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1-Shot Wonder (S3 Conquest) (NOT FINISHED)

0 0 8,363
by JebIX updated August 15, 2016

Smite God: Ne Zha

Build Guide Discussion 1 More Guides
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Ne Zha Build

Regular Build

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Hydra's Lament Hydra's Lament
Build Item Titan's Bane Titan's Bane
Build Item Malice Malice
Build Item Deathbringer Deathbringer

Starter Items

Build Item Bumba's Mask Bumba's Mask
Build Item Boots Boots
Build Item Mana Potion Mana Potion
4
Build Item Healing Potion Healing Potion
4

Relics

Build Item Blink Rune Blink Rune
Build Item Aegis Amulet Aegis Amulet
Build Item Purification Beads Purification Beads

Ne Zha's Skill Order

Universe Ring Toss

1 X Y
Universe Ring Toss
1 5 8 12 14

Flaming Spear

2 A B
Flaming Spear
2 9 16 18 19

Armillary Sash

3 B A
Armillary Sash
3 6 7 11 15

Wind Fire Wheels

4 Y X
Wind Fire Wheels
4 10 13 17 20
Universe Ring Toss
1 5 8 12 14

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 9 16 18 19

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
3 6 7 11 15

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
4 10 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

Introduction to Ne Zha

Hi, my name is Jeb and I've been playing Ne Zha consistently for about 5 months. Ne Zha is quite an under-looked god, not primarily being played in the SPL or even casual/ranked conquest. The potential of this assassin is outstanding, having the potential to kill an enemy with ease. This guide is a complete analysis and utilization of Ne Zha's abilities and playstyle, and an explanation of how to use the build.

Conquest Build-Pacing

So for starters, in conquest you will opt in for Bumba's Mask, the first level of Boots, and around 4 health/mana pots, plus Blink. The pots are numerically interchangeable depending on playstyle, but my typical build consists of 4 potions of each (all of this adds up to 1500 gold).

After you complete your rotation through speed camp, mana camp, solo lane and whatever else may be in your rotation, jungle around until you have around 1500 again (going back just to upgrade to warrior tabi isn't worth the expenditure of time) so you can finish off Warrior Tabi and buy the first level of Jotunn's Wrath. Get back to jungling and helping out your teammates with ganks, and you are on track to finish the build within around 25 minutes of play (this is my pace, this does not dictate much other than efficiency).

Explanation of Build

Ne Zha depends on being able to dish out hysterical amounts of damage within seconds, even containing the capacity to 1-shot weaker enemies. This section will explain why I have chosen what is in the build.

Warrior Tabi: Boots are a prerequisite to any assassin's arsenal, and the +40 physical power will be needed to facilitate the amount of damage we need.

Jotunn's Wrath: This item is by far one of the best in the game, containing +40 power, 150 mana, 20% CDR, and 10 physical penetration. Again, the large bonus to power is needed with Ne Zha. The addition mana helps increase your time in the jungle and not in the fountain because Ne Zha can definitely sap mana quickly. I shouldn't even need to explain the cooldown reduction, right? The added penetration is what coincides with Titan's Bane to rip through warriors and even guardians with relative ease.

Hydra's Laiment: With only +30 physical power, this item shouldn't even be considered, but the passive is it's saving grace. After you use an ability, for 8s you gain 30% extra damage on your next basic attack. An example of this occuring in-game is sashing (3) onto someone, ulting (4), then landing and hitting an extra basic at the end (late game this can be around 1700 damage if you manage to crit, ADDED ONTO the around 600 damage from your 3 and roughly 1,300 damage from your ult (I'm not taking into account armor statistics or how these numbers aren't always going to happen for you, this is just the maximum damage you can reasonably achieve without potions or buffs))

Titan's Bane: With only +30 physical power, this doesn't directly contribute to our dream of max damage, but the passive (just like Hydra's Laiment) is what keeps this item in the build. With a passive adding 33% extra penetration to your attacks, this can tear through the armor of those hard-to-kill warriors or even guardians. This item can be opted out for Stone Cutting Sword, but is on rare-occasion I actually do so, if I am playing against low-armored opponents or if you are so far ahead against your opponents that they haven't made it to their actual tough armor stage.

Malice: This item gains you +50 physical power and +20% critical strike chance, with an impressive passive that applies a DOT bonus (damage over time) of 75% of your physical power as damage over the next 3 seconds. The amount of raw damage you have upfront is usually enough to kill late-game, but if they have a sliver of health left and you cannot reach them, this passive will lend you a hand and do it for you. This can ensure no-one will escape the wrath of Mr. Rollerskates.

Deathbringer: With the same statistics as Malice, this item boasts an impressive passive of an extra 40% critical strike damage. This also applies to your sash (3) ability, which already has a bonus of 100% of your physical power, which can also crit, this ability can take weaker characters to near-death, even killing some in rare occasions.

Utilization of Combos and Relic Usage

This will be an overview of the most common combos I use with Ne Zha.

1. The Blink-3-4-AA: This sounds daunting at first, but is quite simple when applied in-game, and is quite natural. The first thing you require is blink (I suggest this always as a relic). Step 1 is creating distance between your enemy (counter-intuitive, yes I know, but there is a reason). This part requires a lot, and I mean a lot of practice to judge when and how far you blink and sash, you blink forward on a straight path to your enemy, who must be at-most 2 blinks/sashes away. Once you have blinked, immediately trigger your sash onto the enemy (it is doubtful you will have time to make any major corrections, you nailing the blink is hugely important), once the sash hits, the enemy will be unable to move and will be temporarily stunned as you pull yourself across the distance to them. You must then immediately ult (4) onto them, lifting them into the air, hitting your crits (nailing the 3 crits is just learning the timing, which only takes about a game to master), landing, then auto-attacking once. The buff from Hydra's Laiment will provide the finishing blow to your enemy. This combo doesn't necessarily require blink, but it will catch them off-guard, instead of the predictable sash from the normal distance and able to be immediately killed by nearby teammates of theirs.

2. This next combo I dub the 3-2-AA: (This will be short, don't worry) The first step of this combo is sashing (3) onto an enemy. (This is also a simplified version of the first combo) You shall then activate your Flaming Spear (2) and proceed to whack them with auto-attacks (preferably until death). This doesn't sound like an overly complex combo that could kill someone, but you are EXTREMELY WRONG. You can dish out at least FOUR THOUSAND DAMAGE WITHIN 3 SECONDS. If RNG is in your favor, your sash will hit and cause around 800-1000 damage instantly, once you activate your 2, your critical strike chance jumps to 55%, and if you are a good boy/girl (I don't discriminate), you can nail up to 3-4 critical strike auto-attacks. This can add up to even past 3k damage. Your first auto (if a crit), can deal upwards of 1200-1300+ damage, while your 2nd and 3rd dealing around 1000. Your fourth auto is a heavy-hitter, able to deal upwards of 1500+ damage, and your last AoE auto-attack (this is the fun part, because you can 1-shot collat people, and when golden bow was around, this was common), can deal around 1900 damage to ALL TARGETS IF ALL ARE CRITS. YES, ALL TARGETS STRUCK ARE GIVEN THE SAME AMOUNT OF DAMAGE. Keep in mind, this is all while your 2 is active, and gaining increased attack speed, this would not be possible in a timely-manner without it, but the same damage still applies.

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JebIX | July 30, 2016 11:05pm
This is NOT FINISHED BY THE WAY
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