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- SPRINT SPEED
- DAMAGE REDUCTION
- EFFECTIVE HIT POINTS
+15% Sprint Speed
+30% Ability Strength
Warding Halo Augment: Can now be cast on allies with ?% effectiveness.
Blazing Chakram Augment: Each enemy hit increases the ring's Damage by ?x and the chance for enemies to drop Health Orbs on death by +?x.
+30% Ability Efficiency
Health Orbs grant 450 Armor, stacking up to 3x. Taking damage will consume a stack after 3s.
+15% Ability Strength
+30% Chance to Resist Knockdown
Builds by LastOrder291
I run both Safeguard and Reaping Chakram because both are fantastic augments that are worth the mod slot and the capacity cost.
Reaping Chakram will makes Nezha's 2nd ability (Blazing Chakram) deal a lot more damage when thrown into groups, and will cause groups to drop a lot of health orbs.
Safeguard is a slightly more controversial choice, as it provides no benefit to Nezha. However, granting allies 90% damage reduction + immunity to status effects is arguably one of the best buffs in the game and can really help frames which struggle with survivability. It also prevents toxin procs in Infested missions which can make them a lot easier.
Nezha can be one of the fastest frames in game (especially because his 1st ability, Firewalker, gives a 25% speed boost). If you want to make him faster, you can add Rush to the Exilus Slot and give him the Speed Boost aura. But the current build as-is provides a slightly faster-than-normal frame without being too difficult to control at first.
- Firewalker (1) can be used for a quick burst of extra speed, and to CC enemies who try to follow behind you
- Firewalker (1) also clears status effects when allies run into the flames left behind, this can be useful in a pinch for dealing with status effects
- Blazing Chakram (2) is probably Nezha's best ability and should be used a lot. It deals damage, gives enemies fire procs, marks enemies for double damage, causes enemies to drop health/energy orbs and with the augment, can deal a lot of damage to groups. Use this ability a lot.
- Blazing Chakram (2) dropping energy orbs also makes it very useful for energy economy. Throwing a chakram into a group can often refund the cost of the chakram, and then earn you more energy on top.
- Blazing Chakram (2) can be charged for a straight-line throw with more damage. This can work to clear hallways but it less useful in more open areas.
- Blazing Chakram (2) can be teleported to, making it pretty useful for clearing large gaps (or even flying in a pinch if you keep teleporting to chakrams you throw in mid-air)
- Warding Halo (3) has it's health calculated off of Armor and Power Strength at time of casting. As such, casting Warding Halo when you have 3 health conversion orbs, or when Arcane Guardian procs results in considerably stronger halos
- Warding Halo (3) gives a short window of time at the start where damage is converted to extra halo health. You can use this with environment hazards like lasers to get 20k halos fairly consistently
- When Warding Halo (3) expires, an audio cue will play and you will get a short amount of invincibility. Make sure to recast as soon as the halo goes down to avoid taking a lot of damage.
- Divine Spears (4) works well in groups and synergises amazingly with Blazing Chakram (2). Hitting enemies on spears with a chakram will cause 2 chakrams to be created. This makes it super good to spear enemies, then throw a chakram into the crowd of speared enemies.
- Divine Spears (4) can be activated a second time to slam down the spears and deal damage to enemies on the spears, It's not particularly amazing but may help a bit.