin, was sent to look over the excavation. At the site, she found a solitary boy in the middle of a field, wearing Nezha's Circa helmet. The field he was in was filled with the corpses and cadavers of slain Corpus troops; some were dismembered, others were impaled, all were burned.
"Nezha did it." the boy said calmly. He claimed that Nezha descended from the sky, tearing the Corpus apart with rings of fire. The fiery footsteps from Nezha's Fire Walker would raze the ground, burning the earth wherever his feet touched. Any child that fell was healed by Nezha and rose to continue their fight. The boy also claimed that all the other children had gone with Nezha to be a part of his celestial army, and that he stayed behind to tell the story.
Trivia
- 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 Feng Huo Lun (also known as Wind and Fire Wheels), which he stood upon, in order to move off the ground.
- 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 (2016-11-11), 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.
References
Release Date: October 27th, 2020
Nezha Prime is the Primed variant of Nezha, boasting higher armor and sprint speed, and an additional polarity. Nezha Prime was released alongside Zakti Prime and Guandao Prime.
Acquisition
Chassis Blueprint | Systems Blueprint | Blueprint | Neuroptics Blueprint |
---|---|---|---|
Axi N7 Rare (V) Lith N11 Rare (V) Meso N15 Rare (V) Neo N13 Rare (V) Neo N17 Rare (V) |
Axi O5 Common (V) Axi S12 Common (V) Lith G7 Common (V) Lith H3 Common (V) Lith N12 Common (V) Meso P7 Common (V) Neo D2 Common (V) Neo D3 Common (V) Neo N16 Common (V) |
Axi G6 Uncommon (V) Axi M2 Uncommon (V) Axi S9 Uncommon (V) Lith H4 Uncommon (V) Lith O3 Uncommon (V) Meso C6 Uncommon (V) Meso D6 Uncommon (V) Meso H2 Uncommon (V) |
Axi N8 Rare (V) Lith N10 Rare (V) Lith N6 Rare (V) Lith N8 Rare (V) Neo N15 Rare (V) Neo N20 Rare (V) Neo T8 Uncommon (V) |
Vaultings
- On October 5th, 2022, Nezha Prime along with Zakti Prime and Guandao Prime, entered the Prime Vault and were retired from the reward tables. Any preexisting components or fully-built items will remain as is.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
1 |
1 |
Orokin Cell 5 |
Time: 3 Day(s) |
Rush: 50 | |||||
Market Price: N/A | Blueprints Price: N/A | ||||
Nezha Prime Neuroptics Blueprint | |||||
15,000 |
Alloy Plate 5,500 |
Neural Sensors 6 |
Oxium 225 |
Argon Crystal 2 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Nezha Prime Chassis Blueprint | |||||
15,000 |
Nitain Extract 2 |
Nano Spores 4,750 |
Rubedo 1,400 |
Morphics 8 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Nezha Prime Systems Blueprint | |||||
15,000 |
Control Module 1 |
Tellurium 3 |
Ferrite 4,300 |
Circuits 1,450 |
Time: 12 Hour(s) |
Rush: 25 |
Notes
- Nezha Prime, compared to Nezha:
- Higher Armor (265 vs. 200)
- Higher Sprint Speed (1.2 vs. 1.15)
- Additional Polarity ( vs. )
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Nezha Prime's Divine Spears conjures physical spears with golden blades, similar to that of Guandao Prime.
Trivia
- Nezha Prime was leaked by linking him in the in-game chat, which was promptly patched out in a hotfix. During Home Devstream 7, Nezha Prime was officially revealed.
- Nezha Prime is the first Warframe to be showcased in-game to players via the Tenno Relay diorama showroom before his full release, on October 27, 2020.
- Nezha is the second prime Warframe where their non-primed variants were introduced from Warframe China, with the first being Wukong.
Gallery
Passive
Nezha slides 60% faster and goes 35% farther. These effects stack with Cunning Drift, Maglev and Streamlined Form.
Nezha's passive can be disabled with Controlled Slide.
Abilities
1 25 |
Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16) |
Strength:50 / 100 / 150 / 200 ( Heat damage per tick) 500 / 750 / 1000 / 1250 ( Heat 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 % (movement speed bonus) | |||
Subsumable to Helminth |
2 25 |
Blazing Chakram Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location. Introduced in Update 18.1 (2015-12-16) |
Strength:100 / 150 / 200 / 250 ( Heat damage) 400 / 600 / 800 / 1000 (boosted Heat damage) 60% / 75% / 85% / 100% (vulnerability) | |
Duration:10 / 11 / 13 / 15 s | |||
Range:N/A | |||
Misc:
50% / 65% / 80% / 100% (health orb chance) |
3 75 |
Warding Halo Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in Update 18.1 (2015-12-16) |
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( Slash damage per second) 1.15x / 1.25x / 1.75x / 2.50x (armor multiplier) 2.5x (absorption multiplier) | |
Duration:N/A | |||
Range:1.25 / 1.5 / 1.75 / 2 m | |||
Misc:
3 s (invulnerability duration on cast) |
4 100 |
Divine Spears Impale nearby enemies on spears that erupt from the ground. Introduced in Update 18.1 (2015-12-16) |
Strength:150 / 300 / 450 / 600 (impale Puncture damage) 150 / 300 / 450 / 600 (slam Impact damage) | |
Duration:6 / 8 / 10 / 12 s | |||
Range:10 / 13 / 16 / 19 m |
Strength Mods | Duration Mods | Range Mods |
---|---|---|
Patch History
Update 37.0 (2024-10-02)
- The following abilities now apply their Damage Vulnerability against enemy Shields and Overguard (previously they only applied to enemy Health):
- Nezha’s Blazing Chakram
Hotfix 35.5.6 (2024-04-10)
- Nezha's Divine Retribution Change
Divine Spears now have a set base radius of 14m (scaleable with Ability Range) instead of the previous 50% Ability Range reduction while the Augment is equipped.
After reading player feedback, reducing Divine Spears’ range by 50% rendered the Augment quite limiting and carved heavily into Mod Slot space to accommodate for it. So we’ve instead given it a base Radius to keep it within reason, but also to bring it back to a much more manageable level without dipping into extremes (as it was prior to the changes).
Hotfix 35.5.3 (2024-04-04)
- While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks).
- We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective, so we instead added a range reduction to keep its power within a reasonable level.
Update 35.5 (2024-03-27)
- NEW WARFRAME AUGMENT MODS
11 new Warframe Augment Mods are available from Syndicate Offerings!
Stats below are shown at Max Rank.
Divine Retribution (Nezha - Divine Spears)
When a speared enemy suffers from a Status Effect, the Status Effect spreads to all speared enemies. Spear explosions apply 1.5x Status Damage.
Available in the Cephalon Suda and Steel Meridian offerings.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
NEZHA Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150) Armor: Base Rank - 200 (from 190) Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
NEZHA PRIME Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150) Armor: Base Rank - 265 (from 250) Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
Hotfix 33.5.3 (2023-06-23)
- Fixed several issues with Warframe Overguard reducing the effectiveness of the following supportive abilities/effects:
- Fixed Nezha’s Warding Halo damage reduction being capped at 50% instead of the intended 90%.
Hotfix 32.2.10 (2023-01-18)
- Fixed script error with Nezha’s Fire Walker.
Update 32.0 (2022-09-07)
- WARFRAME AUGMENT BUFFS PART 2
Nezha’s Pyroclastic Flow
- Was: Accumulate 150% of the damage Fire Walker deals, unleashing it in a trail of fire that lasts 10s.
- Now: Accumulate 250% of damage done by Fire Walker, and the trail of fire forces a Heat Status Effect. Duration is unchanged.
Hotfix 30.9.3 (2021-11-12)
- Fixed a script error related to Nezha’s Blazing Chakram.
Update 30.7 (2021-09-08)
- Fixed Nezha's Divine Spear's deactivation sounds triggering on enemy deaths.
Update 30.5 (2021-07-06)
- Fixed script error related to Nezha’s Divine Spears.
Update 29.9 (2021-02-23)
- Fixed a script error when deactivating Nezha’s Divine Spears.
Update 29.3 (2020-10-27)
- Introduced Nezha Prime.
- Fixed audio issues for Nezha’s Divine Spears ability slam sound.
Hotfix 27.5.4 (2020-05-20)
- Fixed inability to target Nezha’s Warding Halo on Defendable objects.
- Fixed Nezha Passive disable Augments giving the incorrect amount of Strength.
Update 27.5.0 (2020-05-12)
- Fixed Nezha’s Warding Halo blocking 100% of Damage instead of the intended 90%.
Update 27.3 (2020-03-24)
- NEW WARFRAME DISABLE AUGMENTS (Max Rank)
Not everyone desires the Passive attributes that Nezha bring, but still want to use them in battle. With these new Augments you can now rid yourself of their attributes and bring them to a more grounded version.
Nezha: Controlled Slide
Disable Nezha passive ability. Increase power strength by 15%.
Update 27.2 (2020-03-05)
- Armor Change:
- Nezha: 175 to 190
- Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Update 27.1 (2020-02-04)
- Fixed ability to escape the Grineer Settlement tileset level bounds via Nezha’s Blazing Chakram.
Hotfix 27.0.9 (2020-01-09)
- Fixed Nezha’s Blazing Chakram not working correctly for Clients when charged. https://forums.warframe.com/topic/1137588-charged-blazing-chakram-not-traveling-for-clients-fix-pending/
- Fixed Nezha’s FX not properly working on ragdolled enemies.
Hotfix 25.7.4 (2019-09-05)
- Fixed Nezha’s Pyroclastic Flow Augment kicked fire remaining indefinitely and damaging allies when Nezha dies and respawns.
Update 25.7 (2019-08-29)
- Added Arsenal Ability videos for Nezha!
- Fixed Nezha’s Blazing Chakram ability counting towards Fire Accuracy stats.
- Fixed the quiver of the Daikyu clipping inside Nezha.
Hotfix 25.6.3 (2019-08-14)
- Fixed the second “kick” of Nezha’s Pyroclastic Flow Augment not having any FX, making it appear to not function correctly.
Update 24.6 (2019-04-04)
- Nezha’s Warding Halo Safeguard Augment now takes yourself into priority consideration before others. Meaning that Warding Halo will be cast on yourself as opposed to your allies regardless of if you’re aiming at them.
Hotfix 23.8.0.2 (2018-09-12)
- 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.
Hotfix 23.8.0.1 (2018-09-12)
- 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 (2018-09-12)
- NEZHA REVISITED
[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
- FIRE WALKER
- 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.
- BLAZING CHAKRAM
- 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!
- WARDING HALO
- 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!)
- DIVINE SPEARS
- 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 (2018-06-15)
- Fixed Nezha's Warding Halo damaging ragdolled enemies impaled by Divine Spears at a much higher hit per interval than intended.
Update 22.20 (2018-05-17)
- Fixed Nezha's Halo ring not physically being thrown when equipped with a TennoGen Skin.
Update 22.19 (2018-05-02)
- Fixed Nezha's Reaping Chakram damage not getting doubled for every enemy hit for Clients.
Hotfix 22.17.4 (2018-04-13)
- Fixed Nezha getting stuck in 'Power In Use' if downed while throwing Blazing Chakram.
Hotfix 22.17.3 (2018-04-11)
- 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 (2017-06-29)
- Fixed various Syandana clipping issues through Nezha's back.
Hotfix 20.5.2 (2017-05-18)
- Fixed Nezha's Blazing Chakram getting stuck in the terrain resulting in a perpetual 'Power In Use'.
Update 20.2 (2017-04-12)
- Augment: Fire Walker - Pyroclastic Flow
Update 20.0 (2017-03-24)
- Fixed an issue with the flashing reticule hitmaker during Vauban's Vortex, and Nezha's Blazing Chakram and Warding Halo.
Update 19.13 (2017-03-09)
- Fixed being able to use Nezha's Blazing Chakram to bypass nerves, doors, and barrier in The Jordas Verdict.
Hotfix 19.6.3 (2017-01-17)
- 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 (2016-11-15)
- Fixed drifting idles for Frost Noble and Nezha Noble idles.
Update 19.0 (2016-11-11)
- 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 (2016-11-07)
- Fixed a script error when casting Nezha's Divine Spears ability.
Update: The Silver Grove (2016-08-19)
- Augment: Warding Halo - Safeguard
Update: Specters of the Rail 0.0 (2016-07-08)
- Fixed certain weapon holsters clipping through Nezha's back.
- Fixed the FX of Warding Halo applying to nearby allies.
Update 18.13 (2016-05-27)
- Fixed weapon holsters clipping through Nezha's back.
Update 18.12 (2016-05-17)
- Fixed Warding Halo ability appearing while aiming with a Sniper Rifle.
Update 18.8 (2016-04-06)
- Fixed Blazing Chakram repeatably knocking down Ambulas.
Update 18.5 (2016-03-04)
- 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 (2016-02-04)
- Fixed Excalibur's Radial Javelin not functioning against enemies that have been impaled on Divine Spear.
Update 18.3 (2016-01-13)
- Fixed Fire walker not properly cleansing debuffs from Clients.
Update 18.2 (2016-01-05)
- Adjustments were made to Warding Halo FX to help combat some reported cases of motion sickness.
Hotfix 18.1.3 (2015-12-18)
- 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 (2015-12-16)
- 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 (2015-12-16)
- Introduced.
Last updated: Hotfix 29.3.2 (2020-11-05)
Ability SFX
- Using any ability (download, history)
- Using Divine Spears (download, history)
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