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Grandmaster Ne Zha Jungle

11 3 33,687
8.1
by AutoSpeed updated April 21, 2024

Smite God: Ne Zha

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Ne Zha Build

Starting Items

Notes Eye Of The Jungle and it's upgrade Protector Of The Jungle works well with Ne Zha's attack speed bonuses from his abilities.

Notes

Eye Of The Jungle and it's upgrade Protector Of The Jungle works well with Ne Zha's attack speed bonuses from his abilities.

Build Item Eye Of The Jungle Eye Of The Jungle
Build Item Mace Mace
Build Item Healing Potion Healing Potion
3
Build Item Blink Rune Blink Rune
Build Item Horn Shard Horn Shard

Recommended Build

Notes Massive burst potential, a heavy snowball build.
Brawler's Beat Stick can be replaced with Hydra's Lament if you want anti-heal.

Notes

Massive burst potential, a heavy snowball build.
Brawler's Beat Stick can be replaced with Hydra's Lament if you want anti-heal.

Build Item Seer Of The Jungle Seer Of The Jungle
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Rage Rage
Build Item Devoted Deathbringer Devoted Deathbringer
Build Item Hydra's Lament Hydra's Lament
Build Item Serrated Edge Serrated Edge
Build Item Temporal Beads Temporal Beads
Build Item Scorching Blink Rune Scorching Blink Rune

Hybrid

Notes If you prefer a relic/mobility over kill pressure, the design is to grab relics and be able to escape without being punished.

Brawler's Beat Stick can be traded with Runeforged Hammer if you don't want antiheal.

Notes

If you prefer a relic/mobility over kill pressure, the design is to grab relics and be able to escape without being punished.

Brawler's Beat Stick can be traded with Runeforged Hammer if you don't want antiheal.

Build Item Protector Of The Jungle Protector Of The Jungle
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Runebreaking Hammer Runebreaking Hammer
Build Item Serrated Edge Serrated Edge
Build Item Mantle of Discord Mantle of Discord
Build Item Temporal Beads Temporal Beads
Build Item Scorching Blink Rune Scorching Blink Rune

Ne Zha's Skill Order

Universe Ring Toss

1 X Y
Universe Ring Toss
1 3 6 7 10

Flaming Spear

2 A B
Flaming Spear
4 8 11 12 14

Armillary Sash

3 B A
Armillary Sash
2 15 16 18 19

Wind Fire Wheels

4 Y X
Wind Fire Wheels
5 9 13 17 20
Universe Ring Toss
1 3 6 7 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
4 8 11 12 14

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: 2 / 4.5 / 7 / 9.5 / 12
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 14s
Armillary Sash
2 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 13 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: 90s

Ne Zha Threats

Tap each threat level to view Ne Zha’s threats

Max
2
Major
8
Even
9
Minor
2
Tiny
2

Ne Zha Synergies

Tap each synergy level to view Ne Zha’s synergies

Ideal
2
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Ne Zha Basics

Ne Zha's Abilities


Passive - Righteous Spirit

Ne Zha gains a minor stack of movement speed upon hitting enemies, stacking up to 20 times.

Righteous Spirit is treasured for it's synergy with Flaming Spear, which will heal Ne Zha based on the current amount of stack.


Ability 1 - Universe Ring Toss

Ne Zha throws a ring, damaging and slowing enemies hit. The ring bounces between enemies based on the current rank of the ability, reducing protections and giving Ne Zha movement speed on hits. Multiple hits on the same target deal reduced damage.

Universe Ring Toss is your main damage ability, used on cooldown to clear camps and damage gods. It is best used when multiple enemies are close together, as it can ricochet between all of them.


Ability 2 - Flaming Spear

Ne Zha empowers himself, gaining attack speed and critical strike chance. He also heals a flat amount based on Righteous Spirit stacks.


Ability 3 - Armillary Sash

Ne Zha throws out his sash, stunning and damaging the first enemy god hit. He then pulls himself directly in-front of the enemy hit.

Armillary Sash is your gap closer, and a key relic burner. It is a perfect setup for Wind Fire Wheels, and these two abilities are what gives Ne Zha his relic burn pressure.


Ultimate - Wind Fire Wheels

Ne Zha dashes forwards, gaining protections and CC immunity. If an enemy god is hit, he lifts them into the sky, making the two of them unhittable. The enemy god is hit for a total of 3 times by Ne Zha, and these hits can critical strike. Afterwards, they both land, slightly knocking up the enemy god and Ne Zha returns to his original position.

Wind Fire Wheels is a devastating ability for enemies, as they are unable to take action once in the air and are victims to incoming abilities once they land. This ability gives perfect setup to Ne Zha's team, and is used to catch enemies out of position and punish them.


Ability Rotations:

Initiation (no ult):

Armillary Sash > Auto Attack > Flaming Spear > Auto Attacks > Universe Ring Toss

Save Universe Ring Toss for when you need the slow, to run, or when it can bounce off of multiple enemies.

Ultimate:

Armillary Sash > Wind Fire Wheels

If hit by Armillary Sash, the enemies have no way of avoiding Wind Fire Wheels as the stun lasts a little bit after Ne Zha arrives, granting a free hit.

If you know 100% the enemy will beads right away, either hold your Wind Fire Wheels or walk away.

Use Universe Ring Toss for long range poke, and to make Armillary Sash easier to hit.

Jungle Tutorial

Early Game:
  • Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.

  • You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.

  • Ne Zha has an aggressive early fight, but he lacks an escape ability. When it comes to fighting in the jungle, his 2v2 is one of the best in the game due to the nature of Universe Ring Toss.

  • Your ganks become stronger and stronger with each level up of Universe Ring Toss, look more and more for the rotations.

  • Have a priority of Buff Camps > Rotations > Harpies while roaming around in the Jungle.

  • Cooldown reduction is valuable on Ne Zha, but only if you are using your ultimate on cooldown. Be aggressive!

Mid Game:
  • Begins around ~14 minutes, or when most people have hit Level 12 and unlocked their Second Relic. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.

  • Team fights are frequent, your role in the team fights is to punish the enemies positioning - force relics or ult someone who does not have beads. It's easiest to focus the enemy jungler, as they struggle to be relevant without relics.

  • Depending on your build, you may face risk from enemy abilities when you land from your ultimate. Characters such as Kukulkan are strong with Ne Zha, but also strong against him. If there is a similar god on the enemy team capable of punishing you for ulting, it may be a good idea to try and put them in the air over the others.

Late Game:
  • Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.

  • During a Fire Giant fight, Ne Zha is a solid initiator for his team, however just because you can doesn't mean you should. Once Ne Zha goes in, the enemies do not have to be afraid of him because he will only be capable of hitting a single enemy. For this reason, it's better you play for kill pressure and play off of your solo laner, because the risk of dying on landing (unless full tank) is too high.

  • If you see an enemy out of position, you can blink and ult them to buy time for your team to get closer. This is something Ne Zha excels at.

  • During a Siege Fight, you can pressure the mid phoenix with a split push, but recognize fighting the enemy jungler is not your goal. Many of them are looking for fights with you, your job is to keep them away from your team but not actually fight them, as your kit can be blinked easily in the 1v1 and fighting under the enemy phoenix is not favorable. Play for time!

Warding


Green = Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards

Blue = Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight

Final Advice

Ne Zha is a team based jungler who burns through his opposition's relics. Your thinking process shouldn't be all-in's, rather baiting the first time and executing (for free) the second time when they have no relics. The recommended build gives him deceptively high damage and 1v1 with Deathbringer, but the drawback is vulnerability when you land from your ultimate. You can adapt the build to your preference, weigh the pros and cons to your preference, and go wild out there!

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