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ElementalWardModx256 ElementalWard130xWhite
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EnergyOrb50
Elemental Ward

Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.


Introduced in Update 16.0 (2015-03-19)

Strength: 25 / 50 / 75 / 100 (DmgFireSmall64 Heat damage per second)
15 / 20 / 30 / 55 % (health bonus)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgFireSmall64 Heat status chance)
5 m (burn radius)

Strength: 2.5 / 3 / 5 / 10 x (damage reflection multiplier)
10 / 15 / 20 / 30 % (shield bonus)
10 / 15 / 20 / 25 % (DmgElectricitySmall64 Electricity status chance)
50 / 60 / 100 / 200 (minimum DmgElectricitySmall64 Electricity damage)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength: 25 / 35 / 40 / 50 % (DmgToxinSmall64 Toxin damage chance per second)
15 / 25 / 30 / 35 % (holster damage)
Duration: 10 / 15 / 20 / 25 s
? / ? / 3 / 3 s (holster damage duration)
15 / 25 / 30 / 35 % (reload speed bonus)
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64 Toxin damage)
100 % (DmgToxinSmall64 Toxin status chance)

Strength: 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 70 / 90 / 145 % (armor bonus)
10 / 15 / 20 / 25 % (DmgColdSmall64 Cold status chance)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)

Subsumable to Helminth

Info

  • Chroma expends EnergyOrb50 Energy to emit an aura of elemental energy, empowering himself and nearby allies within AbilityRangeBuff6 / 8 / 10 / 12 meters for AbilityDurationBuff10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
  • Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of SpectralScream130xWhite Spectral Scream.

Heat
  • Generates a flame aura around Chroma and affected allies that increases base Health by AbilityStrengthBuff15% / 20% / 30% / 55% and inflicts AbilityStrengthBuff25 / 50 / 75 / 100 DmgFireSmall64 Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance.
    • The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 270 health at rank 0, a rank-3 Elemental Ward with a maxed Mod TT 20px Vitality and Mod TT 20px Intensify will increase Chroma's health at rank 30 to 270 × (1 + 2 + 1 + 0.55 × 1.3) = 1,273.05.
    • Damage bypasses obstacles in the environment and decreases with distance.

Electricity
  • Infuses Chroma and affected allies with an electric current that increases base Shields by AbilityStrengthBuff10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts AbilityStrengthBuff250% / 300% / 500% / 1,000% incoming damage as DmgElectricitySmall64 Electricity damage to a single target within AbilityRangeBuff5 / 6 / 8 / 10 meters with a AbilityStrengthBuff10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of AbilityStrengthBuff50 / 60 / 100 / 200 DmgElectricitySmall64 Electricity damage.
    • The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 270 shields at rank 0, a rank-3 Elemental Ward with a maxed Mod TT 20px Redirection and Mod TT 20px Intensify will increase Chroma's shield capacity at rank 30 to 270 × (1 + 2 + 1 + 0.3 × 1.3) = 1,185.3.
    • Arc damage bypasses obstacles in the environment.
    • The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Mod TT 20px Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 DmgElectricitySmall64 Electricity damage at rank 3 to a single target as long as it's within range.
      • When infused into HildrynIcon272 Hildryn by the Helminth, the Shield drained by skills is also converted into damage, but the base multiplier is 1x instead of 10x.
    • Damage from environmental hazards can also be converted into arc discharges.
    • Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.

Toxin
  • Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by AbilityDurationBuff15% / 25% / 30% / 35%, as well as weapon damage when Holstering by AbilityStrengthBuff15% / 25% / 30% / 35% for AbilityDurationBuff? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as DmgToxinSmall64 Toxin damage with a 100% status chance.
    • The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
    • Damage bypasses obstacles in the environment and does not decrease with distance.

Cold
  • Encases Chroma and affected allies in a layer of frost that increases base Armor by AbilityStrengthBuff25% / 70% / 90% / 145% and creates an ice shield that reflects incoming fire back to its source. Reflected damage is increased by AbilityStrengthBuff150% / 200% / 250% / 300% and has a AbilityStrengthBuff10% / 15% / 20% / 25% status chance.
    • The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
      • Since Chroma has 370 base armor, a rank-3 Elemental Ward with a maxed Mod TT 20px Steel Fiber and Mod TT 20px Intensify will increase Chroma's armor to 370 × (1 + 1 + 1.45 × (1 + 0.3)) = 1,437.45.
      • As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
    • Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
    • Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
    • Non-hitscan projectiles are reflected in the direction of the source enemy.
    • Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.


  • Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two DmgFireSmall64 Heat auras do not increase damage nor health values, and possessing a DmgFireSmall64 Heat aura will negate receiving a DmgColdSmall64 Cold aura.
  • Has a casting delay of 1 second. The animation interrupts movement and other actions.
  • Elemental Ward cannot be recast while active.
  • Elemental Ward does not work on Nekros' Shadows.
  • Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.

Augment

EverlastingWardMod
Main article: Everlasting Ward

Everlasting Ward is a Warframe Augment Mod for ChromaIcon272 Chroma that allows allies to retain ElementalWard130xWhite Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.

Everlasting Ward

Tips & Tricks

Heat
  • In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
  • The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.

Electricity
  • Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.

Toxin
  • Works very well with weapons that require you to reload frequently or have long reload times.
  • Can reduce recharge delay for Cycron Cycron or a Kitgun equipped with PaxCharge Pax Charge, however, it does not affect recharge rate.

Cold
  • Properly modded, a DmgColdSmall64 Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy130xWhite Effigy.
  • The damage reflection is calculated using the damage before any damage reduction.

Maximization

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This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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Bugs

  • Allies who enter, leave, then re-enter the radius of DmgFireSmall64 Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
    • This causes Mod TT 20px Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
  • The in-game UI shows the armor bonus from the DmgColdSmall64 Cold aura as a flat bonus rather than a percentage.

Expand/Collapse


See Also[]

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