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Ne Zha- Ring Tosser Extraordinaire

2 0 22,181
by xXKingofFailXx updated May 6, 2013

Smite God: Ne Zha

Build Guide Discussion 5 More Guides
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Ne Zha Build

Main Build

Build Item Death's Toll Death's Toll
Build Item Warrior Tabi Warrior Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Fatalis Fatalis
Build Item Rage Rage
Build Item Deathbringer Deathbringer

Optional (Situational)/Replacements

Build Item Titan's Bane Titan's Bane
Build Item Soul Eater Soul Eater
Build Item Frostbound Hammer Frostbound Hammer

Active Effects

Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Creeping Curse Creeping Curse
Build Item Heavenly Agility Heavenly Agility
Build Item Girdle of Might Girdle of Might

Ne Zha's Skill Order

Universe Ring Toss

1 X Y
Universe Ring Toss
1 4 7 8 10

Flaming Spear

2 A B
Flaming Spear
2 6 11 12 13

Armillary Sash

3 B A
Armillary Sash
3 15 16 18 19

Wind Fire Wheels

4 Y X
Wind Fire Wheels
5 9 14 17 20
Universe Ring Toss
1 4 7 8 10

Universe Ring Toss

1 X
Ne Zha throws the Universe Ring, bouncing several times, dealing damage, applying a Physical Protection Debuff for 3s and Slowing by 12.5% for 1s. Each hit also stacks a movement speed buff on Ne Zha for 2s. Subsequent hits on the same target deal 35% less damage and double the Slow's effectiveness.

Ability Type: Line, Slow, Damage
Initial Damage: 80 / 110 / 140 / 170 / 200 (+40% of your Physical Power)
Damage: 75 / 100 / 125 / 150 / 175 (+20% of your Physical Power)
Bounces: 4 / 5 / 6 / 7 / 8
Protections Debuff: 5 / 7 / 9 / 11 / 13 per hit
Movement Speed: 5% per hit
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14s
Flaming Spear
2 6 11 12 13

Flaming Spear

2 A
Ne Zha empowers himself with fighting spirit, igniting his spear for increased Attack Speed and Critical Strike Chance for a short duration. Upon activation, Ne Zha also heals himself based on each stack of his passive ability.

Ability Type: Buff
Attack Speed: 25 / 32.5 / 40 / 47.5 / 55%
Critical Strike Chance: 20%
Duration: 4 / 4.5 / 5 / 5.5 / 6s
Healing: 4 / 6 / 8 / 10 / 12
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 14s
Armillary Sash
3 15 16 18 19

Armillary Sash

3 B
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 as he arrives.

Ability Type: Line, Stun, Damage
Damage: 90 / 140 / 190 / 240 / 290 (+150% of your Physical Power)
Stun: 1s
Range: 70
Radius: 10
Cost: 75
Cooldown: 12s
Wind Fire Wheels
5 9 14 17 20

Wind Fire Wheels

4 Y
Ne Zha dashes forward, gaining bonus Protections for 4s and becoming CC immune. If he hits an enemy god he lifts them into the sky for 4s, unleashing a 3-hit combo. Successfully timed attacks during the combo result in these hits dealing Critical Damage. They are then smashed back to Earth, slightly knocking up and damaging the target and enemies around the landing location. When Ne Zha lands he gains bonus Protections for 5s and dashes back to where he cast this ability.

Ability Type: Dash, Crowd Control, Damage
Damage Per Hit: 23 / 40 / 57 / 74 / 91 (+45% of your Physical Power)
Damage (Initial/Landing): 50 / 105 / 160 / 215 / 270 (65% of your Physical Power)
Protections: 30 / 35 / 40 / 45 / 50
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90 / 85 / 80 / 75 / 70s

Introduction

Ne Zha, The Third Lotus Prince
"I may be small but I can wield my spear like none other!"
__________________________________________________________


Ne Zha is a child that can pack a punch with an arsenal of weapons. His role in Smite is a melee assassin, which means that while he can deal massive amounts of damage, he can be taken down just as easily. So it is important to remember to constantly be aware of your surroundings as this is the difference between playing well and playing great.

Pros / Cons

Pros:


- High damage output
- Can be played mid and duo lane
- Easily makes a difference when ganking or counter-ganking with stuns (Armillary Shash and Wind Fire Wheels)
-Clears minion waves with ease by mid-game with Universe Ring Toss and Righteous Spirit

Cons:

-Little to no escapability ( Wind Fire Wheels serving as his only possible escape)
-Mostly line abilities with the exception being Flaming Spear
-Can easily be overrun by minion waves when chasing an enemy down lane

Skills

Child of the Lotus


Ne Zha's passive is a multiple purpose ability that serves as both a healing mechanism and a damage dealing mechanism. Upon death, Ne Zha's spirit is reborn as a lotus which heals allies in its radius by 10% of Ne Zha's maximum health per tick for six seconds. The second part of Ne Zha's passive is that it causes his basic attacks to chain together (similar to the way it does in Tekken, Street Fighter, etc.) which allow his basic attacks different abilities per chain. The chaining happens over four successful basic attacks. The first and second attacks only deal regular damage and hit one enemy, the third attack deals more damage, and the forth hit in the chain does increase damage as well as hitting all enemies in front of the child-god.


Universe Ring Toss


This line ability is very effective when clearing minion waves and fighting/securing kills on enemy gods. Universe Ring Toss bounces around minions and gods similar to the way Sun Wukong's Furious Monkey does while doing 50/70/90/110/130 +15% of your physical power; however, the ability bounces more (up to nine times plus the initial hit), increases Ne Zha's movement speed by 4% per target hit, and it lowers the physical protection of enemy gods by 10 per stack.



Flaming Spear


This ability is a self buff that increases attack speed (15%/25%/35%/45%/55%) and +15% critical strike chance all while making your spear look even more B.A. than it already does. This, couple with his passive, makes clearing minions and dominating other gods relatively easy; however, I recommend that this be used only when attack gods because of its cooldown and the mana it costs.



Armillary Sash


Armillary Sash is a pull but instead of pulling the enemy god towards you, you are pulled towards the enemy god. Upon impact, the enemy is dealt a decent amount of physical damage (70/100/130/160/190 +50% of your ]physical power) as well as is stunned for one second.




Note: The use of Flaming Spear and Armillary Sash in that order makes for a devastating combo against enemy gods as you are pulled towards them and they are stunned. This allows you, depending on your attack speed, to begin the four hit chain of Ne Zha's passive to really decimate their health.


Wind Fire Wheels


Ne Zha's ultimate ability is a line attack that knocks an enemy up in the air. Once the enemy is in the air, Ne Zha charges back and forth three times, dealing 30/50/70/90/110 +15% of your physical power as damage;however there is a catch: The attacks are dealt on each click. The attacks are prompted by circles that read "attack". If done correctly the attacks will crit the enemy. After three missed/made attacks, you and the enemy god fall back to the earth, dealing damage (60/100/140/180/220 +50% of your physical power) to the enemy.


Basic Build Items

Devourer's Gloves


For your first purchase, regardless of which lane you're in, you should buy Death's Toll and the first tier of Warrior Tabi. Death's Toll gives you decent stats (+15 Physical Power, 3% Attack Speed, and some physical "lifesteal" and "manasteal") needed to sustain yourself for a decent amount of time in any lane. Warrior Tabi gives you the same types of stats the Death's Toll does while giving you more movement speed. Next, you should focus on your lifesteal as it is the key to success when fighting large groups of minions or going toe-to-toe with another melee god. Devourer's Gloves* fits the bill perfectly as it gives decent physical power, 10% physical lifesteal, and for each minion kill that you get you gain 0.25% lifesteal and 0.5 physical power per stack stacking up to 40 times (the grand total is +50 physical power and 20% lifesteal). Following this, Fatalis makes a great addition to Ne Zha because of its attack speed increase and the passive that allows you to move backwards just as fast as you move forward. Now it is time to focus on his critical strikes. Rage and Deathbringer are the Yin and Yang of the critical strike world as they compliment each other and almost cannot exist without one another. Rage increase the critical strike chance per each attack that doesn't crit (stacking up to 10 times or 50% crit chance); this, coupled with Fatalis, means that you will be critting more often because of how quick and often you basic attack. Finally, Deathbringer increases the damage of your numerous critical strikes by a substantial amount thus making Ne Zha a damage dealing powerhouse. At this point, you may be asking "Well, what about Death's Toll? Where does it go?"; well, dear reader, it goes straight into the trash after you've built Deathbringer and can be replaced with any of the items below depending on what you feel is necessary:


* Soul Eater can also serve as your lifesteal item if you are not mid. Devourer's Gloves is a fantastic item when you are farming minions in the jungle or in mid lane or even if you have a nice enough lane mate to let you land the last hit on all the minions. Soul Eater on the other hand is slightly more beneficial in a duo lane as it is an aura item that grants lifesteal to you and allies in its radius while taking away from the focus on minion kills.


Titan's Bane


If you're going against a physical protection heavy lane, Titan's Bane is your best friend as it gives you 33% physical penetration. This means that you will hit enemies regardless of their physical protection for more damage. If you have all the items above, minus Death's Toll, even tanks will begin to fear your damage output abilities.


Frostbound Hammer


In case you haven't noticed, the importance of landing basic attacks is key to success with Ne Zha because of his chaining together of his basics. Frostbound Hammer is a great addition to the build if you want to chase down enemies easier as it has a 25% slow (two second duration) each hit landed on that god. In addition to this, Frostbound Hammer gives you +325 Health, giving Ne Zha a little bit more survivability.

Active Effects

Active Effects


There are numerous Active Effects that can benefit Ne Zha and his team mates; however, there are just as many that will not. The items suggested below are situational and are to be bought on a case-by-case scenario:

Useful:

- Aegis Amulet: This active effect is highly effective against abilities that have the potential to dish out high amounts of damage, stun, slow, or even one shot you. Neith's World Weaver and Sobek's Lurking In The Waters are examples of theses types of abilities.


- Purification Beads: This active effect removes any form of crowd control or pulls. It is highly effective against Ares' ultimate, No Escape, Anubis' Mummify, Artemis' Calydonian Boar, and Ymir's Shards of Ice.


- Heavenly Agility: This active allows Ne Zha and allies to run 50% faster for five seconds while increasing healing on them by 25% for the duration of the effect.


- Creeping Curse: This active effect slows enemies by 50% for five seconds and reduces healing on them by 25% for the duration ( Heavenly Agility but only backwards).


- Girdle of Might: This active is an all around buff to both magical and physical power and penetration for any ally within a 35 foot radius. While this could be beneficial for Ne Zha to have, if he is duo laning, let your team mate grab it so you can buy the more practical effects listed above.


-Meditation: With the recent addition of tiered actives, this active has become an amazing thing to have. First and foremost, it's a mana heal that heals you for 75% of your maximum mana as well as granting you 45 MP5. Ne Zha eats through mana like fat kids through cupcakes when he goes hard for a god kill. Secondly, it heals you (at max level) for 25% of your maximum health, which can very easily be the difference between life and death in a lane or when midding.


Not as Useful:

- Hand of the Gods: This is useful for junglers at any point in the game, but as the game progresses and you gain more lifesteal, Ne Zha relies less and less on the minion destroying capabilities of the active. However, in late game scenarios, it may prove useful to steal a Fire Giant buff or Gold Fury from the enemy.

Jungling

At level one, Ne Zha, along with allies or Hand of the Gods, can certainly take on a jungle camp because of his Universe Ring Toss and/or Flaming Spear. The buffs that Ne Zha should focus on obtaining in early game are the Attack Speed buff and/or Cooldown Reduction buff as both are excellent to have in the early game. If Ne Zha is midding, the Attack Power buff wouldn't be a bad idea to grab as well as it allows Ne Zha to have a higher damage output in the early game.

Throughout the course of the game, as lifesteal is obtain, Ne Zha will easily be able to solo larger and larger jungle camps. This will be useful for not only Ne Zha but his teammate (should he be duo laning) as it gives Ne Zha the buffs, gold, and experience while his teammate farms the minions in the lane which will give them the advantage over their opposition.

Teamwork

Hopefully, at this point you should have some basic idea of how to play Ne Zha according to this build (even with some improvisation by you). Because Ne Zha has such a high damage capability, he can be played in either the side lane or in mid. Because of his passive, I would strongly recommend playing with one of the gods listed below:

Friends/Good Lane partners


Sobek, God of the Nile
"My blood runs cold."
______________________________________________


The God of the Nile River is on our list because of his ability to keep enemies separated with abilities like Tail Whip and Charge Prey. Sobek's health pool when built tanky is massive which will allow him to initiate easier. Once Sobek has thrown an enemy god back, Ne Zha can begin his assault with Flaming Spear followed by an Armillary Sash. Ne Zha can then attack the enemy god and minions with Universe Ring Toss which will slow the enemy god some as well as giving a speed increase to Ne Zha. If the opposing god is trying to escape, both Sobek and Ne Zha's ultimates work well together. Ne Zha will initiate this devestating combo with Wind Fire Wheels which will keep the enemy in place long enough for Sobek to active his ultimate, Lurking In The Waters. As Ne Zha and his prey (assuming they survive the onslaught) fall back to earth, Sobek will be ready to jump from the waters to secure the kill.

______________________________________________________________________________________

Ymir, Father of the Frost Giants
"I am unstoppable force and immovable mountain."
______________________________________________


Ymir, the Father of the Frost Giants makes for a great companion to Ne Zha with his numerous amounts of crowd control. His Frost Breath halts enemies in their tracks which will allow Ne Zha to begin to tear into them with Flaming Spear. Should the enemy try to escape, Ymir can easily throw up a Ice Wall which can hold an enemy long enough for Ne Zha to charge in with his Armillary Sash to put even more hurt on the enemy. Much like Sobek, Ymir and Ne Zha's ultimates work well together for the same reasons that Sobek and Ne Zha's work in almost perfect unison. Ne Zha can launch the enemy into the air with Wind Fire Wheels and Ymir can pop Shards of Ice. When Ne Zha and the possibly still living enemy fall back to Earth, Ymir's Shards of Ice will shatter any all of the enemy's hope for a chance of survival.

______________________________________________________________________________________

Hades, King of the Underworld
"Sound the death knell, I arise."
______________________________________________


The King of the Underworld rises to the task of being a good lane partner for Ne Zha, not because of his crowd control or his ability to keep enemies apart but rather his potential to deal a massive amount of magic damage or be a super tank with heals. Hades has an initiating ability, Death From Below, that will cause most enemies to jump in their chair because of how quick it is. Following this, Hades can cast Shroud of Darkness to fear the enemy briefly; this allows Ne Zha to roll up on his fire-skates and begin tearing the enemy to shreds. Let's say that Ne Zha and Hades are taking damage and could use with some more health, Hades can cast his Devour Souls which will deal damage to anything in its radius as well as heal Hades and his nearby allies by bit for each target hit that was afflicted with Blight. Ymir, Sobek, and Hades all have one thing in common: their ultimates are AoEs that deal massive amounts of damage should an enemy get caught in one. Ne Zha can initiate the Hades and Ne Zha ultimate combo with Wind Fire Wheels and Hades, after Ne Zha and the enemy leave Ne Zha's ultimate, can active his Pillar of Agony to slow the escape of retreating enemies and allowing Ne Zha to catch up and secure a kill in the event that Hades' ultimate doesn't do the job.


Foes


Graceful WindsSquallSlither TornadoesSpirit's TempestGraceful Winds
Ao Kuang, Dragon King of the Eastern Seas
"With seas and storms at my command, I shall wipe you from this world!"
______________________________________________


A showdown of epic proportions from lore. Ao Kuang and Ne Zha are mortal enemies according to lore and that is felt when laned against an Ao Kuang (especially when midding). First and foremost, Ao Kuang, while being the King of the Eastern Seas, is the end-all-be-all King of Push because of his ability Tornadoes which will decimate minions once leveled enough. This also can serve as a protection mechanism against Ne Zha; Ao Kuang can cast and stand in his Tornadoes which will stop almost any damage output on Ao Kuang be Ne Zha because Ne Zha would have to stand inside the devastating tornadoes to even put some damage on Ao Kuang. Mostly, Ao Kuang's push and ability to defend himself and out farm you will make him a splinter in the child-god's side.

______________________________________________________________________________________

Decoy Aimed Strike
Loki, The Trickster
"I'll end your world!"
______________________________________________


Two physical, melee gods with massive damage output fighting against one another in a lane are bound to produce an interesting fight; Ne Zha and Loki are no exception. While having very little health, Loki is a devastating god against those who are unaware of their surrounding. With abilities like Vanish and Aimed Strike, Loki will drop your health quickly in the early game (maybe even securing a kill). His Decoy can be used to defend him against your Armillary Sash as you will be pulled toward the decoy instead of Loki himself. And Loki's ultimate, Assassinate, will rip you to shreds in any part of the game assuming that you cannot counter it with an Aegis Amulet. Really, against Loki, what the fight boils down to is who can use their abilities better?

______________________________________________________________________________________

Birds of Wisdom Birds of Wisdom
Odin, the Brawlfather
"I don't always drink mead, but when I do I drink Hrothgar's."
______________________________________________


The Brawlfather is not something to be happy to see in your lane because of what is commonly played as: a Brawler/Bruiser. This term is meant that not only can he take your spear jabs but he can dish them right back to you with force and effectiveness. First off, Odin has Gungnir's Might which allows him to slow you; this does one of two things, allows him to escape you or prevents you from escaping him. He has Lunge which will bring him to you, sure it saves your Armillary Sash but it does damage to you and makes you a sitting duck instead of the other way around. Ring of Spears is an ability that will stop your ultimate in its tracks because Odin becomes immune to crowd controls which is what Wind Fire Wheels is considered. His ring increases his damage output on you, his Odin's Shout increases his attack speed which means you'll take damage more often. The only effective way to counter Odin is to tear into him with your abilities after buying a Titan's Bane.

Summary

Ne Zha is a physical damage dealing power house by late game when following this build (feel free to deviate as much as you'd like as this is just the ground work for Ne Zha). Just remember these following tips:

-Play it safe and tower dive only when -absolutely- necessary.

-Have fun; nobody likes a grumpy player.

- Flaming Spear followed by Armillary Sash makes a devastating combo against enemy gods.

-If you don't like the lane your up against, ask other players to switch in a polite manner.

-Watch the jungle exits; you cannot rely on other players to call out so be ever vigilant as it can be the difference between living and dying as Ne Zha.

Results

Here's some proof that this build works in live games:

Build: Basic Build
Lane: Right. Game was 4v5 from the early as my lane partner disconnected and was unable to return; spent most of my time roaming. With Neith off and on. Against Thor, Arachne, and Artemis.


______________________________________________________________________________________


Build: Basic Build
Lane: Joust against Fenrir.


______________________________________________________________________________________


Build: Basic Build with a Magi's Blessing for counter.
Lane: Joust against Loki; this is proof that kills with Ne Zha are not required to win a game of joust with Ne Zha, you just need the farm.


______________________________________________________________________________________


Build: Basic Build (Devourer's Gloves replaced by Brawler's Beat Stick to counter Hercules' Mitigate Wounds)
Lane: Right lane with Ymir (the occassional gank from our Zeus) against Hercules and Artemis.

Leave a Comment

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1
flyrom99 (9) | May 4, 2013 4:39pm
There are some grammatical errors in this guide like at the top
Quoted:
His role in Smite is a melee assassin which means

There should be a comma before which. Also create more spacing in the sections like basic build items. When it is really close together with no spacing, it becomes slightly hard to read.

Cheers!
1
xXKingofFailXx | May 3, 2013 8:33am
Oh, no doubt! I think that it might be fun to try Ne Zha and Ao Kuang for that reason the only problem I'd have with that is that I would have to be the initiator in the lane combo XD I hate being the "tank" when I play, hence why I play carries and assassins XD
1
BestMinionEver (69) | May 3, 2013 8:17am
Yeah I saw that! A fed Ne Zha can be pretty lethal ^^

I like playing him with my friend (as Ao mostly) who holds a solo lane while I myself go jungling and ganking.
Have to do some games so that I can put up some results and sweet looking pictures on my guide as well :p

Lately Iv been out of focus when Iv played him, and it takes a lot of concentration to play really good with him.
1
xXKingofFailXx | May 3, 2013 6:06am
Normally, it is me and two of my friends playing together. One of us takes mid while the other two lane together. So it's a mix of both when I play any of the gods that can roam some. If a gank or counter gank is needed in another lane (preferably mid) I will more than likely oblige and help other lanes as much as I can! The first game in the results column was played in this fashion because it was a 4 vs. 5. Thank you for the positive feedback :) feel free to ask anymore questions!
1
BestMinionEver (69) | May 2, 2013 11:02pm
Loving the pics etc, nice work!:)

How is your playstyle with him, laning or roaming etc?
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