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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

Main article: Leverian#Nezha
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.

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 by DivineSpears130xWhite Divine Spears. The boy claimed "Nezha did it", that he razed the field with his FireWalker130xWhite Fire Walker; 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.

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.

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

Edit Tab
AladVPortrait d
“Market forces dictate that you need to evolve or die.”
Nezha Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Behold: the Scion of the Burning Wind, now before you in most courtly accoutrement. Featuring altered mod polarities for greater customization.

Release Date: October 27th, 2020

Nezha Prime is the Primed variant of NezhaIcon272 Nezha, boasting higher armor and sprint speed, and an additional Naramon Pol polarity. Nezha Prime was released alongside ZaktiPrime Zakti Prime and GuandaoPrime Guandao Prime.

Acquisition

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Nezha Prime's Relic Drops
Chassis Blueprint Systems Blueprint NezhaPrimeIcon272 Blueprint Neuroptics Blueprint
AxiRelicIntact Axi N7 Rare (V)
LithRelicIntact Lith N11 Rare (V)
MesoRelicIntact Meso N15 Rare (V)
NeoRelicIntact Neo N13 Rare (V)
NeoRelicIntact Neo N17 Rare (V)
AxiRelicIntact Axi O5 Common (V)
AxiRelicIntact Axi S12 Common (V)
LithRelicIntact Lith G7 Common (V)
LithRelicIntact Lith H3 Common (V)
LithRelicIntact Lith N12 Common (V)
MesoRelicIntact Meso P7 Common (V)
NeoRelicIntact Neo D2 Common (V)
NeoRelicIntact Neo D3 Common (V)
NeoRelicIntact Neo N16 Common (V)
AxiRelicIntact Axi G6 Uncommon (V)
AxiRelicIntact Axi M2 Uncommon (V)
AxiRelicIntact Axi S9 Uncommon (V)
LithRelicIntact Lith H4 Uncommon (V)
LithRelicIntact Lith O3 Uncommon (V)
MesoRelicIntact Meso C6 Uncommon (V)
MesoRelicIntact Meso D6 Uncommon (V)
MesoRelicIntact Meso H2 Uncommon (V)
AxiRelicIntact Axi N8 Rare (V)
LithRelicIntact Lith N10 Rare (V)
LithRelicIntact Lith N6 Rare (V)
LithRelicIntact Lith N8 Rare (V)
NeoRelicIntact Neo N15 Rare (V)
NeoRelicIntact Neo N20 Rare (V)
NeoRelicIntact Neo T8 Uncommon (V)


Vaultings

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
PrimeHelmet
1
PrimeChassis
1
PrimeSystems
1
OrokinCell
5
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Nezha Prime Neuroptics Blueprint
Credits
15,000
AlloyPlate
5,500
NeuralSensors
6
Oxium
225
ArgonCrystal
2
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Nezha Prime Chassis Blueprint
Credits
15,000
NitainExtract
2
NanoSpores
4,750
Rubedo
1,400
Morphics
8
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Nezha Prime Systems Blueprint
Credits
15,000
ControlModule
1
Tellurium
3
Ferrite
4,300
Circuits
1,450
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Notes

  • Nezha Prime, compared to NezhaIcon272 Nezha:
    • Higher Armor (265 vs. 200)
    • Higher Sprint Speed (1.2 vs. 1.15)
    • Additional Naramon Pol Polarity (Vazarin PolMadurai PolNaramon Pol vs. Vazarin PolMadurai Pol)
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
  • Nezha Prime's DivineSpears130xWhite Divine Spears conjures physical spears with golden blades, similar to that of GuandaoPrime 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 WukongIcon272 Wukong.

Gallery

Edit Tab

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
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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)
90% (damage reduction)

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

Edit Tab

Patch History

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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