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.
Manufacturing Requirements | |||||
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![]() 25,000 |
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Time: 72 hrs |
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![]() 15,000 |
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![]() 3,200 |
![]() 600 |
![]() 1 |
Time: 12 hrs |
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![]() 15,000 |
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![]() 4,500 |
Time: 12 hrs |
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![]() 15,000 |
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![]() 5,000 |
![]() 4,200 |
Time: 12 hrs |
Rush: ![]() | |||||
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.
Lore
- Main article: Leverian#Nezha
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 (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, along with an additional
polarity. Nezha Prime was released alongside
Zakti Prime and
Guandao Prime.
Acquisition
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Manufacturing Requirements | |||||
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![]() 25,000 |
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Time: 72 hrs |
Rush: ![]() | |||||
Market Price: N/A | Blueprint Price: N/A | ||||
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Time: 12 hrs |
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Time: 12 hrs |
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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
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![]() 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 % (sprint speed bonus) 0.5 s (damage interval) 10 / 25 / 50 / ? % ( ![]() 100 % (flame trail status cleanse) ? s (flame ring duration) | |||
Subsumable to Helminth |
- 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 damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?
Heat status chance. Nezha will be cleansed of all status effects, and so will his allies that walk over the flames, which also grants them immunity to further effects as long as they stand on the fire patches left on the floor.
- Damage per tick is affected by Ability Strength.
- Speed buff duration and flame duration are affected by Ability Duration.
- Cast animation of ~0.5 seconds is affected by
Natural Talent and
Speed Drift.
- Speed bonus, damage interval, status chance, and status cleanse are not affected by mods.
- Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
- Ability Synergy: 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 damage, with a 10% / 25% / 50% / ?
Heat status chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds.
- 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.
- Status chance and flame ring duration are not affected by mods.
- Fire Walker will stay active after teleporting.
- Fire Walker can be cast while moving but will interrupt all other actions.
- Can be recast while active to refresh its duration.
- Subsuming Nezha to the Helminth will offer Fire Walker and its augments to be used by other Warframes.
- Main article: Pyroclastic Flow
Pyroclastic Flow is a Warframe Augment Mod for Nezha and
Nezha Prime 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 |
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0 | 75% | 6s | 6 |
1 | 95% | 7s | 7 |
2 | 120% | 8s | 8 |
3 | 150% | 10s | 9 |
- The 100% chance of the
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.
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![]() 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) |
- Nezha throws his Universe Ring 30 meters towards the target aim, which will ricochet off enemies or objects before returning, hitting up to 6 enemies. The chakram deals 100 / 150 / 200 / 250
Heat damage to enemies it touches and marks them for 10 / 11 / 13 / 15 seconds, with guaranteed
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.
- Damage and Damage Vulnerability debuff are affected by Ability Strength, while orb drop chances are not.
- Mark duration is affected by Ability Duration.
- Throw distance is not affected by Ability Range.
- Casting animation of ~0.75 seconds is affected by
Natural Talent and
Speed Drift.
- Can be cast while moving but will interrupt any other action.
- Holding down the ability key (default 2 ) will charge the chakram to increase its damage, up to 400 / 600 / 800 / 1000
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.
- Both uncharged and charged throws are capable of hitting the same enemy multiple times.
- Blazing Chakram can be detonated mid-flight similarly to a throwing weapon
- This does not appear to deal damage—its primary function appears to be to force the early return of the Chakram.
- This requires a melee weapon to be equipped. Pressing the heavy attack key while a melee weapon is equipped and the Chakram is still on an outbound path will cause the Chakram to "explode", then return to Nezha.
- Ability Synergy:
- 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 damage, with a 10% / 25% / 50% / ?
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.
- 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.
- If
- 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 |
- The applied vulnerability mark is independent of the ring's damage and can be applied to enemies immune to Blazing Chakram's damage such as Arson Eximus, enemies with invulnerability phases, or to most bosses that are immune warframe abilities (with the notable exception of Eidolons).
- The mark is removed in nullifier fields, however its duration is not decreased by effects such as Ancient Disruptor auras or the Executioner's natural debuff reduction.
- The initial ignite proc does not have increased damage from the vulnerability mark, however the remaining procs do benefit. The mark damage multiplier counts as a Heat Mod Multiplier in the standard
Heat proc damage calculation and each ignite tick therefore = Chakram Damage × [(1 + Vulnerability Multiplier) / 2 ].
- A Chakram hitting an already marked enemy will have its damage increased, however, the subsequent ignite procs are calculated based on the unincreased damage (i.e. the procs cannot double-dip on the vulnerability mark).
- After activating Divine Spears and throwing a Chakram at impaled enemies, 2 additional rings are created and will bounce off enemies. If the Chakram is charged, the extra rings will have similarly increased damage and behavior.
- The two different Restorative Orb drop chances are calculated separately from each other and from the enemies standard drop table, as such it is possible for a single enemy to drop multiple orbs, even several of the same type.
- Enemies killed instantly by the Chakram's damage will still benefit from the additional restorative orb drop chances, even though the vulnerability mark is applied after the initial damage instance.
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![]() 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) |
- Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 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 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 damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
- Damage reduction affects Overshield, Shield and Health.
- Warding Halo's 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 × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)- As an example, with a maxed
Steel Fiber and
Intensify, and one stack on
Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
- As an example, with a maxed
- 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 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, 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. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
- Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100%
Heat status effect, and making Nezha invulnerable for 1 second.
- Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
- Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing them (if strong enough), before the 1 second invulnerability can take effect.
- Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
- 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 |
- Using
Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
- Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
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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.
Strength Mods | Duration Mods | Range Mods |
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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)
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