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 100,000 Credits and its component blueprints were obtained from Sorties, and component blueprints could previously be traded between players.
Crafting
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Nezha Chassis Blueprint | |||||||||||||||||||||||||||||||||
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Tenno Lab Research
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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

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


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.
Trivia
- Nezha is the third Warframe that was first introduced as a timed exclusive to Warframe China, after
Excalibur Umbra and
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
Fire Walker is in use) are known as the Feng Huo Lun (also known as Wind and Fire Wheels), which he stood upon, in order to move off the ground.
- 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.
- The rings on his ankles (which are activated when
- 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
Release Date: October 27th, 2020
Nezha Prime is the Primed variant of Nezha, boasting higher armor and sprint speed, and an additional
polarity. Nezha Prime was released alongside
Zakti Prime and
Guandao Prime.
Acquisition
Vaultings
Crafting
Notes
- Nezha Prime, compared to
Nezha:
- Higher Armor (265 vs. 200)
- Higher Sprint Speed (1.2 vs. 1.15)
- Additional
Polarity (
vs.
)
- 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
Divine Spears conjures physical spears with golden blades, similar to that of
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
Wukong.
Gallery
Nezha slides 60% faster and goes 35% farther. These effects stack with
Cunning Drift,
Maglev and
Streamlined Form.
Nezha's passive can be disabled with Controlled Slide.
Abilities
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Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16) |
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Misc: 15 / 15 / 20 / 25 % (movement speed bonus)0.5 s (damage interval)
10 / 25 / 50 / ? % ( ? s (flame ring duration) | |||
Subsumable to Helminth |
Info
- Nezha expends
25 energy 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 / 200
Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?
Heat status 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 / 1250
Heat damage with a 10% / 25% / 50% / ?
Heat status 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.
Augment
- Main article: Pyroclastic Flow
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.
Tips & Tricks
- The 100% chance of the
Heat status effect makes this an effective form of control for narrow hallways or choke points.
- Quickly sliding into groups of enemies can reliably disable them.
- The amount of ground that can be covered in flames can be improved using Sprint Speed mods.
- Also works as an escape tool to prevent enemies from following you.
- Can be used to cut off melee units from defense objectives.
- Briefly tapping slide key allows for additional control over Nezha's momentum while maintaining the additional speed.
- Choosing a dark energy color makes the visual effect less intrusive.
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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) |
![]() ![]() 400 / 600 / 800 / 1000 (boosted ![]() 60% / 75% / 85% / 100% (vulnerability) |
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Misc: 50% / 65% / 80% / 100% (health orb chance)20% / 25% / 30% / 35% (energy orb chance)30 m (uncharged throw distance)
70 m (charged throw distance) |
Info
- Nezha expends
25 energy 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 / 250
Heat damage to enemies it touches and marks them for
10 / 11 / 13 / 15 seconds, with guaranteed
Heat status 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.
- Casting animation of ~0.75 seconds, affected by Casting Speed.
- Holding down the ability key (default 2 ) will charge the chakram to increase its damage, up to
400 / 600 / 800 / 1000
Heat 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 / 1250
Heat damage, with a 10% / 25% / 50% / ?
Heat status 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.
- If
Augment
- Main article: Reaping Chakram
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.
Tips & Tricks
- 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.
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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) |
![]() 500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 ( ![]() 2.5x (absorption multiplier) |
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Misc: 3 s (invulnerability duration on cast) 90% (damage redirection)
1 s (invulnerability duration on break) |
Info
- Nezha expends
75 energy 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 / 125
Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
- 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.
- As an example, with a maxed
- 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.
- Warding Halo's health uses the following expression:
- Upon expiring, Warding Halo releases a wave of heat, inflicting all surrounding enemies with a guaranteed
Heat status effect, and making Nezha invulnerable for 1 second.
- Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
- Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
Augment
- Main article: Safeguard
Safeguard is a Warframe Augment Mod for Nezha that allows him to cast
Warding Halo on allies, albeit with reduced durability.
Tips & Tricks
Info
- Nezha expends
100 energy to burst spears of light from the ground, impaling enemies within a radius of
10 / 13 / 16 / 19 meters and inflicting
150 / 300 / 450 / 600
Puncture damage. Impaled enemies are incapacitated for
6 / 8 / 10 / 12 seconds. If Divine Spears is deactivated by pressing the ability key again (default 4 ), impaled enemies are slammed to the ground and dealt
150 / 300 / 450 / 600
Impact 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.
- Cast animation of 1 second, affected by Casting Speed.
- 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.
Augment
- Main article: Divine Retribution
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.
Strength Mods | Duration Mods | Range Mods |
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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.
- 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.
- 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!
- WARDING HALO
- HUD now shows a custom counter, indicating how much damage absorption is left, instead of a simple numeric percentage
- 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.
- 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.
(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 -
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)
- Augment: Fire Walker -
Pyroclastic Flow
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)
- Augment: Warding Halo -
Safeguard
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)
Last updated: Hotfix 29.3.2 (2020-11-05)