Navigation

Account

Social

Nezha Prime

Wheels of Time | Gloom Nezha | Endurance Steel Path

by last updated 19 days ago

30

Behold: the Scion of the Burning Wind, now before you in most courtly accoutrement. Featuring altered mod polarities for greater customization.

190 VOTES
11 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
465
SHIELD
185
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
265
Damage Reduction
46.9%
EFFECTIVE HIT POINTS
1,122
Guide
11 Comments
Nezha Prime builds
Builds by ninjase

Wheels of Time | Gloom Nezha | Endurance Steel Path

INTRODUCTION

[Nezha] is able to sustain the constant energy drain of gloom at high strength and negative efficiency (from [Blind Rage]) due to chakram's ability to consistently generate health and energy orbs combined with [Equilibrium] which turns the generated health orbs into energy. In addition, divine spear's slam animation is prolonged significantly by the slow from gloom, meaning you can deactivate divine spears after enemies have been primed with chakram's debuff but keep them crowd controlled, allowing you to recast spears on any new enemies that enter your range. You can also run max ranked [Combat Discipline] which procs arcane avenger for flat +45% crit chance and takes off health allowing you to pick up health orbs at all times (although you can use [Synth Fiber] to do this too and soon [Equilibrium] itself will allow orb pickup), which you then heal back immediately with the combination of Gloom and health orbs.

UPDATE Feb 2024
Empty slot is for upcoming augment [Divine Retribution]

Note : If you do NOT have Gloom, the same build works without helminth or even with a different helminth ability such as breach surge, roar, silence etc (see bottom of guide for alternative helminths)

Survivability
The crowd control from Gloom and Divine Spears basically prevents you from taking damage in the first place, meaning you do not need any health, shield or armor mods. At low levels (e.g. base SP And below), the 90% damage reduction from Warding Halo and constant healing from Gloom is sufficient to allow you to survive even without overly relying on shield gating. At higher levels and endurance, [Nezha] can utilize shield gating extremely well due to his very low max base shields because he doesnt need to generate as much shields to fully reset shield gate.

Rolling guard gives you i-frames if needed for breakthrough damage or if crowd control fails, but this is completely optional, especially since you are status immune from halo. With the shield gate update, this can be swapped for [Catalyzing Shields], which will drop [Nezha]'s max shield capacity to 56 and allow you to shield gate with just two augur mods.

With [Catalyzing Shields] and a single augur mod, a single cast of Divine Spears generates 62 shield at 45% efficiency, resetting your shield gate and giving the max 1.33s iframes. WIth [Catalyzing Shields] and FOUR augur mods (two on warframe, two on pistol), a single cast of Blazing Chakram generates 62 shield which fully resets shield gate. These factors should allow you to survive even level cap damage.

PLAYSTYLE

  1. Cast Warding Halo to get knockdown/status immunity and 90% damage reduction, and keep active as necessary
  2. Cast Divine Spears when a large group of enemies are nearby to crowd control them and allow Chakram to multiply/spread rapidly. Deactivate so you can repeat on a new group of enemies.
  3. Cast Chakram to debuff all the enemies with a damage vulnerability (basically a universal damage multiplier)
  4. Kill affected enemies to generate health and energy orbs which quickly fills up your energy to max.
  5. Cast gloom and maintain energy using the combination of divine spears and chakram.

BUILD SPECIFICS

Duration
Duration helps reduce channeling drain of Gloom as well as the debuff duration or chakram and duration of divine spears. We gain duration with [Primed Continuity].

Efficiency
We can completely dump efficiency and run high strength with [Blind Rage] due to the synergy between Chakram and [Equilibrium]. Killing an enemy affected by Blazing Chakram has a 100% chance to drop a health orb and a 35% chance to drop an energy orb. [Equilibrium] will convert the health orb into 55 energy, meaning every enemy you kill who has been debuffed by chakram guarantees 55 energy. If you can kill just 10 affected enemies, you generate 550 energy. If you still have energy issues, you can add [Streamline] or drop [Blind Rage], or even add the augment [Reaping Chakram] which generates an additional 2 health orbs per enemy to feed into [Equilibrium].

Range
Higher range increases the area of effect of Gloom's slow as well as Divine Spears radius. Using [Stretch] and [Augur Reach] gives us 175% range. [Augur Reach] is a flexible slot.

Strength
Strength is needed to hit a higher slow amount (capping at 95% slow at 272% str), as well as increasing the damage vulnerability of chakram and base health of warding halo. The combination of Blind rage, Power drift/[Controlled Slide] and [Augur Secrets] . You can increase this to max if you want by adding [Growing Power] or [Augur Secrets], but using an extra slot just for another 3% slow is not really worth it in my opinion.

Aura
Combat discipline has only been placed for arcane avenger. You can instead use any of the following

  • Enemy Radar (best in slot for tracking enemies before casting divine spears etc)
  • Growing power (to hit slow cap)
  • Steel Charge (save forma by increasing mod cap)
  • [Brief Respite] (allows you to shield gate with chakram)

Exilus
Controlled slide is purely preference if you don't enjoy the passive. Use power drift otherwise.

Flexible slots
Augur Reach/Secrets, rolling guard and primed continuity are all flexible slots which can be swapped for any combination of:

  • Reaping Chakram - more health orbs for equilibrium, if you have energy issues
  • Umbral intensify - go beyond gloom cap
  • Streamline - reduce drain and costs

Arcanes

  • Molt Vigor gives +45% strength which gives 283 strength on demand for reaching the Gloom slow cap.
  • Molt Augmented gives +60% strength but only after 250 kills. You can use this for longer missions or where you prefer higher strength for all abilities and not just gloom.
  • Arcane Avenger - procs on self damage from [Combat Discipline] and gives flat +45% crit chance.

Archon Shards
2 Amber Cast Speed Shards
3 Strength Shards allow you to drop [Augur Secrets] for a flexible slot.

HELMINTH OPTIONS

While Gloom is the featured subsume here, many other options are feasible and be fit onto the same build either with the same mods or with slight differences:

  • Breach Surge: Chakram debuff allows breach surge damage to 'double dip', by magnifying the initial weapon damage that produces the spark, then magnifying the spark damage on hit, as long as all enemies taking the damage have been hit by chakram. This means you could potentially get sparks that do upwards of 30x or higher of original weapon damage. Breach surge also gives provides crowd control. Same mods can be used.
  • Grouping e.g. Pull, Airburst, Ensnare, Coil Horizon
  • Armor strip: e.g. Pillage, Terrify, Tharros Strike, Fireblast - helps scale non-slash weapons against armored enemies and also allows Chakram damage to scale better
  • Reave: Chakram debuff allows Reave to oneshot most enemies even up to level cap: https://overframe.gg/build/228690/
  • Roar/Eclipse: for more passive damage buff to multiply further with Chakram