INTRODUCTION
This [Nezha] build maximises passive tankiness through the combination of health, armor (boosted by cold elemental ward and [Health Conversion]), [Adaptation] and warding halo's 90% DR. This build is NOT optimised for Steel Path endurance (e.g. lvl 1000+) given you can still get one-shot through all the damage reduction at high enough levels. A shield gating based build would be more suited to this. The helminth is optional and the same build works without any helminth subsumed.
Maximum Armor = 250 + 900 (Arcane Guardian) + 1350 (max health conversion) + 1009 (cold elemental ward) = 3500 - equivalent to 92.11% damage reduction to health.
Total Damage reduction with Warding Halo active = 92.11% and 90% multiplicative = 99.2% damage reduction to health
Maximum Warding Halo before Absorption = 26.8K
BUILD SPECIFICS
Duration
Duration is 155% to give Elemental ward a duration of 39s. The damage amplification from 2 and CC from 4 are already unnecessarily long. Infact, if you choose NOT to use Elemental Ward, you should switch [Primed Continuity] out for [Transient Fortitude] to actually end up with negative duration, this allows 4 to expire quicker naturally so you don't need to cancel.
Efficiency and Energy Economy
Why is efficiency of 45% okay? This is because of the combination of Blazing Chakram generating both health and energy orbs and [Equilibrium]. Your most used ability 2 (Blazing Chakram) only costs 39, and generates both health and energy orbs. Health orbs will be turned into energy due to [Equilibrium], and a tanking [Nezha] should be taking health damage alot (make sure you carry a Decaying Dragon Key). Furthermore, if you equip the [Synth Fiber] mod on a companion, you will be able to convert health orbs into energy even at full heath. Additionally, arcane energize will ensure maximum energy from any energy orbs, although even this is not compulsory if running [Equilibrium]. Make sure you follow up any cast of 4 with a 2 in order to maximise enemies hit per cast to generate more orbs.
Range
Range only really benefits 4, so it's up to your preference of how much crowd control you like. 100% range gives a decent 19m radius to divine spears.
Strength
High strength is needed to scale the armor bonus of elemental ward to 1009, damage [Reflection] of elemental ward, direct damage and damage boost from 2, warding halo base health, warding halo absorption multiplier and divine spears damage.
Flexible slot
Adaptation is the flexible mod - with all buffs active, you already have 99.2%DR. Adaptation can push this even higher per individual damage type but is pretty unnecessary for most content. Options include:
Arcanes
Blessing - gives 1200 health after picking up 50 health orbs, which can be done quickly using health orbs dropped via chakram
Guardian - provides 900 flat armor
Avenger - great when paired to combat discipline
Aura
- Steel charge has only been used for mod capacity here, otherwise if you have enough capacity, use anything you like
- Growing power is fine to boost str a bit more
- Brief respite is amazing for shield gating since nezha has such low base shields (35 with decaying dragon key)
- Enemy radar is great quality of life
Exilus
- Preparation and power drift are really the only alternatives for zenurik polarity if you enjoy Nezha's slidyness
Helminth
PLAYSTYLE
- Activate 1 elemental ward for armor boost and damage [Reflection]
- Get hit to trigger Arcan [Guardian] for more armor
- Use 2 chakram on enemies to trigger orbs drops to gain energy and build [Health Conversion] stacks
- Cast 3 when in a dense group of enemies to absorb lots of energy
- Cast 4 when surrounded by a group of enemies and cast 2 onto group of enemies to chain across the group
- Refill energy and health with orbs generated
- Refresh 1 and 3 as needed and repeat 4 + 2 combo often
Video demonstrating playstyle:
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