When Ne Zha dies, his indomitable spirit is reborn from a Lotus at his location, healing nearby allies every second while increasing their protections. Ne Zhadds basic attacks also utilize a four swing chain, with the final attack in the chain dealing damage to all enemies in front of him. Heal per Tick: 10% of Ne Zhadds Maximum Health. Protections: 30. Duration: 6s.
Universe Ring Toss
Ne Zha throws the Universe Ring where it bounces to nearby enemies. Each hit deals damage, applies a stacking physical protection debuff for 3s and slows the enemy for 1s. Each successful hit also applies a stacking movement speed buff to Ne Zha for 2s. Damage: 50/70/90/110/130 (+15% of your physical power).. Bounces: 5/6/7/8/9. Protections Debuff: 10 per stack. Slow: 25%. Movement Speed: 4% per stack. Cost: 50/55/60/65/70. Cooldown: 12s.
Flaming Spear
Ne Zha empowers himself with fighting spirit, igniting his spear for increased Attack Speed and Critical Strike Chance for a short duration. Attack Speed: 15/25/35/45/55%. Critical Strike Chance: 15%. Duration: 6s. Cost: 55/90/65/70/75. Cooldown: 18s.
Armillary Sash
Ne Zha throws out his Armillary Sash hitting the first enemy god in its path. The target is stunned as Ne Zha yanks himself toward the target, dealing a powerful blow to all enemies in the area when he arrives. Damage: 70/100/130/160/190 (+150% of your physical power). Stun: 1s. Cost: 75. Cooldown: 18/17/16/15/14s.
Wind Fire Wheels
Ne Zha dashes forward. If he hits an enemy god, he knocks it skyward for 4s, unleashing a combo (successful clicks during the combo allows some hits to be critical strikes), then smashing back to Earth, dealing additional damage to enemies in the radius as he flips back to his starting location. Damage per Hit: 30/50/70/90/110 (+30% of your physical power). Damage (Landing): 60/100/140/180/220. Cost: 80/90/100/110/120. Cooldown: 90.
Serqet received a change focused on reducing her effectiveness as a support, but still allowing for her aggressive assassin playstyle. We are taking a similar approach with Ne Zha, targeting specific aspects of his kit that allows him to excel in support, while ensuring Assassin style Ne Zha players feel similarly impactful.
Universe Ring Toss
Decrease protections debuff per hit from 10/11/12/13/14 to 5/7/9/11/13
Wind Fire Wheels
Decreased Damage per Hit from 30/50/70/90/110 to 20/35/50/65/80.
Increased Physical Power Scaling per hit from 30% to 40%.
Ne Zha's recent bug fix pass really improved his overall flow, and also caused a large increase in his performance. To ensure he stays in a healthy spot we want to help players fight against him properly. Universe Ring Toss is his primary setup and poke ability, which can be heavily punishing. We are reducing the damage subsequent bounces can deal on the same target, and making the slow stack up to 25% rather than applying that off a single hit to reduce Ne Zha's control, especially in the early game.
Universe Ring Toss
Increased Damage Reduction of subsequent hits on the same target from 25% to 35%
Fixed an issue where the Ring would not bounce to or from certain targets.
EG. this should fix the cases where Loki decoy would absorb the Ring.
Flaming Spear
Fixed an issue where sometimes Ne Zha would fire of an extra basic attack animation based on using Flaming spear.
Armillary Sash
This ability now applies a Stun with no Diminishing Returns.
This means that it should always last the same amount of time, fixing situations where Ne Zha could use Armillary Sash and the target could move out of the way before he reaches the location.
This is consistent with specific other Stun effects that have a scripted animation time, eg. Sobek's Charge Prey.
Fixed an issue where using this ability on gods who were in the process of being knocked-up would also cause Ne Zha to be in the air on reaching that target.
Now Ne Zha will reach the target and deal damage while still on the ground.
Fixed an issue where the Area of effect damage of this ability will sometimes miss targets that are in the air but within the hit area.
Fixed an issue where quickly turning the camera while using this ability would cause the hit area and the FX to be de-synced, leading to situations where the player does not look like they should hit an enemy, but they do.
Note: On researching the solution for this issue we were also able to successfully apply the same fix to Ra and Searing Pain. Now the FX and the damage area for this ability should match up when quickly moving the camera.
Added new FX to this ability to clearly portray the area of effect of damage when Ne Zha reaches a target.
This applies to all skins.
Wind Fire Wheels
Adjusted the bounding area of the UI elements in this ability so that they will no longer have the chance to be hidden behind Ne Zha's passive meter UI.
Fixed an issue where Ne Zha was able to slide passed an enemy instead of correctly latching onto them.
Fixed an issue with the FX for this ability where the last few feet of the targeter were raised in a slope.
This caused perspective issues, making it feel like the ability targeter was longer than intended.
Similar to Fenrir, Ne Zha support has been a potent threat and a staple in the duo lane. While we like gods flexing into different roles, Ne Zha's success has pushed others out of the role, restricting how many gods can be played as a support. Ring Toss's protection shred combined with Wind Fire Wheel's high base damage enabled this playstyle more than any part of the kit, so we are toning down both of these aspects to make him more manageable to fight.
We will be keeping a close eye on Ne Zha as an Assassin going forward, but when built offensive his scaling is high enough that we feel he will still be a strong pick after these adjustments.
Universe Ring Toss
Decreased Protection Debuff from 15 to 10/11/12/13/14.
Wind Fire Wheels
Added a note that enemies caught in this effect do NOT count as being CC.
Decreased Base Damage per hit from 40/60/80/100/120 to 30/50/70/90/110 Decreased Initial/Landing.
Damage from 80/130/180/230/280 to 50/105/160/215/270.
Ne Zha's passive rework allowed him to gain quite a bit of Physical Power early game, allowing him to clear and gank with overwhelming pressure. We are reducing the amount of Physical Power this provides to slow down and reduce his early game pressure.
Fixed an issue where players could be teleported across the maps after being ulted by Ne Zha.
Righteous Spirit
Decreased Base Power from 1 per stack to 0.5 per stack.
Ne Zha is the last of the three Crit passives to be reworked. Ne Zha now gained bonus movement speed and power with his stacks, giving him even more mobility around the map and working well with his stim and high scaling ultimate.
Righteous Spirit
Buff stacks no longer provide Critical Strike Chance.
Buff stacks now provide 0.5% Movement Speed and 1 Physical Power per Stack, stacking up to 20 times.
Some of SMITE's older gods had brief windows of immunity for themselves or their targets during animations that didn't visualize this effect properly. We already fixed Sobek and Ao Kuang and will continue fixing these issues in this patch. This fix will adjust Ne Zha in that it will be easier for his allies to follow up on enemies after his ult, but also put him at risk to take damage sooner.
Ne Zha's ultimate is having its damage shifted to both help Ne Zha deal damage, but also making his damage more clear. Ne Zha historically had an extra hit that occurs right as his victim starts falling. This hit was redundant and sometimes confusing so it is being removed. The damage from this hit is being moved to the initial hit and landing hit. This both makes his damage occur at times that make sense, but also means ulting into a target that beads will still deal a bit more damage to the target.
Wind Fire Wheels
Ne Zha and the player he has grabbed are now damageable upon landing. Rather than losing their collision, they gain player pass through and Ne Zha gains CC immunity for the duration of their landing animations.
Removed the damaging hit as the enemy god begins to fall.
Increased Initial and Landing damage from 60/100/140/180/220 (50% of your physical power) to 80/130/180/230/280 (65% of your physical power).
Ne Zha has long had an interaction where players could beads while under the effect of Wind Fire Wheels, effectively losing their Purification Beads Cooldown before rising into the air.
This largely came down to a discrepancy between his visual animation and the animation he plays.
Now, players will have a window of opportunity to use Purification Beads (or allies can use effects like Geb Shield) after they have initially been hit to escape their fate.
Additionally, there is now protection while on the way up so players should no longer be able to fire a Purification Beads that will no longer help them.
Wind Fire Wheels
Enemy players hit by Wind Fire Wheels now have additional .25 seconds after the hit to use Purification Beads, and avoid the Ability. This matches the current animation more accurately.
Enemy players hit by Ne Zha will NOT be able to fire beads on their way up into the air. If you miss the window to escape you will have your beads protected to be used later.
Universe Ring Toss is Ne Zha's primary form of wave clear, jungle clear, and poke. As a characters who is currently struggling, an additional bounce will give him additional power at all stages of the game.
Universe Ring Toss
Increased number of bounces from 3/4/5/6/7 -> 4/5/6/7/8.
Ne Zha has a lot of tools at his disposal, and we wanted to highlight the skillful aspects of his kit a bit more. Flaming Spear and Armillary Sash are Ne Zha's primary tools of survival and allowing them to be up more often will help Ne Zha get into a fight. Since his survivability has gone up, we took some power away from his poke and clear with a nerf to Universe Ring Toss.
Universe Ring Toss
Increased Cooldown from 12s -> 14s.
Flaming Spear
Decreased Cooldown from 18s -> 18/17/16/15/14s.
Armillary Sash
Decreased Cooldown from 18/17/16/15/14s -> 14s at all ranks.
Similarly to Aphrodite, Ne Zha's old Passive only affected one ability in a way that didn't feel rewarding. The new Passive has a Critical Chance buff attached to it that rewards you for staying in combat. It also retains the heal from Flaming Spear but does not consume the stacks, removing the cumbersome trade-off of his old Passive.
New Passive – Righteous Spirit
Ne Zha gains stacks from successful Basic Attack and ability hit, and 2x stacks from Critical Hits. Each stack provides him with .5% crit chance. Stacks are lost after being out of combat for 5s.
Flaming Spear
Now heals up to 15% of Ne Zha's maximum HP depending on how many stacks of Righteous Spirit he has. (0.75% HP per stack).
Immortal Spirit has been reworked into Righteous Spirit.
Ne Zha gains a stack when he hits an enemy with a Basic Attack, and an additional stack for Critical Strikes. He may activate Flaming Spear to consume these stacks and heal himself.
Heals for 1.25% per stack, max. 20.
Armillary Sash
Fixed not dealing damage if hitting crowd control immune targets.
Wind Fire Wheels
Fixed an issue where using the ability on Janus while going through a portal could cause both players to get stuck.
Ne Zha’s immortal spirit cannot be suppressed. All successful basic attack hits increase his HP5 (0.5 per stack, up to 50 stacks). All stacks are lost on death.
Increased bonus attack speed from 15/20/25/30/35% back to the original 15/25/35/45/55%. After further evaluation of his performance after the Attack Speed bug fix, we determined this earlier nerf was no longer needed.
An issue has been fixed with Ne Zha’s escalating melee that was allowing him to achieve higher than intended attack speeds. This will reduce his mid to late game attack speed significantly. We will be monitoring him to see if further adjustments will be necessary to compensate for this change.
NOTE - Thanks to Pinjinz from the forums for breaking down the issue, allowing us to easily track down the bug.
Wind Fire Wheels
The base damage of each hit of the combo during his ultimate has been increased from 30/50/70/80/110 per hit to 40/60/80/100/120.
The description for this ability was incorrectly displaying a 150% contribution. It has been corrected to 50% to match the actual contribution in the game.
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