Grants 70% Wind ATK UpWind ATK is boosted Strength: 70%Duration: 3 turns to all allies with a skill that can be reused after every Charge Attack.
Inflicts a combination of 15% DEF DownDEF is lowered Strength: 15%Base Accuracy: 120%Duration: 180 secondsStacking: Dual and 25% Wind DEF DownDEF is lowered for wind DMG Strength: 25%Base Accuracy: 120%Duration: 180 seconds on all foes in a single skill.
Deals more damage when Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) Duration: Indefinite has reached level 5.
Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000). Gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%. Restore 20% of caster's HP (Healing cap: 3000). activates at the end of every turn.
Gains permanent 50% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks Strength: 50% for himself.
Grants 10% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks Strength: 10%Duration: 3 turns to all allies for 3 turns through Tailwind KindleAll allies gain 70% Wind ATK UpWind ATK is boosted Strength: 70%Duration: 3 turns, 70% Fire ATK UpFire ATK is boosted Strength: 70%Duration: 3 turns, and 20% Fire CutFire DMG is cut 20% Duration: 3 turnsFire Damage Cut.. (When Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) lvl is 5: All allies also gain 10% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks Strength: 10%Duration: 3 turns.).
Site
RatingThe character's overall rating out of 10.
GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed. GW Max Grade:SS KG Max Grade:SS
Full AutoThe character's general performance in Full Auto parties. GW Max Grade:SS KG Max Grade:SS
High DifficultyThe character's capability relative to the game's most difficult content. GW Max Grade:SS KG Max Grade:SS
Nezha has a simple kit with a powerful all-ally Wind ATK UpWind ATK is boosted , multiple DEF debuffs, and an auto-nuke after maximizing his self-buff, Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) . With his EMP support skill providing 3 initial stacks of Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) , Nezha can have it fully stacked the turn after he makes his first charge attack.
Strengths
Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) is powerful once fully stacked:
Auto-activates Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000). Gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%. Restore 20% of caster's HP (Healing cap: 3000). every turn indefinitely.
Permanent 50% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks Strength: 50%, increasing both damage and hit-count.
Tailwind KindleAll allies gain 70% Wind ATK UpWind ATK is boosted Strength: 70%Duration: 3 turns, 70% Fire ATK UpFire ATK is boosted Strength: 70%Duration: 3 turns, and 20% Fire CutFire DMG is cut 20% Duration: 3 turnsFire Damage Cut.. (When Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) lvl is 5: All allies also gain 10% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks Strength: 10%Duration: 3 turns.) grants all allies 70% Wind ATK UpWind ATK is boosted Strength: 70%, useful for undeveloped grids or hitting Assassin-buff caps easier.
Despite having strong buffs, Impossible Raids that are 2* and above take reduced damage from elements they are not weak to in these battles, limiting his damage output.
How to Play
Nezha is most effective in Full Auto or "Mashing" where the sustain and damage of his auto-nuke can be relied upon
Soar the Heavens and Tailwind Kindle can be useful in OTK as they provide significant buff / debuffs in few buttons
Synergy
Nezha performs best with multiple Primal allies to enable Friends till the EndGain effects in order based on number of Primal allies in party: 1: Ignore foes' Fire resistance. 2: 30% boost to ATKMultiplier:Perpetuity. 3: Guaranteed triple attacks. 4: 100% boost to DEF. 5: 20% boost to charge bar gain.
This passive counts backline characters as well, and even non-wind characters, so there should always be two Primals in the backline if possible -- Sandalphon (Event) is free and counts for one.
Charge batteries such as Seofon, Relic Buster, or Kengo with Kaneshige can help stack Divine Might more quickly
Skill cap sources improve the automatic Flashfire Gale casts once Divine Might is stacked
Can work well with other auto-nuke characters such as Estarriola or Meteon (Holiday), but is much slower to set up
70% Wind ATK from Tailwind Kindle can help allies hit Estarriola or Heles (Wind)'s low-strength assassin caps
Since Tailwind Kindle is a buff skill, it can be engineered as the first button for "Full-Auto" 1-button OTK setups in Strike Time etc.
Raise Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) Duration: Indefinite lvl at battle start.
Prioritize 3 ★ Support Skill to speed up Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) Duration: Indefinite stacks, so he can reach maximum Memories of the WarRaise Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) Duration: Indefinite lvl by 1 upon using a buff skill or taking Fire damage (Max: 5). (When Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed) Duration: Indefinite lvl is 5: 50% Bonus Fire DMG effect. Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000). Gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%. Restore 20% of caster's HP (Healing cap: 3000). activates at end of turn.) after using Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000). Gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%. Restore 20% of caster's HP (Healing cap: 3000). twice. You can put the rest to Skill DMG Cap, C.A. DMG, Wind ATK Up, or Critical Hit.