Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Ne Zha guides

Deity Ne Zha Solo/Support

Solo Conquest
8 1 1,233
8.5
by lestimics updated April 7, 2026

Smite God: Ne Zha

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Ne Zha Build

Started build

Notes Bluestone Pendant is the most important item for most sololaners, you get power, mana and hp sustain for the lane.

Health Chalice HP sustain for the lane.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bluestone Pendant is the most important item for most sololaners, you get power, mana and hp sustain for the lane.

Health Chalice HP sustain for the lane.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bluestone Pendant Bluestone Pendant
Build Item Health Chalice Health Chalice
Build Item Health Potion Health Potion
2
Build Item Bifrost Shard Bifrost Shard
Build Item Sundering Arc Sundering Arc

Full Build

Notes Bluestone Brooch Gives you a lot of power and poke with your skills.

Shield Splitter provides mixed defenses and strength, plus its active ability lets you launch a projectile that lowers shields and applies them to you.

Brawler's Beat Stick gives you mixed defenses, a lot of damage and 25% antihealing.

Regrowth Striders gives you physical defenses and cooldown reduction and most importantly its passive that makes you move faster when you heal.

Genji's Guard gives you magical defenses and cooldown reduction and its passive makes that when you receive damage your abilities get 3 seconds less cooldown reduction.

Dwarven Plate gives the most defense in the game, perfect for tanking as much as possible.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bluestone Brooch Gives you a lot of power and poke with your skills.

Shield Splitter provides mixed defenses and strength, plus its active ability lets you launch a projectile that lowers shields and applies them to you.

Brawler's Beat Stick gives you mixed defenses, a lot of damage and 25% antihealing.

Regrowth Striders gives you physical defenses and cooldown reduction and most importantly its passive that makes you move faster when you heal.

Genji's Guard gives you magical defenses and cooldown reduction and its passive makes that when you receive damage your abilities get 3 seconds less cooldown reduction.

Dwarven Plate gives the most defense in the game, perfect for tanking as much as possible.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Shield Splitter Shield Splitter
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Regrowth Striders Regrowth Striders
Build Item Genji's Guard Genji's Guard
Build Item Dwarven Plate Dwarven Plate
Build Item Spirit Robe Spirit Robe
Build Item Bifrost Shard Bifrost Shard
Build Item Sundering Arc Sundering Arc

Situational Items

Notes Spectral Armor very good against characters with high attack speed and critical chances because reduces enemy attack speed and critical damage.

Notes

Spectral Armor very good against characters with high attack speed and critical chances because reduces enemy attack speed and critical damage.

Build Item Spectral Armor Spectral Armor

Situational Relic

Notes Purification Beads gives you CC's immune when you use.

Notes

Purification Beads gives you CC's immune when you use.

Build Item Purification Beads Purification Beads

Full Build Support

Notes Sundering Axe It gives you defenses, damage and its passive makes that when you hit an enemy god you do extra damage and heal yourself, it can only happen every 8 seconds.

Runeforged Hammer provides a lot of health and damage, plus its passive that after a hard CC, the next hit will do extra damage.

Stampede gives you physical defenses and health, and its active is a sprint for you and allies that increases your movement speed by 30%, really good for chasing or escaping.

Genji's Guard gives you magical defenses and cooldown reduction and its passive makes that when you receive damage your abilities get 3 seconds less cooldown reduction.

Shell of Rebuke Provides you with a shield and you can also pass through the walls of allies and enemy gods. It's the same as the relic Phantom Shell but it's an item.

Brawler's Beat Stick gives you mixed defenses, a lot of damage and 25% antihealing.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Sundering Axe It gives you defenses, damage and its passive makes that when you hit an enemy god you do extra damage and heal yourself, it can only happen every 8 seconds.

Runeforged Hammer provides a lot of health and damage, plus its passive that after a hard CC, the next hit will do extra damage.

Stampede gives you physical defenses and health, and its active is a sprint for you and allies that increases your movement speed by 30%, really good for chasing or escaping.

Genji's Guard gives you magical defenses and cooldown reduction and its passive makes that when you receive damage your abilities get 3 seconds less cooldown reduction.

Shell of Rebuke Provides you with a shield and you can also pass through the walls of allies and enemy gods. It's the same as the relic Phantom Shell but it's an item.

Brawler's Beat Stick gives you mixed defenses, a lot of damage and 25% antihealing.

Spirit Robe provides you mixed defenses in addition to its passive that protects you when you are hit by a CC, giving you a lot of defenses.

Sundering Arc You deal damage in a cone to enemy gods and jungle monsters, allowing you to buff faster and secure them easily.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Sundering Axe Sundering Axe
Build Item Runeforged Hammer Runeforged Hammer
Build Item Stampede Stampede
Build Item Genji's Guard Genji's Guard
Build Item Shell of Rebuke Shell of Rebuke
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Spirit Robe Spirit Robe
Build Item Bifrost Shard Bifrost Shard
Build Item Sundering Arc Sundering Arc

God Aspect Activated

Aspect of the Righteous Flame

Righteous Spirit no longer stacks on hitting enemies. Taking damage charges Righteous Spirit to provide a heal over time. Ring Toss can bounce to allies for a movement and Attack Speed boost. Flaming Spear is now a damaging AoE attack that buffs Ne Zha’s attacks and consumes Righteous Spirit to burst heal.

Ne Zha's Skill Order

Universe Ring Toss

1 X Y
Universe Ring Toss
1 4 6 7 10

Flaming Spear

2 A B
Flaming Spear
2 8 11 12 14

Armillary Sash

3 B A
Armillary Sash
3 15 16 18 19

Wind Fire Wheels

4 Y X
Wind Fire Wheels
5 9 13 17 20
Universe Ring Toss
1 4 6 7 10

Universe Ring Toss

1 X
Throw your ring to deal Physical Damage, then bounce dealing Physical Damage between enemies, applying Physical Protection Debuff and Slow. Subsequent hits deal 65% damage.
  • Each hit grants stacking Movement Speed for 1s
  • Catching the returning ring grants a free single ring that can Critically Strike
Initial Damage: 90 / 120 / 150 / 180 / 210
Bounce Damage: 75 / 100 / 125 / 150 / 175
Free Ring Damage: 80 / 110 / 140 / 170 / 200
Initial Damage Scaling: 60% Strength
Bounce Damage Scaling: 20% Strength
Free Ring Damage Scaling: 80% Strength
Slow: 12.5%
Physical Protection Reduced: 5 / 7 / 9 / 11 / 13%
Debuff Duration: 1s
Movement Speed: 5%
Radius: 0.96m
Range: 8.8m
Cooldown: 14s
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • Subsequent hits on the same target deal reduced damage and strengthen the Slow.
  • The ring can bounce additional times as this ability ranks up.
  • The free ring from catching the returning ring can Critically Strike.
Flaming Spear
2 8 11 12 14

Flaming Spear

2 A
Ignite your spear to gain Attack Speed and Critical Strike Chance.
  • Heal based on your Righteous Spirit stacks
Attack Speed: 35 / 40 / 45 / 50 / 55%
Crit Chance: 20%
Buff Duration: 4 / 4.5 / 5 / 5.5 / 6s
Heal: 4 / 6 / 8 / 10 / 12 Per Stack
Cooldown: 14s
Cost: 55 / 60 / 65 / 70 / 75
Armillary Sash
3 15 16 18 19

Armillary Sash

3 B
Throw your Armillary Sash, Stunning the first enemy god hit and pulling you to them.
  • Deal Physical Damage on arrival
  • This ability can Critically Strike
Damage Scaling: 80% Strength
Damage: 90 / 125 / 160 / 195 / 230
Stun Duration: 1s
Radius: 0.96m
Range: 11.2m
Cooldown: 12s
Cost: 75

Additional Notes:
  • This pull is considered a Leap.
  • Ne Zha is Crowd Control Immune and cannot be targeted while pulling to his target.
  • The Stun is not affected by diminishing returns.
Wind Fire Wheels
5 9 13 17 20

Wind Fire Wheels

4 Y
Dash forward, gaining Protections and becoming CC Immune. Hitting an enemy god deals Physical Damage and launches them, triggering a 3-hit combo that deals Physical Damage. Successful timing can allow these to Critically Strike.
  • Slam the target down to deal Physical Damage and Knock Up nearby enemies.
  • After landing, dash back to the cast location.
Initial Damage: 50 / 105 / 160 / 215 / 270
Landing Damage: 50 / 105 / 160 / 215 / 270
Combo Damage: 23 / 40 / 57 / 74 / 91
Initial Damage Scaling: 65% Strength
Landing Scaling: 65% Strength
Combo Scaling: 45% Strength
Protections: 30 / 35 / 40 / 45 / 50
Protection Debuff Duration: 5s
Radius: 0.96m
Cooldown: 90s
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • Press Attack at the right time during the combo to convert hits into critical damage.
  • This ability ends early if the target dies during the combo.
  • Protections refrush to 5s when the combo ends.
  • There is a brief window for the target to cleanse this ability after being hit.

Ne Zha Threats

Tap each threat level to view Ne Zha’s threats

Max
0
Major
3
Even
1
Minor
0
Tiny
0

Ne Zha Synergies

Tap each synergy level to view Ne Zha’s synergies

Ideal
0
Strong
0
OK
3
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Solo/Support role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Ne Zha as Solo.

Here are my socials:

Abilities

Ne Zha's Abilities


Passive - Righteous Spirit

Taking damage charges Righteous Spirit to provide a heal over time. You also gain critical strikes and movement speed.

If you use Flaming Spear consumes Righteous Spirit to burst heal.


Ability 1 - Universe Ring Toss

Ne Zha throw a ring to deal physical damage, then bounce dealing physical damage between enemies (If you have Aspect of the Righteous Flame It will bounce back to you too), applying physical protection debuff and slow. You also gain movement speed.

Excellent ability to push, poke, and deal damage, plus the great mobility it gives you.



Ability 2 - Flaming Spear

With aspect on Flaming Spear is now a damaging attack that buffs Ne Zha’s attacks gaining attack speed and critical strike chance, also you heal yourself a little.

It's very useful because you do a lot of damage, plus the buff you get is perfect for boxing, giving really good 1vs1 in the sololane.


Ability 3 - Armillary Sash

Ne Zha stun the first enemy god hit and pulling you to them. Ne Zha is crowd control immune and cannot be targeted while pulling to his target, this is really good vs characters like Ares

This ability is very good for getting close to deal damage, being able to pick someone or engage, and also ensures you won't miss Wind Fire Wheels if you use it afterwards.


Ultimate - Wind Fire Wheels

Dash forward, gaining protections and becoming CC immune. Hitting an enemy god deals physical damage and launches them, triggering a 3-hit combo that deals physical damage. successful timing can allow these to critically strike.

This ultimate is very useful thanks to the damage it deals and the crowd control, which is very easy to follow so your team can deal damage. The problem is that they can use Purification Beads to avoid this ultimate, so try using Armillary Sash to bait enemies and force them to use Purification Beads.



Example Combos:

To push minions: You'll push easily using Universe Ring Toss and basic area attacks, but I recommend focusing heavily on the enemy god because you have tremendous damage in 1v1.

To poke from afar use Universe Ring Toss and you can get closer Armillary Sash here you can trait to bait the Purification Beads so you dont use your ultimate > Flaming Spear.

If the enemy has no Purification Beads or has already used them, you can use Armillary Sash > Wind Fire Wheels without worry.

How to play Ne Zha

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to start on the blue buff leveling up your Universe Ring Toss, then go to the lane to push the minions. If you don't lose any minions you will go up to level 2 when you manage to kill one more minion from the next wave of minions.

  • In the second wave of minions, try to kill a minion quickly to gain a level before the opponent and thus be able to push and have more pressure. If you reach level 2 before your opponent, level up Flaming Spear and attack the enemy god because you have a very good 1v1 and you can poke or kill him.

  • The following moves are push the lane and try to win the Totem (Totem gives gold for all the team and mana regeneration). From this point on you have to try to win the pressure of the lane to be able to kill the side camps and get more gold and experience.

  • When you reach around level 5, minions will appear in the fire giant zone. It's important to kill them with your jungler because they give a lot of experience and gold, and they also give you permanent power.

  • If you are level 5 or higher remember that you can use Wind Fire Wheels to become immune to CC if you need to escape for a gank.

  • Remember to buy wards to avoid the ganks and try to comunicate to the jungle to invade blue buffs or try to kill the solo laner.

Mid Game:
  • At this point of the game, which is roughly between 10:00 and 20:00 minutes, you have to push the lanes as quickly as possible and try to rotate, rotating to the mid lane.

  • When Ne Zha has around 2 or 3 items, deals a ton of damage. If you manage to do a mid rotation or get into a teamfight, you'll be very useful. If you use Armillary Sash to get closer > Universe Ring Toss > Flaming Spear, you'll practically one-shot enemies without using your ultimate. But be careful, because if you're alone, you can be easily killed, so team up to take advantage of this. If you manage to kill someone or get enough pressure, you can do the Gold Fury, the Pyromancer or the Naga that spawn in Fire Giant zone in min 15.

  • You also need to keep farming your solo lane so you don't fall behind in experience and gold, only rotate at good times, don't force it.

  • If you use the teleporter from the base to the duo lane, you have to do the same play but trying to kill the carry or the support and gain the pressure to be able to do the Gold Fury.

Late Game:
  • At this point in the game your job is to be the frontline with the support as teamfights start around the fire giant at around minute 22:00.

  • You have to harass, poke and kill the enemy carry, mid and jungler as they are the most dangerous for your team.

  • To deal with this type of situation you to look for a pick to get a kill against someone who doesn't have Purification Beads using Armillary Sash > Wind Fire Wheels and force a Fire Giant, Or play by poking, using Universe Ring Toss, stay around your team, being careful not to get stunned because they can easily kill you. When you see a good moment you can use Armillary Sash or Wind Fire Wheels.

  • You can also tank the fire giant so the enemy team gets closer and then you can fight if you're sure you'll win the teamfight by doing this because you can get pocked by the fire giant.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to continue taking advantage of your abilities to poke with Universe Ring Toss and try to do a little engage Armillary Sash to force Purification Beads or get a kill and destroy the Phoenix with the help of your carry and mid. You can also go with your jungle to another Phoenix to create pressure and try to destroy the phoenix. It's also important to do Gold Fury because they can deactivate the Phoenixes, making them much easier to destroy and get the Pyromancer's bomb to destroy the phoenixes faster, or you can also throw the bombs at the doors that open at their base to destroy them.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Solo

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Sololaner.

These wards will help you to know where the enemy sololaner is moving, as well as if the jungler is trying to gank you.


High Pressure Game

These wards are when you have a lot of pressure in lane and you want to invade blue buffs and red buffs. Remember to call your team that you want to invade so they can help you.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved