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.
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).
Prior to Update 19.0 (2016-11-11), Nezha's main blueprint could be purchased from the Market for 100,000 Credits 100,000 and its component blueprints were obtained from Sorties, and component blueprints could previously be traded between players.
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.
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.
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?
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.
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.
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.
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.
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.
After the collapse of the Orokin, and the attempted assassination of Parvos Granum, the farmland Reshantur become a lawless and cutthroat shadow of its former self. Overrun with 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 Blazing Chakram was found within the children's temple, while their spears and syandanas were unearthed from the scorched earth of the attack. Corpus surveyor, Jena Xasparin, was sent to look over the excavation. At the site, she found a solitary boy in the middle of a field, wearing Nezha's Circa helmet. The field he was in was filled with the corpses and cadavers of slain Corpus troops; some were dismembered, others were impaled, all were burned.
"Nezha did it." the boy said calmly. He claimed that Nezha descended from the sky, tearing the Corpus apart with rings of fire. The fiery footsteps from Nezha's Fire Walker would raze the ground, burning the earth wherever his feet touched. Any child that fell was healed by Nezha and rose to continue their fight. The boy also claimed that all the other children had gone with Nezha to be a part of his celestial army, and that he stayed behind to tell the story.
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.
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.
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
Nezha expends 25energy to ignite 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 / 200Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?Heatstatus chance. While Nezha and his allies stand on the flames, they are immune and continually cleansed of all Status Effects.
Cast animation of ~0.5 seconds, affected by Casting Speed.
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 / 1250Heat damage with a 10% / 25% / 50% / ?Heatstatus chance within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds.
Damage does not bypass obstacles in the environment and diminishes with distance.
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.
This does not allow other Warframes to use Fire Walker's explosion on teleport. This is exclusively a synergy with Blazing Chakram.
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 the ability.
Nezha expends 25energy to throw 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 / 250Heat damage to enemies it touches and marks them for 10 / 11 / 13 / 15 seconds, with guaranteed Heatstatus effect. Marked enemies receive 60% / 75% / 85% / 100%Damage Vulnerability 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.
Casting animation of ~0.75 seconds, affected by Casting Speed.
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 / 1000Heat damage while Ragdolling enemies, and make it fly ~70 meters in a straight line forward and backward hitting all enemies in its path.
Charging animation is not affected by Casting Speed.
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 at no energy cost.
Nezha cannot teleport to the chakram if it is inside or too close to a wall.
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 / 1250Heat damage, with a 10% / 25% / 50% / ?Heatstatus chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames.
Damage does not bypass obstacles in the environment and diminishes with distance.
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.
Reaping Chakram is a Warframe Augment Mod for Nezha which increases Blazing Chakram's damage for each enemy hit by the attack. Additionally it increases the spawn percentage for health orbs for each enemy hit.
Using Reaping Chakram with Equilibrium significantly enhances energy return chances. This allows high strength builds with low (45%) efficiency to still be able to cast this power almost infinitely.
Archon Vitality garauntee's a double Fire Proc on each target hit, each target hit in chain taking significantly more damage-over-time as chained targets face increased damage multiplication. Charging this ability and using Archon Vitality creates even more powerful damage-over-time dual Fire Procs.
The applied vulnerability mark is independent of the ring's damage and can be applied to enemies immune to Blazing Chakram's damage.
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.
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.
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.
Nezha expends 75energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90%Damage Redirection towards the ring's health pool. 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 / 125Slash 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.
Warding Halo's health uses the following expression: 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.
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.
Cast animation of ~1 second, affected by Casting Speed.
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.
Upon expiring, Warding Halo releases, inflicting all surrounding enemies with a guaranteed Heatstatus 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 him (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.
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.
Nezha expends 100energy to burst spears of light from the ground, impaling enemies within a radius of 10 / 13 / 16 / 19 meters and inflicting 150 / 300 / 450 / 600Puncture 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 / 600Impact damage.
Cast animation of 1 second, affected by Casting Speed.
Casting this ability makes Nezha stop all other actions, including movement.
Impaled enemies are treated as Knockdown, and thus can trigger Melee Ground Finisher attacks.
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.
Divine Retribution is a Warframe Augment Mod for Nezha's Divine Spears that spreads status effects from a speared target onto all speared enemies. Spear retraction causes enemies to receive the full damage from all damage ticks of procs, increased by a damage multiplier. However, base Ability Range is reduced to 14 meters.