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Nezha

SENTIENT's KILLER / Endgame / universal build / umbra charged

by last updated 3 years ago

50

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.

63 VOTES
3 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
465
SHIELD
185
SPRINT SPEED
1.15
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
200
Damage Reduction
40%
EFFECTIVE HIT POINTS
1,022
Guide
3 Comments
Nezha builds
Builds by kfilippenok

SENTIENT's KILLER / Endgame / universal build / umbra charged

Hello!

This build is made completely universal. Suitable for everyday play, of course with high levels. The build is made to use the full potential of all [Nezha]'s abilities.

For Arbitration i recommend Arcane Blade Charger and Arcane Primary Charger

For better strong, you can replace [Armored Agility] with [Augur Secrets].

For better armor, you can replace [Armored Agility] with [Adaptation].

ABILITIES

Fire Walker

We need this ability to increase running speed by 25%, and also leave a fire trail that will hit enemies.

  • Increased strength deals greater fire damage to enemies (3000+ damage from the explosion and 550 damage per second from fire)

  • Increased range gives us a larger radius of the explosion (8.7m) and the circles left by the fire trail (1.5 times more than usual)

  • A bit of energy efficiency for less energy (17.5 energy)

  • A bit ofduration, less likely to squeeze the ability (39 sec buff duration and 13 sec flame duration)

Blazing Chakram

Basically, this ability will be needed to increase the vulnerability to damage to enemies. It also deals good damage and helps to move far. It goes well with ult (bounces off spears and does more damage)

  • Increased strength gives us more damage and vulnerability (260% vulnerability, 700 damage and 2600 damage for charged throw)

  • Increased range gives us a longer throw (45 m for uncharged throw and 100 m for charged throw)

  • A bit of energy efficiency for less energy (17.5 energy)

  • A bit of duration for the duration of the burning (19.5 sec)

Warding Halo

With this ability, enemies will try to kill us much longer. Although not all damage is absorbed, in any case, the damage will pass much less (in some cases it will not be).

  • Increased strength for greater starting samage absorption (5000), more damage from the ring of fire (330 damage per sec), and a larger damage conversion multiplier (x6.45)

  • Increased range will give a greater radius of the ring of fire (2.9 m)

  • A bit of energy efficiency for less energy (52.5 energy)

  • The time of irresponsibility does not change (and it remains 3 seconds), so the increased duration gives nothing

Divine Spears

Really underestimated ability. Thanks to her, we have good control, also a good combination with the second ability. However, the cost of it is indeed greater, however, I fixed it a bit.

  • Increased damage for more damage from piercing and hitting the ground (1600 impale damage and 1600 slam damage)

  • Increased range gives us a greater range of our ability (27.55 m)

  • A bit of energy efficiency, so that large energy costs are less (70 energy)

  • A bit of duration for longer keeping our enemies on the spears (15.6 sec)

A general increase in all indicators gives us the opportunity to make good use and combine our abilities, for example: apply Divine Spears, go with the Fire Walker, remove protection and do a little damage using Blazing Chakram and finish off the enemies with weapons. Really strong combination.

To all successful victorys, tenno!