The Chloromancer in Trove is the class you play when you want to feel useful and slightly terrifying at the same time: you place gardens that heal allies, plant snaring hedgerows that make enemies cry, and lob seeds that turn into murderous botanical turrets. You’re part support, part zone-control caster, and part exploding-plant psychopath — and that mix is what makes the Chloromancer one of the most rewarding classes in Trove when you know what you’re doing.
This Trove guide gives you the full 2025 playbook: identity, exact ability breakdown (player-friendly), three tuned builds (Support / DPS / Farm), gem and gear priorities, emblem/flask/ally choices, subclass picks, progression roadmap, and practical tips that come from actually planting in the heat of Delves and Shadow Tower runs.
Pick your Chloromancer Build
Role | What it does best | Core stats to chase |
---|---|---|
Pure Support (Team Backbone) | Sustained group heals, plant uptime, control | Energy Regen, Light, Max Health, Cooldown Reduction. |
DPS / Control (Hybrid) | High AoE through plants + respectable personal damage | Magic Damage (MD), Crit/Crit Damage, Light, Attack Speed. |
Speed-Farm / Topside | Rapid clears using Gatlings + Mini Blooms | Attack Speed, Movement Speed, MD, Energy Regen. |
Chloromancer abilities & passive
- Quick points: 100% MD damage per hit; heals allies for about 4% max HP and heals plants for ~18% when the beam passes through them. Use it to top teammates at range and to accelerate plant growth.
- Quick points: 10% spawn chance; heals allies about 5% on explosion. Use basic attack near your plants or plants near allies to maximize overlap.
- Quick points: 50 energy (approx), ~6s duration, volley-based firing — great for constant DPS and zone denial. Max 3 at a time.
- Quick points: strong CC; snare can be effectively used to lock elite adds or keep bosses in plant fields.
- Quick points: Empowers plants into larger versions, heals allies for ~10% every 1.5s for 12s while active (when modified by class gem), large cooldown (~55s). This is your clutch-group heal and damage phase.
Builds
Pure Support Chloromancer Build
If your group needs survivability, this is the setup: you’re the moving garden that never lets the party die. You time Empowered Growth for heavy spikes, position Green Gatlings and Leafy Lashers in choke points, and use Basic Attack to heal allies through the mess.
You’ll want cooldown reduction, Energy Regen, and Light so your plant auras heal harder and last longer. This build is especially loved for high Delves and Shadow Tower where clutch heals save runs.
- Core stats: Energy Regen → Light → Cooldown Reduction → Max Health.
- Gems: Cosmix/Mystic into Light + Energy regen allocations; empowered gems that boost plant damage or reduce plant cooldowns.
- Emblems & Flask: Chronomancer or Unyielding (cooldown/defense), Death-Defying Vial if you solo-run risky content.
- Rotation/Playstyle: Pre-plant before pulls (Gatling + Lasher combo), basic-beam through allies to top them, hit Empowered Growth for big heal windows, and replant immediately after it ends. Use Phytobarrier as your emergency clutch.
Hybrid DPS / Control Chloromancer Build
This is my favorite: you deal real damage while still being the team’s emergency medic. Your plants are your weapons — Big Gatlings shred, Mini Blooms explode, and Leafy Lashers keep crowds locked while you weave basic attacks and Gatling volleys.
- Core stats: Magic Damage (MD) → Light → Crit / Crit Damage → Attack Speed.
- Gems: PD→MD conversion is irrelevant (you're magic), so focus on MD/Crit and Light in cosmics; pick empowered gems that increase plant damage and Mini Bloom explosion potency.
- Emblems & Flask: Martial + Surestrike is fine for mixed damage; Vampiric if you want sustain when soloing.
- Rotation/Playstyle: Open with Gatling + Lasher to establish fields, basic-beam to trigger Mini Bloom pops and speed growth, hit Empowered Growth during burst windows, then use Gatlings and strafe-beams to clean. Stay near plants so you can heal yourself via your own beam if needed.
Speed-Farm Chloromancer Build
Plants are also efficient cleaners if you spam Gatling and Mini Blooms. This build focuses on attack/movement speed and Energy Regen so you can plant, pop, and move before spawns catch up.
- Core stats: Attack Speed → Movement Speed → MD → Energy Regen.
- Gems: Lesser gem allocations into AS/Movement for rapid clears; cosmics into Light later.
- Emblems & Flask: Beamer for extra ranged DPS; Surestrike for consistent crits on fast clears.
- Rotation/Playstyle: Toss Gatlings into spawn points, run through packs with your beam to trigger Mini Blooms, detonate and sprint to the next spawn. You’ll clear faster than most melee classes because your plants do heavy residual damage and you rarely have to stop.
Class Gem, Subclass & Ally choices
Best Subclasses:
- Knight/Vanguardian: if you want more survivability and to front-line during heavy pulls.
- Chronomancer: better cooldown management, more frequent Empowered Growth windows.
- Neon Ninja / Lunar Lancer: for farming builds — adds movement or AS boosts.
Allies (recommended):
- Earnie / Orchian / Aevyr: allies that boost Light or Magic Damage are perfect on Chloromancer. Trovesaurus and community lists often show Orchian/Aevyr as friendly picks for Magic Damage + Light synergy.
Gear priorities by slot
Slot | Support Focus | Hybrid Focus | Speed-Farm Focus |
---|---|---|---|
Hat | Light / Energy Regen / Cooldown | Magic Damage / Light | Attack Speed / Movement |
Weapon (Staff) | Energy Regen / Cooldown | Magic Damage / Crit Damage | Attack Speed / MD |
Face | Max Health / Light | MD / Crit | Attack Speed / Energy Regen |
Ring | Cooldown / Energy | Crit Damage / MD | Movement / AS |
Banner | Light / HP | MD / Light | AS / PD |
Progression roadmap — early → mid → endgame
- Early (0–PR5k): Unlock core abilities, get comfortable placing Gatling/Lasher, and focus on Energy Regen and survivability. Crafted staff + basic Light helps.
- Mid (PR5k–PR20k): Choose role (support/hybrid/farm), hunt class gem you like, and upgrade gems into worthy empowered combos that add Light/MD/regen.
- Endgame (Long Shade / Shadow Tower): Invest in Mystic & Cosmic gems, tune Light for plant scaling, prioritize Chronomancer/Death-Defying combos if you run risky Delves. Phytobarrier + Combat Block synergy helps you live through nasty mechanics.
Rotations & combat
Standard support rotation (group Delve): pre-plant Gatling + Lasher at choke → basic-beam through allies to heal → pop Mini Blooms as needed → Empowered Growth at boss or spike → replant.
Solo boss (hybrid): start with Gatlings + Lasher → basic-beam to trigger instant blooms → weave attacks/poke with Gatling bursts → Empowered Growth for burst + heal window. Use Phytobarrier as last resort when HP hits 50%.
Farming run: pre-route Gatlings along the path, beam through spawns to pop blooms and keep plants growing faster, use mobility boosts between packs.
the Chloromancer is a class of patience and timing. You’re not always the loudest damage source on the scoreboard, but you will often be the deciding factor between a seamless Clear and a humiliating wipe. In 2025, with Empowered Growth and plant-focused scaling, the Chloromancer is more relevant than ever: a good Chloromancer gives teams breathing room and momentum, a great Chloromancer turns plant beds into fields of doom.