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Nezha

Nezha

Clash LaneFighterTankDifficulty: Hard

Win, Pick and Ban Rates

Clash Lane
C
Tier / Pop
52.59%
Win Rate
0.49%
Pick Rate
0.06%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.3pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
3406
Max MP
580
Physical Attack
175
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
380
Attack Range
Melee
HP Regen / s
53
MP Regen / s
14

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Penetration first

When enemy frontliners stack physical defense and you want to trade from early on.

After the 700G boots, Axe of Torment lands second and puts 90-180 physical defense penetration on the board early. Frostscar's Embrace and Pure Sky each stack another 10% cooldown reduction on top of it, and the finished build sits at 41%. Overlord's Might in the fifth slot raises damage against enemies below 50% HP by 30%. Demonsbane closes it out, adding magic defense equal to 50% of physical attack (up to 250), so +476 physical attack and +573 physical defense end up side by side.

Build 2Health to hold the line

When the enemy team leans on healing and you want to stay on the front line.

Blazing Cape comes right after the boots: +1100 max HP, plus a burn that cuts enemy healing and lifesteal by 35%. Blood Rage in the fourth slot adds 1.5% of bonus HP as physical damage to basic attacks, so the stacked health feeds the damage too. By Overlord's Platemail the line sits at +4587 max HP and +753 physical defense. Physical attack is 175 lower than the other build, and the 30% bonus against enemies below half HP waits until Overlord's Might arrives sixth.

This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.

Strategy Guide

Playstyle

A fighter who stacks true-damage shields and drops from the sky onto one chosen enemy with Skill 3. Skill 4 stretches that dive across the whole map for five seconds, and the enemies it reveals cannot recall. He is a marksman-catching device — his whole kit erases one target's escape options.

Best for: assassins who go and settle 'kill that one and we win' themselves — Skill 4 puts every hero on the map inside diving range for five seconds, and there is no flight home.

Recommended Combos
Map-Wide Ambush

For those 5 seconds Skill 3 can reach any enemy hero on the map. Revealed heroes also lose access to recall, so anyone trying to go home is fair game. Landing grants 10% damage reduction and 20% Resistance for 4s, which buys the time your team needs to arrive.

Keeping the Burn Alive

Scorching Ember ticks 45 true damage per second for 5s and grows 50% stronger with each of its 3 stacks. It also cuts the target's healing by 15%, which matters against sustain picks. Skill 2 cannot repeat on the same target for 3s, and that wait lines up closely with Skill 1's 5s cooldown.

These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.

Strengths
  • Skill 3 dives straight onto a distant backliner, and Skill 4 stretches its range across the whole map for 5s
  • True-damage burn plus healing reduction breaks sustain-heavy heroes
  • Shield stacks off every skill hit, keeping him alive in the scrum
  • Post-landing damage reduction and resistances make dives stick
Weaknesses
  • Skill 3 has no return trip; without follow-up he dies alone
  • Lacks burst, so targets can slip away before the burn finishes them
  • Shield depends on landing skills; whiff and he is suddenly fragile
  • Minimal self-defense before level 4 and easily bullied in lane
Early Game Strategy

Nezha's first four levels are about patience. Do not force wins in the Clash Lane — tag enemies with Skill 1, let the five-second true-damage burn and its healing reduction do the grinding, and settle for short trades. Every skill hit on an enemy hero banks a true-damage shield, so lots of brief touches beat one long slugfest. Skill 2 rolls you behind a target for free hits, but remember it locks out on that same target for three seconds and burns your escape route. Priority number one is simple: reach level 4 without dying.

Mid Game Strategy

Nezha's game starts moving the moment you learn Skill 3, Universe Ring - Skyfall. Spot a low-HP or isolated backliner on the minimap and fly straight to them. The landing knockback breaks their position while an ally collapses from the other side. For four seconds after landing you take 10% less damage at level 1 and gain 20% Resistance, so you can commit harder than it looks. The skill enters only 50%-100% of its cooldown depending on flight distance, so short hops come back fast. Range grows from 2,400 at level 1 to 3,600 at level 4. In a Tyrant standoff, pressuring the opposite side of the map without showing yourself forces the enemy to split bodies. Check the minimap for follow-up before every flight — that one habit erases most of this hero's deaths.

Late Game Strategy

After 15 minutes Nezha is the teamfight start button. Skill 3, Universe Ring - Skyfall, is a one-way ticket, so only fly onto targets your team can reach within five seconds. The dream window is the enemy marksman stepping forward. Dive, knock them back out of the formation, then stack Skill 1's Scorching Ember; its 15% healing reduction slows every patch-up the support attempts. Skill 4, Universe Ring, moves nobody. It damages and reveals every enemy hero on the map, and for the next five seconds Skyfall reaches all of them. Revealed heroes cannot recall, so backing off to reset stops being an option. During Shadow Tyrant or Overlord standoffs, simply holding the dive warps the enemy backline's positioning. Great Nezhas save it for the two or three moments per game that actually decide something.

Teamfight Strategy

Nezha flies first or flies last — nothing in between. If your team has another initiator, the late dive is safer: wait for the enemy CC (stuns and other lockdown) to be spent, then drop on whoever is left carrying. After landing, stack Skill 1's burn to three, keep rolling behind fleeing targets with Skill 2, and let the true damage cook. Your shield rebuilds as long as skills keep connecting, which makes the center of the brawl the safest place you can stand. What you cannot beat is a spread formation kiting you in the open, so push for fights in tight terrain.

Counters & Synergies

Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.

Frequently Paired With

2-hero team
1.53%
3-hero team

The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.

First Skill to Level Up

Official pickSkill 1: Fire-tipped Spear - Sweep
1

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Scorching Ember
Passive

Scorching Ember

ShieldSpeed Up
Nezha receives a shield that negates 75 (75 + 1.5% extra Health) true damage for every enemy hero he damages with a skill, for up to 800 (800 + 20% extra Health) true damage in total. This also triggers Wind-Fire Wheels 1 time, increasing Movement Speed by 5% for 3s, for up to 5 stacks.
The true damage shield can be recovered at the spawn point.
When he deals damage using Basic Attacks or Scorching Ember, or deals damage to a non-hero unit, he only gets a shield negating 20 (20 + 0.5% extra Health) true damage.
Each target can trigger Wind-Fire Wheels up to 1 time.
Lvl 1Lvl 15
Base Shield
75150
Other Shield
2040
Shield Limit
8001,600
Fire-tipped Spear - Sweep
Skill 1⏳ CD: 5s | Mana: 30

Fire-tipped Spear - Sweep

Damage
Nezha deals 345 (345 + 105% extra physical attack) physical damage to nearby enemies and places Scorching Ember on them, dealing 45 (45 + 20% extra physical attack) true damage to the enemy every second for 5s, for up to 3 stacks. Damage increases by 50% with each stack. Scorching Ember also reduces the target's Health recovery by 15%.
The duration of Scorching Ember is refreshed when Nezha deals damage to the target.
Lvl 1Lvl 2Lvl 3Lvl 4
Base Damage
345460575690
Cooldown
54.74.34
Ember Damage
45607590
Red Armillary Sash - Bind
Skill 2⏳ CD: 1.5s | Mana: 15

Red Armillary Sash - Bind

DamageMovement
Flips behind the target to deal 150 (150 + 65% extra physical attack) physical damage. He also gains a shield that negates 24 (24 + 0.5% extra Health) true damage, halved for non-hero units.
This skill cannot be used on the same target again for 3s.
Lvl 1Lvl 2Lvl 3Lvl 4
Cooldown
1.51.41.31.2
Use Interval
32.82.62.4
Base Damage
150200250300
Base Shield
24324048
Universe Ring - Skyfall
Skill 3⏳ CD: 50s | Mana: 80

Universe Ring - Skyfall

ChaseDamage ReductionCrowd Control
Nezha selects an enemy hero and flies to their location, dealing 450 (450 + 170% extra physical attack) physical damage and knocking them back.
After landing, Nezha gains 10% damage reduction and 20% Resistance for 4s.
This skill enters a 50%-100% Cooldown based on flight distance. If the target is untargetable upon arrival, Nezha waits until the untargetable state ends and then immediately knocks the target back (can wait up to 0.5s).
Lvl 1Lvl 2Lvl 3Lvl 4
Base Damage
450600750900
Damage Reduction
10%13.3%16.7%20%
Cooldown
5046.743.340
Range
2,4002,8003,2003,600
Universe Ring
Ultimate⏳ CD: 80s | Mana: 90

Universe Ring

VisionEnhanceDamage
Nezha unleashes the universe ring, dealing 140 (140 + 45% extra physical attack) physical damage to all enemy heroes across the entire map and gaining vision. Enhances the range of Universe Ring - Skyfall to cover the entire map for 5s.
Heroes revealed by this effect cannot use recall.
Lvl 1Lvl 2Lvl 3
Base Damage
140210280
Cooldown
807264

Patch History

NezhaJune 17 patch (S15)
Adjust
Nezha Skill 2 (Red Armillary Sash - Bind) • Cooldown 2s (-0.3s/lv) → 1.5s (-0.1s/lv) • Activation interval 4s (-0.7s/lv) → 3s (-0.2s/lv) • Base damage 120 (+40/lv, 75% bonus AD) → 150 (+50/lv, 65%) What this means Both the base cooldown and the activation interval came down, while the per-level reductions were cut sharply. The net result is that he is clearly smoother to use early and less able to chain casts late. The 25% increase in base damage paired with a lower AD ratio points the same direction. The intent is plainly to make him functional in the stretch before his items come online.

Other Clash Lane Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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