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.
Acquisition
Prior to Update 19.0, 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.
Nezha's blueprints are now researched from the Tenno Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 1 |
Time: 72 hrs |
Rush: ![]() | |||||
Market Price: ![]() |
Blueprint Price: ![]() | ||||
Neuroptics | |||||
![]() 15,000 |
![]() 1 |
![]() 1 |
![]() 2,100 |
![]() 4,500 |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 2 |
![]() 3,200 |
![]() 600 |
![]() 1 |
Time: 12 hrs |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 1 |
![]() 1 |
![]() 5,000 |
![]() 4,200 |
Time: 12 hrs |
Rush: ![]() | |||||
Lore
Following the fall of the Orokin Empire, the farmland Reshantur suffered from routine and violent exchange of hands. As the poor farmers could not afford proper defenses, they were forced to rely on the eldest of children, who fashioned themselves after Nezha from relics found in the area.
During a defense from the Corpus, an incident that would come to be known as the Massacre of Reshantur, the farmland was torn asunder by flame. A Corpus surveyor named Jena Xasparin found a solitary boy in the midst of Corpus remains that were dismembered, impaled, and burned. The boy claimed "Nezha did it", that he razed the field with his wheels of flame; the children would go with Nezha as part of his celestial army while the boy stayed behind to tell the tale. Xasparin assumed the boy was traumatized and there was mutiny within the Corpus ranks, but every single blackened bone that was excavated and gene-tagged had belonged to an adult.
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 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.
- The rings on his ankles (which are activated when
- 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.
References
Nezha is available from Prime Access for a limited time. Please click here for more information about the latest Prime Access offers on the official WARFRAME website. |
Release Date: October 27th, 2020
Nezha Prime is the Primed variant of Nezha, boasting higher armor and sprint speed, along with an additional
polarity. Nezha Prime was released alongside
Zakti Prime and
Guandao Prime.
Acquisition
Nezha Prime's main and component blueprints are acquired from the following Void Relics.Blueprint | ![]() |
![]() |
![]() |
---|---|---|---|
Meso C6 Uncommon | Lith N6 Rare | Neo N13 Rare | Neo D2 Common |
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() |
![]() |
![]() |
![]() 5 |
Time: 72 hrs |
Rush: ![]() | |||||
Market Price: N/A | Blueprint Price: N/A | ||||
Neuroptics | |||||
![]() 15,000 |
![]() 5,500 |
![]() 6 |
![]() 225 |
![]() 2 |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 2 |
![]() 4,750 |
![]() 1,400 |
![]() 8 |
Time: 12 hrs |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 10 |
![]() 3 |
![]() 4,300 |
![]() 1,450 |
Time: 12 hrs |
Rush: ![]() |
Notes
- Nezha Prime, compared to
Nezha:
- Higher Armor (250 vs. 190)
- Higher Sprint Speed (1.2 vs. 1.15)
- Additional
Polarity
- As a Prime Warframe, Nezha Prime possesses a special passive ability where when he makes contact with an Orokin Void Death Orb, it will make him release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb and can occur even if the Death Orb has been previously destroyed.
- 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.
Media
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
![]() |
![]() ENERGY: 25 KEY 1 |
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 (![]() 500 / 750 / 1000 / 1250 ( ![]() |
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) 0.5 s (damage interval) 10 / 25 / 50 / ? % ( ![]() 100 % (flame trail status cleanse) ? s (flame ring duration) |
![]() |
![]() ENERGY: 25 KEY 2 |
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 (![]() 400 / 600 / 800 / 1000 (boosted ![]() 60% / 75% / 85% / 100% (vulnerability) |
Duration:10 / 11 / 13 / 15 s | |||
Range:N/A | |||
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) |
![]() |
![]() ENERGY: 75 KEY 3 |
Warding Halo Create a protective ring of fire, that also stuns and damage enemies who get too close. |
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( 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) |
![]() |
![]() 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 |
Strength Mods | Duration Mods | Range Mods |
---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() | |
![]() |
![]() |
![]() |
- Fixed audio issues for Nezha’s Divine Spears ability slam sound.
- Fixed inability to target Nezha’s Warding Halo on Defendable objects.
- Fixed Nezha Passive disable Augments giving the incorrect amount of Strength.
- Fixed Nezha’s Warding Halo blocking 100% of Damage instead of the intended 90%.
- 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%.
- 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.
- Fixed ability to escape the Grineer Settlement tileset level bounds via Nezha’s Blazing Chakram.
- 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.
- Fixed Nezha’s Pyroclastic Flow Augment kicked fire remaining indefinitely and damaging allies when Nezha dies and respawns.
- 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.
- Fixed the second “kick” of Nezha’s Pyroclastic Flow Augment not having any FX, making it appear to not function correctly.
- 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.
- 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.
- 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!
- Fixed Nezha's Warding Halo damaging ragdolled enemies impaled by Divine Spears at a much higher hit per interval than intended.
- Fixed Nezha's Halo ring not physically being thrown when equipped with a TennoGen Skin.
- Fixed Nezha's Reaping Chakram damage not getting doubled for every enemy hit for Clients.
- Fixed Nezha getting stuck in 'Power In Use' if downed while throwing Blazing Chakram.
- 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.
- Fixed various Syandana clipping issues through Nezha's back.
- Fixed Nezha's Blazing Chakram getting stuck in the terrain resulting in a perpetual 'Power In Use'.
- Augment: Fire Walker -
Pyroclastic Flow
- Fixed an issue with the flashing reticule hitmaker during Vauban's Vortex, and Nezha's Blazing Chakram and Warding Halo.
- Fixed being able to use Nezha's Blazing Chakram to bypass nerves, doors, and barrier in The Jordas Verdict.
- 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.
- Fixed drifting idles for Frost Noble and Nezha Noble idles.
- 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.
- Fixed a script error when casting Nezha's Divine Spears ability.
- Augment: Warding Halo -
Safeguard
- Fixed certain weapon holsters clipping through Nezha's back.
- Fixed the FX of Warding Halo applying to nearby allies.
- Fixed weapon holsters clipping through Nezha's back.
- Fixed Warding Halo ability appearing while aiming with a Sniper Rifle.
- Fixed Blazing Chakram repeatably knocking down Ambulas.
- 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.
- Fixed Excalibur's Radial Javelin not functioning against enemies that have been impaled on Divine Spear.
- Fixed Fire walker not properly cleansing debuffs from Clients.
- Adjustments were made to Warding Halo FX to help combat some reported cases of motion sickness.
- 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.
- 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.
- Introduced.
Last updated: Hotfix 29.3.2
Images
Videos
Warframes | ||
---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
Upcoming | ||
Wraithe | ||
Attributes • Helminth • Augments • Compare All • Cosmetics |