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Revision as of 21:32, 5 December 2019

The mercurial firemonger protects the innocent. Nezha's multifaceted tactics give him high survivability as he inflicts damage and provides crowd control. His fire is the clarion of hope.

This is Nezha, the protector, the quick.

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

Release Date: December 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 Credits64 100,000 and its component blueprints were obtained from Sorties, and component blueprints could previously be traded between players.

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell
1
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 275 Blueprint2 Blueprints Price: Credits35,000
Nezha Neuroptics Blueprint
Credits
15,000
ArgonCrystal
1
NeuralSensors
1
PolymerBundle
2,100
Salvage
4,500
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Nezha Chassis Blueprint
Credits
15,000
Morphics
2
Ferrite
3,200
Rubedo
600
ArgonCrystal
1
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Nezha Systems Blueprint
Credits
15,000
ControlModule
1
Morphics
1
Ferrite
5,000
Plastids
4,200
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Tenno Lab Research
Blueprint • ClanAffinity645,000
Credits
5,000
MutagenMass
1
DetoniteInjector
1
Fieldron
1
OrokinCell
1
Time: 3 Day(s)
Prereq: N/A
Neuroptics • ClanAffinity641,500
Credits
10,000
DetoniteInjector
1
Neurodes
1
NanoSpores
1,000
Salvage
500
Time: 3 Day(s)
Prereq: Nezha
Chassis • ClanAffinity641,500
Credits
10,000
MutagenMass
1
NeuralSensors
1
AlloyPlate
1,000
Circuits
500
Time: 3 Day(s)
Prereq: Nezha
Systems • ClanAffinity641,500
Credits
10,000
Fieldron
1
Gallium
1
Salvage
1,000
Cryotic
500
Time: 3 Day(s)
Prereq: Nezha
Ghost Clan x1 Shadow Clan x3 Storm Clan x10 Mountain Clan x30 Moon Clan x100

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#Nezha
View Nezha List
Introduction:
Nezha. The mercurial firemonger. The clarion of hope. However foul the decadent excesses of the Orokin Empire, the aftermath of its collapse was arguably worse. But, the darkest times often give rise to the brightest legends. We've seen that happen often, haven't we? Tales of a being called Nezha predate the Orokin Fall. They speak of a swift warrior who leaves trails of fire, summoning barbed spears from the very earth. But it is during a time of unsurpassed brutality, at a moment of wanton slaughter, that this most blazingly improbable of Warframes first proves to be more than a myth.

Teng Dagger:

This blade! A tongue of exquisite flame in cold metal. It was unearthed by a poor farmer of Reshantur, as he followed his hulking plow-beasts across fields he would never own. Another might have bravely kept the dagger. But records suggest he handed it into his overseer on the spot, a half-cup of rice his princely reward. With no Dax to keep the peace, and no Parvos Granum to hold the Corpus Board together, bloody land grabs were routine. The fertile fields of Reshantur changed hands many times. With each 'hostile takeover', slain workers became 'fertilizer' for the next yield of crops - tended by the survivors - and so. It. Went. This created what you might call a staffing problem. If all the surviving adults are working the fields then who is left to defend them?

Buzhou Syandana:

Children. That's who. This dismal little relic was once part of a... of a 'Syandana', shall we say. Though not Orokin make, clearly. No. Its young owner wove this from a fertilizer sack. There were many such capes found at the site. Enough for an army. Moas were expensive, you see. Children... they were cheap. And plentiful. It made good business sense to arm them. Not the very youngest, of course - just the near-adults. The still unbroken. Those who understood the stakes. The young defenders of Reshantur took their duty seriously. They formed into a little clan, trained every day in the ruins of an old temple, and even made themselves a uniform of sorts - part of which you see before you now. But this humble cape was modeled on something even older. The Syandana of Nezha himself -- displayed here -- before you.

Chakram:

This chakram was found in the ruins of the Reshantur temple along with fragments of stories, scrawled on slates in an immature hand, and oaths of dedication to a figure of legend. It seems the child-soldiers of Reshantur took courage from the tales of Nezha, adopting him as patron and protector. Their scratchings evince a firm belief that Nezha would bless them with victory should they fight without fear, and abandon them should they ever fear. So, they swore, they would defend the fields to the last drop of their blood. Clever manipulation. I wonder who put that idea into their heads. At any rate, they accepted it on faith. At least, until the Massacre of Reshantur.

Improvised Divine Spear:

This spear, modeled on Nezha's own, was found buried in scorched soil. Note. The size. Records of the attack are nigh impossible to find. Not surprising. The massacre was almost certainly covered up to protect what the Corpus regarded as sensitive business practices. Imagine the children, Tenno, wearing their pathetic syandanas, bearing flimsy weapons, but with heads high - as warriors. Think of them rushing at their far superior foes, without fear... and imagine what those foes did. To this day, the fields of Reshantur cannot be plowed. The blades of plows are dented and destroyed by an earth that, still, remains thickly seeded with shot, and shells, and the cold brass teeth of war. But that is not why the event is called the massacre of Reshantur. The children charged. The Corpus took easy aim. Not one child's heart fluttered. And then? Flame.

Nezha Circa Helmet:

The Corpus surveyor Jena Xasparin says she found a solitary child, wearing this helmet, in the midst of a charnel field of remains. But they were the remains of Corpus troops. Some dismembered, some impaled... all burned. Nezha did it, the boy said calmly. He flew down from the sky and tore the enemy asunder with wheels of flame. When a child fell, he would raise them up again. Nezha moved quick as a scimitar, and the earth burned where his feet touched. Now the other had gone with Nezha, part of his celestial army. The boy had stayed behind to tell the story. To Xasparin, the boy was merely traumatized, the massacre probably a mutiny within the Corpus ranks. But Reshantur has been excavated, and every single one of the thousands of blackened bones that were gene-tagged... had belonged to an adult.

NezhaIcon272 Nezha:

And at last, we meet Nezha face to face, in all his unquestionable reality. Did this Warframe model itself on the myths, to take on the mantle of a mythic hero? Or were the myths left in the Warframe's wake, a blazing trail to light the way? Ah. History will always be some manner of educated guesswork, and occasionally one of faith. Perhaps in some deeper stratum, we will find the lost children of Reshantur, sad little clusters of bones, not saved at all. But I have faith we will not. I leave you with this. Why do you suppose it was the child soldiers that Nezha chose to protect? Any war has its innocent casualties, but these seem to have called to him. What could a Warframe, a lethal specialist warrior, possibly have in common with a child? That riddle, I fear, must remain a riddle.
ReshanturChild'sTablet

Reshantur Child's Tablet - Corpus surveyor Jena Xasparin unearthed these tablets from the site of the massacre of Reshantur.

After the collapse of the IconOrokinOn Orokin, and the attempted assassination of Parvos Granum, the farmland Reshantur become a lawless and cutthroat shadow of its former self. Overrun with IconCorpusOn Corpus control, the farmers of Reshantur merely became servants, as the fields they tended and plowed would never belong to them.

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 BlazingChakram130xWhite 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 FireWalker130xWhite 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 UmbraIcon272 Excalibur Umbra and WukongIcon272 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 FireWalker130xWhite 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 BlazingChakram130xWhite Blazing Chakram) is known as the Universe Ring while the spears summoned by casting DivineSpears130xWhite 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

==Passive==

NezhaIcon272 Nezha slides 60% faster and goes 35% farther. These effects stack with Mod TT 20px Cunning Drift, Mod TT 20px Maglev and Mod TT 20px Streamlined Form.

Nezha's passive can be disabled with Mod TT 20px Controlled Slide.

Abilities 

View Maximization
Lotusiconsmall
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Main article: Fire Walker (edit)
FireWalkerModx256 FireWalker130xWhite
1
EnergyOrb25
Fire Walker

Blaze a trail of flames, scorching enemies and cleansing allies.


Introduced in Update 18.1 (2015-12-16)

AbilityStrengthBuff Strength:50 / 100 / 150 / 200 (DmgFireSmall64 Heat damage per tick)
500 / 750 / 1000 / 1250 (DmgFireSmall64 Heat explosion damage)
AbilityDurationBuff Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
AbilityRangeBuff Range:3 / 4 / 5 / 6 m (explosion radius)

Misc: 15 / 15 / 20 / 25 % (movement speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % (DmgFireSmall64 Heat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)

Subsumable to Helminth
Expand/Collapse
Main article: Blazing Chakram (edit)
BlazingChakramModx256 BlazingChakram130xWhite
2
EnergyOrb25
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)

AbilityStrengthBuff Strength:100 / 150 / 200 / 250 (DmgFireSmall64 Heat damage)
400 / 600 / 800 / 1000 (boosted DmgFireSmall64 Heat damage)
60% / 75% / 85% / 100% (vulnerability)
AbilityDurationBuff Duration:10 / 11 / 13 / 15 s
AbilityRangeBuff 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)

Expand/Collapse
Main article: Warding Halo (edit)
WardingHaloModx256 WardingHalo130xWhite
3
EnergyOrb75
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)

AbilityStrengthBuff Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (DmgSlashSmall64 Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:1.25 / 1.5 / 1.75 / 2 m

Misc: 3 s (invulnerability duration on cast)
90% (damage redirection)
1 s (invulnerability duration on break)

Expand/Collapse
Main article: Divine Spears (edit)
DivineSpearsModx256 DivineSpears130xWhite
4
EnergyOrb100
Divine Spears

Impale nearby enemies on spears that erupt from the ground.


Introduced in Update 18.1 (2015-12-16)

AbilityStrengthBuff Strength:150 / 300 / 450 / 600 (impale DmgPunctureSmall64 Puncture damage)
150 / 300 / 450 / 600 (slam DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:6 / 8 / 10 / 12 s
AbilityRangeBuff Range:10 / 13 / 16 / 19 m
Expand/Collapse

Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

FireWalkerIcon FireWalkerIcon FireWalkerIcon
BlazingChakramIcon BlazingChakramIcon
WardingHaloIcon WardingHaloIcon
DivineSpearsIcon DivineSpearsIcon DivineSpearsIcon

Lotusiconsmall
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Patch History

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)

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.
Walker
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.
Loopthrow
  • 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!
Loopthrowagain
WARDING HALO
  • HUD now shows a custom counter, indicating how much damage absorption is left, instead of a simple numeric percentage
HaloUI
  • 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.
Warding1
  • 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.
Warding

(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 - Mod TT 20px 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)

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)

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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