
Growing Power
On Status Effect with Weapon: Squad increases personal Ability Strength by 25% for 6s.

Chroma
Heat Ward Health
Heat Ward Chroma — bigger health pool under Vex for Persistence-style health tanking while guns clear.
Alternative builds
Build dossier · Ember Hide
Aura + Exilus on top, then eight general slots in two rows of four.

Growing Power
On Status Effect with Weapon: Squad increases personal Ability Strength by 25% for 6s.

Power Drift
+15% Ability Strength · +30% Chance to Resist Knockdown

Blind Rage
+99% Ability Strength · -55% Ability Efficiency

Transient Fortitude
+55% Ability Strength · -27.5% Ability Duration

Primed Continuity
+55% Ability Duration

Narrow Minded
+99% Ability Duration · -66% Ability Range

Primed Flow
+185% Energy Max

Guardian Armor
Vex Armor Augment: Chroma reduces the damage his squadmates within Affinity Range take by 75%. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s.

Hunter Adrenaline
Convert +45% of Damage on Health to Energy. Without Shields, ally Overguard imitates Health.

Umbral Vitality
+100% Health · +11% Tau Resistance
Recommended pair first, then flexible swaps.
Heat Ward for max health, Vex for guns — pairs with health-tank arcanes like Persistence.
Chroma’s emissive element still flavors Elemental Ward. Vex Armor is the damage engine — keep it up (Guardian Armor helps uptime). Spectral Scream and Effigy are common Helminth slots.
Heat Ward health and Vex damage both want Strength.
Nourish / Roar over Scream or Effigy.
Heat Ward health pool for Persistence / health-tank gun play.
Bigger health buffer on the point.
Fine clear with Vex guns.
Not stealth.
Health tank camps.
Heat Ward is less classic than Cold for hunts — still workable with Vex.