
Overview: Building massive defensive and offensive bonuses from taking damage, this draconic frame can endure or annihilate almost any opponent. Chroma can be acquired from “The New Strange” in your codex.
Prime: Chroma prime is currently vaulted, meaning you’ll need to bug clanmates and friends for relics, keep an eye on the trade channel or wait for an unvaulting event.
Special: Chroma can extend spectral wings, allowing him to perform an extra double or bullet jump. In addition, Chroma can cycle the colour of his abilities by using Spectral Scream (1) altering their energy properties – as a broad explanation, electric (blue or purple) grants shields and damage reflection, cold (white or black) grants armour and projectile deflection, heat (red or orange) grants health and ignites while toxin (green or yellow) grants reload speed and poisons.
Pros: Highest weapon damage in the game, can attain massive amounts of armour, can share buffs with nearby allies.
Cons: Set and forget powers can be pretty boring, Spectral Scream (1) is pretty much useless, Effigy (4) can leave you energy-starved, reliant on taking damage to fuel powers.
Powers: Use Spectral Scream (1) to… well, generally do far less than simply belting someone with a melee weapon – electrical or fire Chroma can use it as crowd control, I guess. The Afterburn augment will launch an elemental projectile dealing damage based on how long you screamed. The real use of this power is to swap your “colour” and change the properties of Elemental Ward (2) along with power-based damage.
Elemental Ward (2) provides a defensive buff and a damaging aura, dependent on the current element you picked – these also apply to nearby allies, and can help a fair amount. The Everlasting Ward augment allows the aura to continue to apply to allies that move out of range.
Vex Armour (3) grants Chroma and nearby allies bonus armour when shields are damaged and bonus damage when health is damaged. The Vexing Retaliation augment emits a radial puncture status effect when taking 150 shield damage, and a radial blast effect when taking 150 health damage.
Effigy (4) deploys the pelt of Chroma as a stationary turret, breathing your element on nearby foes and performing radial stuns while draining your energy. You can move the Effigy if you equip the Guided Effigy augment (hold 4 while looking at a valid location) allowing it to deal additional damage while travelling from point to point.
Opinion: Chroma is good at what it does, but my-oh-my is he dull. Spectral Scream (1) and Effigy (4) generally don’t do enough to justify their energy costs, and that leaves you with two buff abilities to cast. If you really don’t like flashy powers, but do want a tough frame with powerful damage boosts, try Chroma. Expect him to excel in survival, exterminate and assassination missions.