Oct 30, 2021
Ability Base Build
Your Basic Attacks deal +50 True Damage and your Abilities +50% damage against Jungle Camps, Structures, and Jungle Bosses. When any of these die you are healed for 10% of their Health, 10% of your Mana, and are given 10 gold.
+60 PHYSICAL POWER
+90 MAGICAL POWER
+50 PHYSICAL POWER
+10 PHYSICAL PENETRATION
+20% COOLDOWN REDUCTION
PASSIVE - Enemies hit by your damaging Abilities take an additional 20 Physical Damage + 15% of your Physical Power over 2s.
+30 PHYSICAL POWER
+20% ATTACK SPEED
+15 PHYSICAL PENETRATION
PASSIVE - For 8s after using an ability, your next Basic Attack will deal an additional 40% damage. Abilities that function like basic attacks do not benefit from this. PASSIVE - This item grants 2.5 MP5 per 10% of your missing Mana.
+40 PHYSICAL POWER
+10% COOLDOWN REDUCTION
PASSIVE - When your Ultimate ability has finished casting, reveal all enemy gods within 120 units for 8s. While moving towards revealed enemies gain 30% Movement Speed. When first striking a revealed target they take an additional 40 + 30% of your Physical Power. This can only occur once every 45 seconds.
+75 PHYSICAL POWER
+10% COOLDOWN REDUCTION
PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 5% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.
+65 PHYSICAL POWER
+10% PHYSICAL PENETRATION
+50 Health +50 Mana PASSIVE - Your Basic Attacks deal +15 True Damage and your Abilities deal +30% Damage versus Jungle Monsters. When a Jungle Monster is killed you are restored for 10% of the Monster's Health and 25 Mana. Can be upgraded at level 20.
+15 PHYSICAL POWER
This consumable heals 250 Health over 25 seconds.
Healing Potion (2)
This consumable heals 150 Mana over 25 seconds.
Mana Potion (1)
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.
Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.
7th Item Options
Abilities & Leveling Order
Inner Damage: 65/95/125/155/185 (+55% of your Magical Power)
Universe Ring Toss
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 is healed depending on how many stacks he currently has from his passive ability, Righteous Spirit.
Attack Speed: 15/25/35/45/55%
Critical Strike Chance: 15%
Heal per passive stack: .75%
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. This ability can Critically Hit.
Damage: 70/100/130/160/190 (+100% of your Physical Power)
Ne Zha dashes forward. If he hits an enemy god, he knocks them skyward for 4s, unleashing a 3-hit combo (successfully timed attacks during the combo result in critical strikes), then smashing them back to Earth in his starting location. This ability hits one initial time upon knockup, the three-hit combo, and then again dealing additional damage to enemies in the radius as he lands for a total of 5 hits. While knocked skywards, enemies are not considered Crowd Controlled.
Damage per Hit: 20/35/50/65/80 (40% of your Physical Power)
Damage (Initial/Landing): 50/105/160/215/270 (+65% of your Physical Power)
Wind Fire Wheels
Ne Zha's spirit is strengthened as he successfully hits enemies with abilities and basic attacks. Each hit provides 1 stack and each Critical Hit provides 2 stacks. Stacks reset if Ne Zha has not taken or dealt damage in the last 10s.
Maximum Stacks: 20
Movement Speed: 0.5% per stack
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability: