Chromie Abilities and Strategy
Welcome to our Abilities page for Chromie. Here, we give you an overview of every ability in Chromie's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Chromie's other abilities. We also give you strategy tips to play Chromie efficiently.
1. Chromie's Tips and Tricks
- Time Trap can sometimes be manually activated to prevent damage on allied Heroes as well.
- Slowing Sands is most efficient on narrow choke points, especially near Map Objectives.
- Do not be afraid to miss Sand Blast. It is better to cast this ability too often rather than to wait too long.
2. Sand Blast
- Mana: 20
- Cooldown: 3 seconds
After 0.5 seconds, fire a missile that deals 305 (+4% per level) damage to the first enemy hit. Deals 50% damage to Structures.
Casting Sand Blast leaves an Echo behind that mimics Chromie's Sand Blast and Basic Attack, dealing 40% damage. Maximum of 1 Echo active at a time.
Chromie is an Assassin who excels at damaging and finishing targets from a large distance. As such, Sand Blast is her go-to ability, since it has a low cooldown and decent damage numbers, especially when her Sand Echo hits the same target as her. However, Sand Blast comes with a major twist: its projectile gets activated after a 0.5-second delay, which requires you to carefully anticipate your target's movement path.
As a rule of thumb, it is important to note that you should not be afraid to use Sand Blast whenever it is off cooldown. Its Mana cost and its cooldown are very low, which makes missing your target quite forgiving.
3. Dragon's Breath
- Mana: 65
- Cooldown: 14 seconds
Launch 3 blasts into the air that land every 0.75 seconds towards the targeted direction, dealing 204 (+4% per level) damage each.
4. Time Trap
- Mana: 20
- Cooldown: 15 seconds
Place a Time Trap that arms and Stealths after 2 seconds. Chromie's Trait can be activated to detonate the trap, placing all nearby allied or enemy Heroes in Time Stop for 2 seconds. Maximum of 1 trap active at a time.
Time Trap is Chromie's only means of self-protection. Despite its activation time of 2 seconds, Time Trap proves to be a quite useful ability, as it can disable engaging threats like Warriors and melee Assassins. You should always have a Time Trap near Chromie when you notice that a larger team fight is about to erupt. In the case of an emergency, you can bait an enemy Hero into it and run away to safety.
Another good way of using Time Trap is to activate it to protect nearby allied Heroes. The Stasis can sometimes buy enough time for reinforcements to arrive or prevent big burst damage from the enemy team.
5. Slowing Sands
- Mana: 4 per second
- Cooldown: 5 seconds
Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%.
Slowing Sands adds more crowd control to Chromie's kit, which can be quite impactful during prolonged team fights. One of Slowing Sands' biggest advantages is its extremely short cooldown and low Mana cost. Furthermore, Chromie can deactivate this Heroic Ability even while mounted, which makes it very flexible and easy to re-locate.
The best way to use Slowing Sands is on narrow choke points or around Map Objectives. Doing so will force the enemy team to either take a different path or fight in an unfavourable position.
6. Temporal Loop
- Mana: 60
- Cooldown: 50 seconds
Choose an enemy Hero. After 3 seconds, they are teleported back to the location where Temporal Loop was cast on them.
Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop.
Temporal Loop needs careful timing and anticipation in order to unfold its maximum value. However, it has the potential to lock down and kill a single enemy target in an instant, especially if your teammates follow suit.
When using Temporal Loop, make sure to carefully watch the 3-second time window. It is important to time Sand Blast and Dragon's Breath very precisely, since they both come with a short delay before getting activated. The ideal way to follow up on Temporal Loop is to cast Dragon's Breath while having 0.8 seconds left before your target gets re-located by Temporal Loop and follow up with Sand Blast when there are 0.5 seconds left on the clock. In a best case scenario, both spells will impact on the target location at once to deal a heavy amount of damage immediately after Temporal Loop has expired.
Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates!
Detonate Time Trap
Detonates active Time Traps.
Timewalker is an incredibly useful passive trait, since it allows Chromie to reach power spikes earlier than any other Hero in the game. The ability to gain access to one of her Heroic Abilities at Level 8 alone is enough for Chromie to dominate mid-game team fights, especially while the enemy team is stuck at Level 8 or 9 as well.
- 29 Mar. 2019: Updated Chromie's abilities in accordance with the latest rework.
- 13 Aug. 2018: Updated Chromie's abilities in accordance with her rework in the Whitemane release patch.
- 21 Sep. 2017: Updated Sandblast's description in accordance with the latest balance update.
- 15 Sep. 2017: Updated Chromie's abilities in accordance with the Kel'thuzad update.
- Weekly Brawl - Industrial District: May 24th
- Heroes of the Storm Balance Update Patch Notes: May 21st
- Heroic Deals: May 21st
- Free-to-Play Hero Rotation: May 21st
- Heroic Deals: May 14th
- Weekly Brawl - Lost Cavern: May 17th
- Free-to-Play Hero Rotation: May 14th
- US Senator Seeks to Ban Loot Boxes & Pay-to-Win Microtransactions
- Heroes of the Storm Nazeebo
- Heroes of the Storm Lúcio
- Heroes of the Storm Anduin
- Heroes of the Storm Azmodan
- Heroes of the Storm Nova
- Potential Team Comp
- Heroes of the Storm Fenix
- Ana's Best Nano-Busters