
Steel Charge
Squad receives +60% Melee Damage

Chroma
Cold Ward Tank
Cold Elemental Ward Chroma — armor and reflect layered under Vex Armor for tanky gun clear.
Alternative builds
Build dossier · Frost Scale
Aura + Exilus on top, then eight general slots in two rows of four.

Steel Charge
Squad receives +60% Melee Damage

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

Everlasting Ward
Elemental Ward Augment: Allies that leave the radius will retain the effect for 100% of the remaining duration.

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.
Adaptation
When Damaged: · +10% Resistance to that Damage Type for 20s. Stacks up to 90%.
Recommended pair first, then flexible swaps.
Cold Elemental Ward for armor / reflect, Vex for damage. Tankier SP gun Chroma.
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.
Ward armor and Vex both scale with Strength; Duration keeps both online.
Keep Ward + Vex. Subsume Scream or Effigy.
Cold Ward armor + Vex DR / damage for tanky gun clear.
Hold points under Cold reflect / armor.
Tanky clear; slightly more setup than glass cannons.
Not stealth.
Survivable camps and travel.
Cold Ward helps hunts; still bring proper Amp / sniper mods.