Understand Safeguard
Useful when…
- Add it when you expect to use Warding Halo on allies and value the extra protection.
- Consider a different augment if you want to change another Nezha ability instead.
What does Safeguard change?
Safeguard lets Warding Halo be cast on allies. The ally receives the protection at a fraction of the ability's effectiveness: 20% at rank 0, 40% at rank 2, and 50% at rank 3. The listed effect does not provide a separate numeric protection value, so the practical output depends on Warding Halo itself.
When is it useful?
Use Safeguard when you want Warding Halo to protect an ally, particularly when supporting a teammate is part of your play. It takes a standard mod slot and is compatible with Nezha.
How much should you rank it?
The augment has three ranks. Ranking it increases ally effectiveness from 20% at rank 0 to 50% at rank 3. The listed fusion costs are 30, 60, and 120 Endo, plus 1,449, 2,898, and 5,796 Credits for successive ranks. Investing ranks makes sense if you regularly cast Warding Halo on allies; otherwise, the lower rank already enables the ally-targeting effect.
How does it compare with other Nezha augments?
Ward Recovery focuses on returning part of Warding Halo's casting cost based on remaining protection. Divine Retribution changes Divine Spears, spreading status effects among speared enemies and scaling spear explosions with remaining Slash, Toxin, and Heat effects. Pyroclastic Flow changes Fire Walker by storing a portion of its damage and releasing it as a fire trail. These serve different ability goals; they are alternatives to consider by desired effect, not direct equivalents to Safeguard's ally protection.
Limitations and tradeoffs
- Uses a standard mod slot for ally protection rather than another mod effect.
- Ally effectiveness is capped at 50% at maximum rank.
Common mistakes to avoid
- Expecting an ally to receive full Warding Halo effectiveness; Safeguard grants only 50% at maximum rank.






