Understand Vexing Retaliation
Useful when…
- Use on Chroma in Conclave when Vex Armor is active and enemies are close enough for the burst.
What triggers the burst?
The trigger is taking 150 damage. At rank 0 the burst radius is 4 m; rank 2 raises it to 7 m, and rank 3 reaches 9 m. Shield damage selects Puncture status, while Health damage selects Blast status. The effects are tied to which defensive layer takes the damage.
When is it useful?
The effect rewards a Chroma who is already using Vex Armor and taking hits near enemies. The 150-damage threshold means it is reactive, not a burst you can trigger at will; its value depends on incoming damage and enemy proximity. This is a Conclave variant, so distinguish it from standard Chroma augments.
Rank and slot considerations
It is a standard-slot Chroma mod with Zenurik polarity, base drain 6, and maximum rank 3. Fusion increases only the burst radius in the listed ranks; the 150-damage trigger and status types remain the same. Rank it further when the larger radius matters enough to justify the Endo and Credits.
How it differs from other Chroma augments
Guardian Armor is a standard Vex Armor augment that helps nearby squadmates and restores Chroma's Health on squad kills. Afterburn modifies Spectral Scream and launches a projectile on deactivation. Everlasting Ward modifies Elemental Ward's effect on allies who leave its radius. They alter different abilities or provide different effects, so they are alternatives only when their specific purpose fits.
Limitations and tradeoffs
- Its effect requires Vex Armor, incoming damage, and nearby enemies.
- The Conclave variant should not be mistaken for the standard Vex Armor augment.
Common mistakes to avoid
- Expecting a burst without taking 150 damage.
- Treating the augment as a standard variant or assuming shield and Health hits inflict the same status.






