Release Date: March 19th, 2015
Overwhelming his foes with fiery rage, shocking touch, venomous breath, or a cold embrace, the draconic hunter Chroma wields elemental caprice to reign supreme. Chroma awoke in Update 16.0.
Acquisition
Chroma's main blueprint is rewarded upon completion of the quest The New Strange.
Component blueprints are awarded by completing Junctions. The Neuroptics will be rewarded after completing the Uranus Junction, the Chassis the Neptune Junction and the Systems the Pluto Junction.
Additional blueprints can be bought from Cephalon Simaris; 25,000 for component blueprints and
50,000 for main blueprint.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() Volt Neuroptics |
Time: 72 hrs |
Rush: ![]() | |||||
![]() ![]() |
|||||
Neuroptics | |||||
![]() 15,000 |
![]() 200 |
![]() 2 |
![]() 350 |
![]() Ember Neuroptics |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 2 |
![]() 900 |
![]() 50 |
![]() Frost Chassis |
Time: 12 hrs |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 400 |
![]() 2 |
![]() 1 |
![]() Saryn Systems |
Time: 12 hrs |
Rush: ![]() |
Warframe Guides
“I am the Lotus. I will guide you, but we must hurry.” Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within. |
See Category:Chroma Guides to read user-made guides on how to play this Warframe.
Notes
- Considering the resources required to craft the necessary non-Chroma Warframe parts, the total cost of crafting Chroma is
4 Neural Sensors,
3 Neurodes,
2 Argon Crystals,
2 Morphics,
1 Control Module,
1300 Rubedo,
1000 Ferrite,
900 Nano Spores,
650 Polymer Bundles,
600 Plastids,
550 Salvage,
400 Oxium,
300 Alloy Plates, and
135,000.
- While players will have access to most of the component blueprints by the time they reach Pluto, players will still have to gain access to Sedna to get Saryn systems from Kela De Thaym to craft Chroma.
- When editing the appearance of Chroma, there is a special option to view him without his Effigy on.
Trivia
- Chroma was first revealed during Tennolive 2015 and hinted at during Devstreams 45 and 46.
- Chroma shares a similar name with an enemy from Digital Extremes' 2008 game darkSector.
- The word Chroma means "Color" in Greek. His name likely refers to his unique gameplay mechanic that his selected emissive color determines the elemental damage type dealt by his abilities.
- His name may also refer to Chromatic Dragons from the popular role-playing game "Dungeons & Dragons", whose elemental affinities are, similarly, indicated by the color of their scales. This connection was hinted by Community Manager Rebecca Ford in livestreams prior to Chroma's unveiling.
- Chroma was originally developed simply under the name Dragon and is still referred to as such internally in the game files.
- Chroma is the second tallest Warframe due to his stature and the pelt he wears.
Limbo is the tallest, due to his "top hat."
- Chroma's Drac Helmet shows Chroma's actual helmet, the only one to do so while
Effigy is inactive. The 'head' of the pelt rests on top of Chroma's base helmet in a fashion similar to that of cloaks capes or hats of skinned animals where the upper part of the head and snout is used as a hat.
- The helmet also resembles a seahorse. The Leafy Sea Dragon and Weedy Sea Dragon are both closely related to seahorses.
- Its appearance seems inspired by the Greek depiction of dragons, most notably the snout, which appears thinner in contrast to the typical European dragon. This is further backed by the fact that Chroma's name has a Greek origin.
- Chroma is the second Warframe to have a separable part, the first being
Limbo.
- In Chroma's case, his outer pelt separates from his body during his 4th ability,
Effigy, to create the sentry. Because the sentry's helmet design is determined by the cosmetic helmet selected for the Chroma warframe, this also reveals Chroma's "true" helmet which is not affected by the helmet selected.
- Following the above notes, Chroma presumably wears his dragon-skin outer pelt like a hunter might do for animal skin.
- In Chroma's case, his outer pelt separates from his body during his 4th ability,
- The line in Lotus' summary, "When all the land is in ruins, Tenno, only Chroma will remain" is a reference to the song about the character Trogdor, a fictional dragon-like being from the web cartoon Homestar Runner.
- Chroma is another in the line of heavily fan-requested warframes (such as
Zephyr,
Nova, and
Mesa), with inspiration being drawn from a long-surviving thread on the Fan Concepts forum.
- When equipped with Tonfa-type weapons (ex.
Kronen), Chroma stores them on his back with the weapon's blades running nearly parallel each other, rather than diverging outward as with other Warframes. Chroma is currently the only Warframe to store Tonfas in this manner, and the second Warframe to have a unique holster style for a melee weapon, with the first being
Nekros when stowing Dual Daggers.
- Chroma has the fourth highest armor value of any Warframe at 350, surpassed by
Atlas at 450,
Valkyr at 600 and Valkyr Prime at 700.
- Chroma is the first and only Warframe whose component blueprints are acquired from Junctions.
- Chroma is the first and only Warframe to require components from other Warframes to construct.
- It is also the first Warframe whose blueprint uses a fourth Warframe component in the place of a resource like Orokin Cells or Argon Crystals.
- The increased credit drop chance from enemies killed by Chroma's 4th ability, Effigy, may be a reference to common legends of dragons hoarding gold.
- On release, a bug allowed Chroma to double end of mission credit rewards for all allies on missions with no extraction, chiefly Defense and Interception. His release coinciding with a double credit weekend, with a credit booster more than 1.3 million credits was obtainable from The Law of Retribution. Removed in Hotfix 16.1.4.1.
- Chroma's default helmet (along with the default helmets of
Loki and
Excalibur) are available as unlockable antenna toppers in Rocket League.
- Chroma appears to have six fingers, but the digit coming out from his hand is actually a part of his effigy.
- Chroma is the first know Warframe to be controlled by faction other than the Tenno, in this case is the Infested, and being hostile toward the players.
- When or how Chroma comes into this circumstance is unknown.
- Chroma is the third quest-driven Warframe that has a Prime variant, after
Mirage and
Limbo.
“Market forces dictate that you need to evolve or die.” The Void Relics for this item have been removed from the drop tables at this time and are no longer farmable. Note that vaulted Void Relics in players' intentories are not affected and can still be opened.
|
Release Date: September 25th, 2018
Chroma Prime is the Primed variant of Chroma, possessing increased armor, energy capacity, and additional
and
polarities. Chroma Prime was released alongside
Gram Prime and
Rubico Prime.
Acquisition
Chroma Prime's main and component blueprints are acquired from the following Void Relics.Blueprint | ![]() |
![]() |
![]() |
---|---|---|---|
Meso B4 Common (V) Meso P1 Common (V) Meso Z3 Common (V) Neo K2 Common (V) Axi A6 Common (V) Axi D1 Common (V) Axi T5 Common (V) |
Lith C3 Rare (V) Lith C4 Rare (V) |
Meso C5 Uncommon (V) Meso D4 Uncommon (V) Meso K2 Uncommon (V) Meso L1 Uncommon (V) Meso T3 Uncommon (V) Axi R2 Uncommon (V) |
Meso C4 Rare (V) Neo C1 Rare (V) Axi C3 Rare (V) Axi C4 Rare (V) |
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() |
![]() |
![]() |
![]() 5 |
Time: 72 hrs |
Rush: ![]() | |||||
Market Price: ![]() |
Blueprint Price: ![]() | ||||
Neuroptics | |||||
![]() 15,000 |
![]() 4 |
![]() 1,750 |
![]() 450 |
![]() 4,750 |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 2 |
![]() 10 |
![]() 1,600 |
![]() 7,800 |
Time: 12 hrs |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 2 |
![]() 5 |
![]() 1,775 |
![]() 4,000 |
Time: 12 hrs |
Rush: ![]() |
Warframe Guides
“I am the Lotus. I will guide you, but we must hurry.” Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within. |
See Category:Chroma Prime Guides to read user-made guides on how to play this Warframe.
Notes
- Chroma Prime, compared to
Chroma:
- Higher Armor (425 vs. 350)
- Higher Energy (200/300 vs. 150/225)
- Different Polarities (
vs.
)
- Higher Mastery Rank required (6 vs. 0)
- As a Prime Warframe, Chroma Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb and can occur even if the Death Orb has been previously destroyed.
- Chroma Prime, along with
Volt Prime,
Saryn Prime,
Ivara Prime,
Baruuk, and
Wisp, possesses the highest energy pool of all Warframes in the game: 200 at rank 0 and 300 at rank 30.
- This can be increased to 600 with a maxed
Flow, 850 with
Primed Flow, 880 with Primed Flow and
Endurance Drift.
- This can be increased to 600 with a maxed
- Chroma Prime's
Effigy has larger and more complex wings than the original, along with orbiting particles.
Trivia
- Chroma Prime is the third Primed Warframe whose non-primed variant was unlockable through a quest (The New Strange), after
Mirage and
Limbo.
Media
Vaultings
- On June 30th, 2020, it was announced that Chroma Prime would enter the Prime Vault and be retired from the reward tables on July 14th, 2020, along with
Gram Prime and
Rubico Prime. Any preexisting components or fully-built frames will remain as is.
Passive
Chroma possesses an extra midair jump and bullet jump. Wings matching Chroma's energy colors will form during these maneuvers.
Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. Customizing Chroma's primary emission color determines what abilities he starts with. Color choices are grouped into four categories with each category corresponding to a given element:
- red, magenta, brown, orange and bright yellow hues being
Heat;
- blue and purple hues being
Electricity;
- green, lime, teal and dark yellow hues being
Toxin;
- white, grey, black, and some faded colors being
Cold.





Abilities
![]() |
![]() ENERGY: 10 KEY 1 |
Spectral Scream Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's abilities.
|
Strength:200 / 250 / 300 / 400 (damage) |
Duration:N/A | |||
Range:4 / 5 / 6.5 / 10 m (cone length) | |||
Misc:100% (status chance) 10 m (spread range) ?% (stagger chance) 90° (horizontal aim angle) 45° (vertical aim angle) |
![]() |
![]() ENERGY: 50 KEY 2 |
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. |
|
![]() |
![]() ENERGY: 75 KEY 3 |
Vex Armor When Shields are hit, Chroma and nearby allies' Armor grows stronger, when Health takes a hit, Weapon Damage increases. Active for a limited time, maximum increases corresponding to rank. |
Strength:0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost) 200 / 250 / 300 / 350 % (Scorn max armor bonus) 2 / 2.25 / 2.5 / 2.75 %/HP (Fury damage bonus per health point lost) 200 / 225 / 250 / 275 % (Fury max damage bonus) |
Duration:10 / 15 / 20 / 25 s | |||
Range:8 / 10 / 15 / 18 m |
![]() |
![]() ENERGY: 50 KEY 4 |
Effigy Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.
|
|
Strength Mods | Duration Mods | Range Mods |
---|---|---|
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Chroma can be equipped with:
Cosmetics
TennoGen
TennoGen
Baro Ki'Teer
TennoGen
TennoGen
TennoGen
TennoGen
Augments
See also
- ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
- Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!
- Fixed activating Aerial Ace while using Chroma resulting in his Passive extra jump being removed and causing the dragon wings to show on double jump instead.
- Fixed missing TennoGen skin wings for Chroma’s new passive: https://forums.warframe.com/topic/1236349-chroma-wing-skin-not-matching-for-tennogen-skins/
- Spectral Scream: Removed Status Chance stat, now always 100%. Enemies hit by the breath will chain the damage to one other enemy outside the breath. You can now swap between Elementals on the fly with Spectral Scream - no longer dependent on your primary emissive color!
- Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank!
- New Passive: The Design Council suggested ‘Dragon’s Flight’ - a Passive that allows Chroma to perform an additional jump / bullet jump while sprouting his Dragon Wings to give him that extra aerial dominance!
- Fixed Chroma equipped missing the active element icon in the Appearance tab.
- Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
- Fixed a script error when casting Chroma’s Effigy ability.
- Fixed a script error when receiving a buff from Chroma’s Vex Armor.
- Made a micro-optimization to Chroma's Effigy ability.
- Fixed an issue where Chroma’s Elemental Ward in the ‘Fire’ mode would subtract health if Operators strayed too far from Warframes.
- Fixed Chroma’s Electric Elemental Ward not responding to Power Duration Mods.
- Fixed a script error in Chroma’s Effigy ability.
- Added Arsenal Ability videos for Chroma!
- Fixed your Arch-Gun constantly replaying it’s equip animation after casting Chroma’s Spectral Scream ability twice.
- Updated Chroma’s Vex Armor ability description to include nearby Allies:
- When Shields are hit, Chroma and nearby allies' Armor grows stronger, when Health takes a hit, Weapon Damage increases.
- Fixed Chroma’s Passive / Spectral Scream descriptions not stating that the Elemental effects are now dictated by the emissives colours, not the energy colours as given in the Ability / Mod descriptions.
- Made a micro-optimization to Chroma's Vex Armor ability.
- Fixed Zanuka being unable to capture Chroma.
- Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them.
- Removed "cast on ground" requirements for the following Warframe abilities:
- Chroma Effigy
- Fixed Chroma's special being interrupted by grab.
- Chroma's energy color no longer affects the damage.
- Fixed Chroma's Spectral Scream not using Energy colors.
- Fixed Chroma's Spectral Scream Energy stat on Abilities screen displaying as 0 after you've used it once.
- Fixed Chroma's Spectral Scream breaking if you run out of Energy while in Operator.
- Fixed a script error when casting Chroma's Spectral Scream ability.
- Fixed Vex Armor HUD Buffs not being removed upon deactivation for Chromas playing as Clients.
- Chroma's Vex Armor Damage Buff now works on Melee Damage.
- Spectral Scream
- Removed walk speed and jump restrictions. You can now freely move while this is active!
- Can now cast other abilities while using Spectral Scream.
- Damage output is now also affected by the Vex Armor's Fury bonus!
- Vex Armor
- Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range.
- Vex Armor can now be recast to preserve accumulated buffs.
- Reduced head bounce movement in Chroma's sprint turns.
- Fixed Chroma's Effigy Wing pelt using the default Skin when equipped with the Chroma Vojnik Skin.
- Tuned down the bloom on the wings of the Chroma Vojnik Battle-Damaged Tennogen Skin.
- Fixed Elemental Ward fire not cancelling out when Transferring to the Operator.
- Fixed a script error when casting Chroma's Effigy ability.
- Fixed a script error when casting Chroma's abilities.
- Fixed Electric Chroma's Elemental Ward discharging too much electricity.
- Fixed numerous Syandanas clipping through Chroma's Effigy pelt.
- Fixed a localized typo of Chroma in his Helmet description text.
- Augment: Added
Guided Effigy for
Effigy
- Fixed Chroma's Vex Armor unmodded Damage multiplier ability stat displaying 100% higher than it should've.
- Fixed missing sound on Chroma’s Noble animation idle.
- Fixed an issue where Chroma would deal no damage with Vex Armor active. While this may sound like a simple fix, if you're a Chroma user please read on!
- Solving Vex Armor actually takes as back to Chroma's beginning. On original power creation, we used some less-than-ideal calculation methods to create Scorn and Fury's effects. If you are an avid Chroma user, you probably know the power maximizing this ability brings. At some point in Chroma's future we will need to revisit and use ideal methods for his Abilities; we will inform you well in advance when Chroma is under review. As you may or may not know, Oberon is currently under review at this time!
- Updated the Ability screen and HUD buff numbers to be consistent with other powers. Functionally they remain exactly the same; they just start at 0% instead of 100%.
- Fixed Chroma's Effigy sometimes not doing anything in Captura.
- Fixed Chroma's Idle animation not breathing actual fire.
- Fixed the Dex Nouchali Syandana clipping on Rhino and Chroma.
- Fixed Chroma's Spectral Scream idle animation not playing the hunch over animation.
- Fixed (for real this time) Chroma's Effigy appearing as a full Chroma instead of his pelt.
- Fixed Chroma's Effigy pelt displaying a full bodied Chroma.
- Updated the icons for the Chroma Drevni and Chroma Vojnik skins to include shots of the default Helmet (with the skin colours applied) to resolve confusion.
- Fixed a hitch when casting Chroma's Effigy if you don't have the default helmet equipped.
- Vex Armor is now affected by
Natural Talent.
- Fixed Chroma appearing to have 2 pelts when activating a Focus ability while Effigy is also active.
- Fixed an incorrect texture on the Chroma Drevni TennoGen skin when using Effigy.
- Fixed a script error with Chroma's Spectral Scream on Dedicated Servers.
- Updated Chroma's tail cloth physics.
Hotfix: Specters of the Rail 12
- Chroma part crafting stages were replaced with cheaper to build Chroma beacons.
- Chroma parts are obtained from Junction rewards later on.
Hotfix: Specters of the Rail 7
- Swapped Nanospores for Salvage as a crafting requirement for Chroma Chassis.
- Fixed dual secondary holsters clipping through Chroma when equipped with his Agile stance.
- Possible fix for Effigy being invisible and dealing no damage
- Fixed Effigy wings not showing up for Clients.
- Augment: Added
Everlasting Ward for
Elemental Ward
- Fixed Effigy not taking the proper helmet customization.
- Fixed badge placements on Chroma.
- Fixed Elemental Ward not functioning when the Cold element is used.
- Fixed Vex Armor not properly functioning against high level Infested Nanite clouds.
- Fixed Ivara's Cloak Arrow causing permanent invisibility when used on Effigy.
- Fixed improper player customizations appearing on Effigy when Chroma uses their Focus while Effigy is active.
- Removed the Radial Scream from Effigy and reduced its channeling cost in PvP.
- Fixed incorrect pricing on the Drac Chroma Helmet.
- Augment: Fixed Afterburn leaving lingering damage if killed while in use.
- Fixed Vex Armor giving players a 4.5x multiplier instead of a 3.5x multiplier
- Fixed Chroma's Vex Armor Ability actually reducing player armor rating.
- Fixed a percentage error showing too many decimals in the HUD buff of Vex Armor.
- Fixed a crash that would occur when viewing Chroma in the Codex.
- Fixed an error providing players with 0 energy drain when using Chroma's Effigy if they fell off the level into a pit, etc.
- Spectral Scream now drains 3 Energy.
- Elemental Ward's Electric elemental discharge effect is now affected by range Mods instead of strength Mods.
- Elemental Ward Poison holster and reload speed are now affected by duration Mods instead of strength Mods.
- Fixed Fire Elemental Ward allowing multiple heals each time they enter the aura.
- Fixed Chroma casting Vex Armor then Elemental Ward causing redundant animations.
- Fixed an issue caused by Effigy scream.
- Fixed an 'Ability in Use' error message that would appear when two Chromas with different element types use Elemental Ward near each other.
- Chroma's green energy perk now gives a buff to holster and reload speed instead of affecting Stamina.
- Fixed the Cernos' holster position impaling Chroma when Chroma uses Effigy.
- Fixed an issue with Chroma's Elemental Ward causing Grineer Scorch to reflect the AoE slow + Damage aura when augmented as Ice.
- Fixed duplicate Syandanas appearing for Clients on Effigy.
- Fixed Warframe armor not properly showing on Chroma when Effigy is cast followed by a cloaking ability.
- Fixed Spectral Scream preventing players from being able to use quick melee.
- Augment: Added
Vexing Retaliation for
Vex Armor
- The Chroma Amaru Helmet is now available in the marketplace.
- Fixed Effigy moving when in electric water or similar environmental hazards.
- Fixed secondary weapons floating away from Chroma.
- Fixed kills from Effigy not counting towards player stats.
- Fixed the Rakta Ballistica not sitting on Chroma when holstered.
- Fixed Nullifier Crewmen not nullifying Effigy.
- Made small adjustments to Effigy to be less intrusive.
- Fixed issue where using Chroma in a Mastery Test would
cause enemies to stop spawning.
- Fixed error that would prevent Chroma from using powers after deactivating Effigy.
- Fixed Chroma playing idle animations when using Spectral Scream.
- Fixed total end-of-mission credit reward being doubled if Effigy was active at the time of extraction.
- Fixed Effigy being hostile to players if spawned while Chroma is under the effects of the Radiation proc.
- Fixed Vex Armor increasing for shield / health decreases caused by Elemental Ward ending.
- Fixed Effigy giving players a stacking credit boost. One Effigy per Chroma.
- Fixed Spectral Scream being affected by rift status.
- Fixed Elemental Ward fire AoE being affected by rift status.
- Fixed Noble animations displaying a strange hand positioning.
- Chroma's alt helmet will no longer appear in player inventories after completing The New Strange Quest.
- Fixed Spectral Scream not equipping a weapon once deactivated if the ability was used while holding a scanner.
- Fixed Elemental Ward buff showing as 1% off in the HUD in some instances.
- Introduced.
- Augment: Added
Afterburn for
Spectral Scream
Warframes | ||
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Attributes • Helminth • Augments • Compare All • Cosmetics |