FANDOM



FrictionlessEdit

NezhaIcon272 Nezha slides 60% faster and goes 35% farther. These effects stack with Mod TT 20pxCunning Drift, Mod TT 20pxMaglev and Mod TT 20pxStreamlined Form.

Abilities Edit

FireWalker FireWalkerIcon
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 (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)
100% (flame trail status cleanse)

Info
  • 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 Mod TT 20pxNatural Talent and Mod TT 20pxSpeed Drift.
      • Fire Walker can be cast while moving but will interrupt all other actions.
      • Can be recast while active to refresh its duration.
  • Ability Synergy: If Fire Walker is active when using BlazingChakram130xDark 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.

Augment
PyroclasticFlowMod
Main article: Pyroclastic Flow

Pyroclastic Flow is a Warframe Augment Mod for NezhaIcon272 Nezha that accumulates the damage FireWalker130xDark 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.

Input table not loaded. Javascript Not loaded
Result table not loaded. Javascript Not loaded



BlazingChakram BlazingChakramIcon
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 (damage)
400 / 600 / 800 / 1000 (boosted damage)
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)

Info
  • 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 Mod TT 20pxNatural Talent and Mod TT 20pxSpeed 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.
  • Ability Synergy:
    • If FireWalker130xDark 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.
    • Blazing Chakram striking an enemy impaled by DivineSpears130xDark Divine Spears produces a second chakram, which fires at a nearby enemy.
      • Secondary chakrams can create additional ones off of speared enemies.
      • A charged throw will also produced charged chakrams, which will not seek out enemies or bounce, and often fly off in random direction. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up Mod TT 20pxReaping Chakram's bonus damage.

Augment
ReapingChakram
Main article: Reaping Chakram

Reaping Chakram is a Warframe Augment Mod for NezhaIcon272 Nezha that causes the projectile of BlazingChakram130xDark 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
  • 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 b 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 (ie 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 though the vulnerability mark is applied after the initial damage instance.

Input table not loaded. Javascript Not loaded
Result table not loaded. Javascript Not loaded


Bugs
  • 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
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 (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)

Info
  • 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 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 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 Mod TT 20pxSteel Fiber and Mod TT 20pxIntensify, and one stack on Mod TT 20pxHealth Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 175 × (1 + 1.1)))) × (1 + 0.3) = 3,956.875 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 Mod TT 20pxNatural Talent and Mod TT 20pxSpeed 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 b 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.

Augment
SafeguardMod
Main article: Safeguard

Safeguard is a Warframe Augment Mod for NezhaIcon272 Nezha that allows him to cast WardingHalo130xDark 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 Mod TT 20pxHealth 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.

Input table not loaded. Javascript Not loaded
Result table not loaded. Javascript Not loaded



DivineSpears DivineSpearsIcon
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 damage)
150 / 300 / 450 / 600 (slam damage)
Duration:6 / 8 / 10 / 12 s
Range:10 / 13 / 16 / 19 m

Info
  • Spears of light burst from the ground, impaling enemies within a radius of 10 / 13 / 16 / 19 meters and inflicting 150 / 300 / 450 / 600 Puncture b Puncture damage. Impaled enemies are incapacitated for 6 / 8 / 10 / 12 seconds. If Divine Spears is deactivated by pressing the ability key again (default 4 ), impaled enemies are slammed to the ground and dealt 150 / 300 / 450 / 600 Impact b Impact damage.
  • Impaled enemies are considered knocked down, and thus can trigger melee ground finisher attacks.
    • Impaled enemies ignore nullification. The divine spear will not be nullified, so long as Nezha himself is not nullified.
    • Enemies protected by Ancient Healer auras cannot be impaled, thereby making Divine Spears less effective against Corrupted and Infested without the use of weapons that can easily proc radiation.
    • Impaled enemies cannot prevent Tenno from capturing an Interception point.
  • Ability Synergy: BlazingChakram130xDark Blazing Chakram striking an enemy impaled by Divine Spears produces a second chakram, which fires at a nearby enemy.
    • Secondary chakrams can create additional ones off of speared enemies.
    • A charged throw will also produced charged chakrams, which will not seek out enemies or bounce, and often fly off in random direction. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up Mod TT 20pxReaping Chakram's bonus damage.

Input table not loaded. Javascript Not loaded
Result table not loaded. Javascript Not loaded



Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

FireWalkerIcon FireWalkerIcon FireWalkerIcon
BlazingChakramIcon BlazingChakramIcon
WardingHaloIcon WardingHaloIcon
DivineSpearsIcon DivineSpearsIcon DivineSpearsIcon
Community content is available under CC-BY-SA unless otherwise noted.