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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.
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.