Nezha | Honor of Kings Hero Guide
Overview
Nezha is a hero in Honor of Kings.
Class: ファイター, タンク.
Recommended position: クラッシュレーン.
Lanes: クラッシュレーン, ジャングラー.
Features
Role: Fighter/Tank, Charge Fighter. Playstyle: Dash, Damage absorb. Difficulty: Hard. Power spike: Late game
Key stats
Win rate: 51.6%
Pick rate: 0.5%
Ban rate: 0.1%
Kills: 5.6
Damage: 77646
Assists: 7.6
How to play
Nezha is a Fighter who excels at engaging and dashing. By chaining Ultimate into Skill 2, Skill 1, two Basic Attacks, and a final Skill 1, you can dash onto the enemy's key target and finish it off. When he deals damage to enemies, he gains a Shield that nullifies True Damage.
Skill 1 deals damage to nearby enemies and reduces their healing. Skill 2 rolls behind the target, dealing damage while gaining a Shield. The Ultimate opens the minimap and lets you pick any target in range to fly to, dealing damage and a Knockback. For skill leveling, prioritize the Ultimate first, and when you can't take the Ultimate, prioritize Skill 1.
Skills (level values & ratios)
Passive: Scorching Ember:Each time a skill deals damage to an enemy hero, he gains a 75 (75 + 1.5% of Bonus HP) True Damage shield. The shield cap is 800 (800 + 20% of Bonus HP). At the same time, he activates a Wind-Fire Wheel once, gaining a 5% increase for 3 seconds (up to 5 stacks).
The True Damage shield is restored at the respawn point.
When dealing damage with basic attacks or Scorching Ember, or when the target is a non-hero unit, the True Damage shield is 20 (20 + 0.5% of Bonus HP).
A visible Wind-Fire Wheel can activate only once per target. Base Shield 75〜150 / Other Shield 20〜40 / Shield Cap 800〜1600
Skill 1: Fire-tipped Spear - Sweep:With the Fire-tipped Spear, deals 345 (345 + 105% of Bonus Physical ATK) Physical Damage to the target in front. At the same time, applies Scorching Ember, dealing 45 (45 + 20% of Bonus Physical ATK) True Damage per second to enemies for 5 seconds (up to 3 stacks; each stack halves the damage). Scorching Ember reduces the target's HP recovery by 15%.
Dealing damage to the target resets the duration of Scorching Ember. Base Damage 345→690 / Flame Damage 45→90 / CD (s) 5→4 / MP Cost 30
Skill 2: Red Armillary Sash - Bind:Rolls behind the target, dealing 150 (150 + 65% of Bonus Physical ATK) Physical Damage and gaining a 24 (24 + 0.5% of Bonus Physical ATK) True Damage shield. Ineffective against non-hero units.
This cannot be cast consecutively on the same target. Base Damage 150→300 / Base Shield 24→48 / Cast Interval 3→2.4 / CD (s) 1.5→1.2 / MP Cost 15
Ultimate: Universe Ring:Throws the Universe Ring, dealing 140 (140 + 45% of Bonus Physical ATK) Physical Damage to all enemy heroes on the map, gaining vision, and enabling "Universe Ring - Skyfall" to be cast against all enemy heroes on the map within range.
Heroes whose vision has been gained cannot use Recall. Base Damage 140→280 / CD (s) 80→64 / MP Cost 120
Skill 3: Universe Ring - Skyfall:Flies to the position of the selected enemy hero, dealing 450 (450 + 170% of Bonus Physical ATK) Physical Damage and knocking them back.
After finishing the flight, he lands and waits. Damage taken is reduced by 10% and Tenacity is increased by 20%.
Damage is increased by 50%-100% based on flight distance. If the selected target is untargeted, it is knocked back (max wait time 5 seconds). Base Damage 450→900 / Damage Reduction (%) 10%→20% / Cast Range 2400→3600 / CD (s) 50→40 / MP Cost 80
Nezha — Early / Mid / Late Game
Early game: Skill 2 can be used to dodge an enemy's core damage or Crowd Control skill. In lane it can avoid Lu Bu's Skill 1, and in team fights skills with a delayed activation like Lapulapu's Ultimate.
Mid game: After using your Ultimate, you gain vision of all enemies across the map, including those hiding in bushes and stealthed assassins. The Ultimate also deals damage to all enemy heroes' HP across the map, letting you finish off low enemies for assists and even interrupt their recall.
Late game: Before team fights, first take vision with your Ultimate to prevent enemy flanks and bush ambushes. You have two ways to fight: dive in with Skill 3 to break the enemy formation, or wait for your team to chip down the squishy backline and then finish them with Skill 3. Even after a fight, don't anxiously recall; when Skill 3 comes back, rejoin the fight for good effect.