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A master of the deadly elements, Chroma can alter his damage output by changing his Emissive Color.

This is Chroma, an ancient legend, master of the elements.

When all the land is in ruins, Tenno, only Chroma will remain.

Release Date: March 19th, 2015

The bestial avatar of the primal forces of nature, Chroma, confounds his foes and strengthens his allies with elemental caprice. Chroma awoke in Update 16.0.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
Helmet
Volt Neuroptics
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 375 Blueprint Price: N/A
Neuroptics
Credits64
15,000
Plastids64
200
NeuralSensor64
2
PolymerBundle64
350
Helmet
Ember Neuroptics
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Neurode64
2
Salvage64
900
Plastids64
50
Chassis
Frost Chassis
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
Oxium64
400
ArgonCrystal64
2
Neurode64
1
Systems
Saryn Systems
Time: 12 hrs
Rush: Platinum64 25

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; ReputationLargeBlack50,000 for component blueprints and ReputationLargeBlack100,000 for main blueprint.

Warframe Guides

See Category:Chroma Guides to read user-made guides on how to play this Warframe.

Notes

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 as such internally in the game files.
  • Chroma is the second tallest Warframe due to his stature and the pelt he wears. LimboIcon272 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 Effigy130xDark 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 LimboIcon272 Limbo.
    • In Chroma's case, his outer pelt separates from his body during his 4th ability, Effigy130xDark 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.
  • 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 ZephyrIcon272 Zephyr, NovaIcon272 Nova, and MesaIcon272 Mesa), with inspiration being drawn from a long-surviving thread on the Fan Concepts forum.
  • A rear view of Chroma's storage of Tonfas
  • A frontal view of Chroma's storage of Tonfas
  • When equipped with Tonfa-type weapons (ex. TennoTonfa 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 NekrosIcon272 Nekros when stowing Dual Daggers.
  • Chroma has the fourth highest armor value of any Warframe at 350, surpassed by AtlasIcon272 Atlas at 450, ValkyrIcon272 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.
      • Each one of the Warframes from which the components are derived – SarynIcon272 Saryn, VoltIcon272 Volt, EmberIcon272 Ember, and FrostIcon272 Frost – correspond to a single elemental type, and thus Chroma, which can use all 4 elements, can be said to have properties of each Warframe.
  • 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 LokiIcon272 Loki and ExcaliburIcon272 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 MirageIcon272 Mirage and LimboIcon272 Limbo.

Edit Tab

Bind the elements and unleash untold destruction with Chroma Prime. Featuring altered mod polarities for greater customization.

Release Date: September 25th, 2018

Chroma Prime is the Primed variant of ChromaIcon272 Chroma, possessing increased armor, energy capacity, and additional Vazarin Pol and Naramon Pol polarities. Chroma Prime was released alongside GramPrime Gram Prime and RubicoPrime Rubico Prime.

Manufacturing Requirements
Credits64
25,000
PrimeHelmet PrimeChassis PrimeSystems OrokinCell64
5
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 N/A Blueprint Price: Credits64 N/A
Neuroptics
Credits64
15,000
Neurode64
4
Circuits64
1,750
Plastids64
450
NanoSpores64
4,750
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
DENitainExtract2
2
ControlModule64
10
Rubedo64
1,600
Salvage64
7,800
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ArgonCrystal64
2
NeuralSensor64
5
PolymerBundle64
1,775
Ferrite64
4,000
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Meso Z3 Common
Axi A6 Common
Axi D1 Common
Meso P1 Common (V)
Neo K2 Common (V)
Neuroptics Lith C4 Rare
Lith C3 Rare (V)
Chassis Meso D4 Uncommon
Meso T3 Uncommon
Meso K2 Uncommon (V)
Axi R2 Uncommon (V)
Systems Neo C1 Rare
Axi C3 Rare (V)
Axi C4 Rare (V)

Blueprint Meso Z3 Common
Axi A6 Common
Axi D1 Common
Meso P1 Common (V)
Neo K2 Common (V)
Neuroptics Lith C4 Rare
Lith C3 Rare (V)
Chassis Meso D4 Uncommon
Meso T3 Uncommon
Meso K2 Uncommon (V)
Axi R2 Uncommon (V)
Systems Neo C1 Rare
Axi C3 Rare (V)
Axi C4 Rare (V)

Blueprint Meso Z3 Common
Axi A6 Common
Axi D1 Common
Meso P1 Common (V)
Neo K2 Common (V)
Neuroptics Lith C4 Rare
Lith C3 Rare (V)
Chassis Meso D4 Uncommon
Meso T3 Uncommon
Meso K2 Uncommon (V)
Axi R2 Uncommon (V)
Systems Neo C1 Rare
Axi C3 Rare (V)
Axi C4 Rare (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic

Warframe Guides

See Category:Chroma Prime Guides to read user-made guides on how to play this Warframe.

Notes

  • Chroma Prime, compared to ChromaIcon272 Chroma:
    • Higher Armor (425 vs. 350)
    • Higher Energy (200/300 vs. 150/225)
    • Different Polarities (Naramon PolVazarin PolMadurai PolNaramon Pol vs. Naramon PolMadurai Pol)
    • 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 PrimeIcon272 Volt Prime, Saryn PrimeIcon272 Saryn Prime, BaruukIcon272 Baruuk, and WispIcon272 Wisp, possesses the highest energy pool of all Warframes in the game: 200 at rank 0 and 300 at rank 30.
  • Chroma Prime's Effigy130xDark Effigy has larger and more complex wings than the original, along with orbiting particles.

Trivia

Media

  • Chroma Prime Promotional Image
  • Prime attachments


Edit Tab

Elemental Alignment

ChromaIcon272 Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. This change is performed by customizing Chroma's primary emission color. 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 b Heat
  • blue and purple hues being Electricity b Electric
  • green, lime, teal and dark yellow hues being Toxin b Toxin;
  • white, grey, black, and some faded colors being Cold b Cold.

Note that players do not need to purchase color palettes to unlock the full potential of this trait.

While customizing his emission color, Chroma's active element is displayed in the form of an icon (Heat b, Electricity b, Toxin b, Cold b). This imgur album can serve as a reference for future color palette purchases.

Customizing the secondary emission and the energy colors will have no effect on Chroma's chosen element.

Abilities 

SpectralScream SpectralScreamIcon
ENERGY
10
KEY
1
Spectral Scream
Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.
Energy Drain: 3 s-1
Strength:100 / 125 / 150 / 200 (damage)
Duration:N/A
Range:4 / 5 / 6.5 / 10 m
Misc:40% / 45% / 50% / 60% (status chance)

Info
  • Chroma unleashes a continuous stream of elemental energy in a cone 4 / 5 / 6.5 / 10 meters long that inflicts 100 / 125 / 150 / 200 Heat b Heat, Electricity b Electricity, Toxin b Toxin, or Cold b Cold damage per second with a 40% / 45% / 50% / 60% status chance.
    • Damage per second is affected by Ability Strength, while the status chance is not.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Damage type is based on Chroma's current elemental alignment which is determined by Chroma's energy color.
    • Cone length is affected by Ability Range, following the expression:
      10 × (1 + Ability Range)1/3.
      • At max rank, with a maxed Mod TT 20pxNarrow Minded the range would be reduced to 6.97 meters, while a maxed Mod TT 20pxOverextended would instead increase it to 12.38 meters.
  • Spectral Scream's damage can be boosted by the Fury aspect of VexArmor130xDark Vex Armor.
  • Spectral Scream drains 3 energy per second and will remain active as long as Chroma has energy. Spectral Scream will end if Chroma runs out of energy or if deactivated by pressing the ability key again (default 1 ).
  • Chroma is able to cast abilities or maneuver just as freely with Spectral Scream active.
  • The AoE cone is directed from the point of the animation as opposed to toward the crosshair. This means that diving rolls will divert the aim.
  • The attack can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
  • A visual effect lingers after the cone of damage, dependent on element.

Augment
Afterburn
Main article: Afterburn

Afterburn is a Warframe Augment Mod usable in both PvE and Conclave for ChromaIcon272 Chroma's SpectralScream130xDark Spectral Scream that launches a single damaging elemental attack upon deactivating the ability.


Rank Damage per second active Total damage cap Cost
0 25 200 6
1 50 300 7
2 75 400 8
3 100 500 9

Tips & Tricks
  • This ability can come in handy when used as a form of Crowd Control and can both be used as a damage ability, or with Heat or Electricity elemental damage creating a continuous crowd control stun.
  • This ability can be used to resist knockdowns, making it usable for walking through corpus laser doors or shockwaves caused by MOA or death orbs.
  • Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
  • Having a LimboIcon272 Limbo with a high duration build on your team can be very useful, as Spectral Scream will be able to damage all enemies even while Chroma is in the rift. With a build with maximum efficiency, this will also cause Spectral Scream to cost no energy to use, while actually gaining energy at a minute rate.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

    • Reduces cone length to 6.98 meters.
activation cost to 2.5 energy and channeling cost to 0.75 energy per second.
    • Has no negative effects on this ability.
cone length to 14.09 meters.
    • Reduces damage to 80 per second.
damage to 824 per second.
damage to 674 per second.
    • Increases activation cost to 15.5 energy and channeling cost to 6.41 energy per second.



ElementalWard ElementalWardIcon
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.

Heat
Strength:25 / 50 / 75 / 100 (damage per second)
50% / 75% / 100% / 200% (health bonus)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)
Misc:2% / 5% / 7% / 10% (status chance)
5 / 5 / 5 / 5 m (burn radius)

Electric
Strength:2.5x / 3x / 5x / 10x (damage reflection multiplier)
50% / 65% / 75% / 100% (shield bonus)
10% / 15% / 20% / 25% (status chance)
50 / 60 / 100 / 200 (minimum arc damage)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Toxin
Strength:25% / 35% / 40% / 50% (damage chance per second)
Duration:10 / 15 / 20 / 25 s (ability duration)
15% / 25% / 30% / 35% (holster rate bonus)
15% / 25% / 30% / 35% (reload speed bonus)
Range:6 / 8 / 10 / 12 m (aura range)

Cold
Strength:1.5x / 2x / 2.5x / 3x (damage reflection multiplier)
25% / 75% / 100% / 150% (armor bonus)
10% / 15% / 20% / 25% (status chance)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)

Info
  • Chroma emits an aura that infuses himself and nearby allies with elemental energy as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. The aura lasts for 10 / 15 / 20 / 25 seconds.
  • Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's energy color.

Heat
  • Generates a flame aura around Chroma and affected allies that increases base health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 Heat b Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance.
    • Health bonus and damage per second are affected by Ability Strength, while the status chance is not.
    • 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 100 health at rank 0, a rank-3 Elemental Ward with a maxed Mod TT 20pxVitality and Mod TT 20pxIntensify will increase Chroma's health at rank 30 to 200 + 100 × (1 + (4.4 + 2 × 1.3)) = 1,000.
    • Heat b Heat damage is effective against Cloned Flesh, Infested, and Infested Flesh, but less effective against Proto Shields.
    • Heat b Heat status effect deals 50% of Elemental Ward's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
    • Damage bypasses obstacles in the environment and decreases with distance.
    • Burn radius is not affected by Ability Range.

Electric
  • Infuses Chroma and affected allies with an electric current that increases base shields by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1000% incoming damage as Electricity b Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200 Electricity b Electricity damage.
    • Shield bonus, damage multiplier, minimum damage, and status chance are affected by Ability Strength.
    • 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 100 shields at rank 0, a rank-3 Elemental Ward with a maxed Mod TT 20pxRedirection and Mod TT 20pxIntensify will increase Chroma's shield capacity at rank 30 to 300 + 100 × (4.4 + 1 × 1.3) = 870.
    • Electricity b Electricity damage is effective against Machinery and Robotics but less effective against Alloy Armor.
    • Electricity b Electricity status effect chains 50% of Elemental Ward's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
    • 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 20pxIntensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 Electricity b Electricity damage at rank 3 to a single target as long as it's within range.
    • Self-damage and 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.
    • Arc range is affected by Ability Range.

Toxin
  • Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. 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 Toxin b Toxin damage with a 100% status chance.
    • Damage chance per second is affected by Ability Strength, while the damage is not.
    • Toxin b Toxin damage is effective against Flesh and Ferrite Armor and bypasses Shielded and Proto Shields, but is less effective against Machinery, Robotics, and Fossilized.
    • Toxin b Toxin status effect deals 50% of Elemental Ward's base damage per tick over 9 ticks in 8 seconds. As the base damage constitutes 5% of an enemy's maximum health, the ensuing proc will deal a total of 22.5% of the enemy's max health as Toxin damage in 9 ticks over 8 seconds, bringing the total damage to 27.5% of the enemy's max health.
    • 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 9 seconds.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Reload speed and holster rate bonuses are affected by Ability Duration.
    • The amount of reload speed gained is determined by the affected weapon's base reload speed.
    • Damage radius is not affected by Ability Range.

Cold
  • Encases Chroma and affected allies in a layer of frost that increases base armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25% status chance.
    • Armor bonus, damage multiplier, and status chance are affected by Ability Strength.
    • The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor. Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Mod TT 20pxSteel Fiber and Mod TT 20pxIntensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × 1.3) = 1,417.5. As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
    • Cold b Cold damage is effective against Alloy Armor, Shielded, and Infested Sinew, but less effective against Infested Flesh and Fossilized.
    • Cold b Cold status effect reduces a target's movement speed and fire/attack rate by 50% over a duration of 6 seconds.
    • Incoming hitscan and non-hitscan projectiles are physically redirected. 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.

  • Elemental Auras of any type from two or more Chromas do not stack, i.e. two Heat b Heat auras do not increase damage nor health values, and if you had both a Heat b Heat and Cold b Cold aura, only one of them would be active on allies, the first aura stays until you move out of range or it expires.
  • Has a casting delay of 1 second. The animation interrupts movement and other actions.
  • Elemental Ward cannot be recast while active.

Augment
EverlastingWardMod
Main article: Everlasting Ward

Everlasting Ward is a Warframe Augment Mod for ChromaIcon272 Chroma that allows allies to retain ElementalWard130xDark Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.

Stats

Rank Duration Cost
0 50% 6
1 65% 7
2 80% 8
3 100% 9

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.

Electric
  • 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 PaxCharge64x Pax Charge, however, it does not affect recharge rate.

Cold
  • Properly modded, a Cold b Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy130xDark Effigy.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

Heat
duration to 76.5 seconds.
    • Reduces aura radius to 4.08 meters.
cost to 12.5 energy.
    • Reduces duration to 10 seconds.
aura radius to 33.6 meters.
    • Reduces damage to 40 per second and health bonus to 80%.
damage to 412 per second and health bonus to 824%.
damage to 337 per second and health bonus to 674%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 18.13 seconds.

Electric
duration to 76.5 seconds.
    • Reduces aura radius to 4.08 meters and arc range to 3.4 meters.
cost to 12.5 energy.
    • Reduces duration to 10 seconds.
aura radius to 33.6 meters and arc range to 28 meters.
    • Reduces damage multiplier to 4x, shield bonus to 40%, minimum damage to 80 and status chance to 10%.
damage multiplier to 41.2x, shield bonus to 412%, minimum damage to 824 and status chance to 103%.
damage multiplier to 33.7x, shield bonus to 337%, minimum damage to 674 and status chance to 84.25%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 18.13 seconds.

Toxin
duration to 76.5 seconds and reload speed and holster rate bonuses to 107.1%.
    • Reduces aura radius to 4.08 meters.
cost to 12.5 energy.
    • Reduces duration to 10 seconds and reload speed and holster rate bonuses to 14%.
aura radius to 33.6 meters.
    • Reduces damage chance per second to 20%.
damage chance per second to 100%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 18.13 seconds and reload speed and holster rate bonuses to 25.38%.

Cold
duration to 76.5 seconds.
    • Reduces aura radius to 4.08 meters.
cost to 12.5 energy.
    • Reduces duration to 10 seconds.
aura radius to 33.6 meters.
    • Reduces armor bonus to 60%, damage multiplier to 1.2x, and status chance to 10%.
armor bonus to 618%, damage multiplier to 12.36x, and status chance to 103%.
armor bonus to 505.5%, damage multiplier to 10.11x, and status chance to 84.25%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 18.13 seconds.


Bugs
  • Allies who enter, leave, then re-enter the radius of Heat b 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 20pxMedi-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.



VexArmor VexArmorIcon
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:200% / 250% / 300% / 350% (maximum armor bonus)
200% / 225% / 250% / 275% (maximum damage bonus)
Duration:10 / 15 / 20 / 25 s
Range:8 / 10 / 15 / 18 m

Info
  • Chroma enters a state of primal rage, gaining Scorn when shields are hit and Fury when health is damaged.
    • Scorn increases Chroma's armor by 0.5% / 0.625% / 0.75% / 0.875% for every point of shields lost up to a maximum of 200% / 250% / 300% / 350%.
    • Fury increases Chroma's weapons' base damage by 2% / 2.25% / 2.5% / 2.75% for every point of health lost up to a maximum of 200% / 225% / 250% / 275%.
    • Scorn, Fury, and conversion percentages are linearly affected by Ability Strength.
      • E.g., with Mod TT 20pxIntensify, Mod TT 20pxSteel Fiber and maximum Scorn at rank 3, Chroma's armor will be at:
        Base Armor × (1 + Armor Mods + Scorn Modifier × (1 + Strength Mods)) =
        350 × (1 + 1.1 + 3.5 × (1 + 0.3)) = 2,327.5 (instead of 735 without the ability).
      • E.g., with Mod TT 20pxIntensify, Mod TT 20pxSerration and maximum Fury at rank 3, a weapon with 100 base damage will be at:
        Base Damage × (1 + Damage Mods + Fury Modifier × (1 + Strength Mods)) =
        100 × (1 + 1.65 + 2.75 × (1 + 0.3)) = 622.5 (instead of 265 without the ability).
      • Both Scorn and Fury are additive multipliers that function the same as (and add together with) mods like Mod TT 20pxSteel Fiber and base-damage-increasing mods like Mod TT 20pxSerration. If these mods are present, all the multipliers are added together before any further calculations such as elemental damage mods, critical hit mods, or multishot mods.
    • Scorn and Fury are tracked from 0% to their maximum increase in the HUD next to Chroma's shield and health indicators.
      • Scorn and Fury will gradually increase each time shields or health are hit until they reach their maximum percentages. 400 shield points must be lost to maximize Scorn, and 100 health points must be lost to maximize Fury.
    • Hits on overshields count towards Scorn accumulation.
    • Shield drain from a Hijack payload counts towards Scorn accumulation.
  • The effects of Vex Armor last for 10 / 15 / 20 / 25 seconds.
  • Allies within a radius of 8 / 10 / 15 / 18 meters receive Vex Armor's effects.
    • Range is affected by Ability Range.
    • Multiple Chromas' Scorn and Fury buffs will stack together.
  • Vex Armor is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
    • Vex Armor can be recast while active, retaining the existing buffs.
  • The ability has a casting animation time of 0.75 seconds.

Augment
VexingRetaliation
Main article: Vexing Retaliation

Vexing Retaliation is a PvE Warframe Augment for ChromaIcon272 Chroma that makes VexArmor130xDark Vex Armor detonate an area-of-effect attack upon receiving 150 incoming damage, dealing procs on enemies.


Rank Range Cost
0 4.0m 6
1 5.0m 7
2 7.0m 8
3 9.0m 9

Tips & Tricks
  • Explosive self-damaging weapons such as OgrisNew Ogris, TaserStar Castanas, and GrineerCrossbowGooGun Stug can allow you to damage yourself to gain Scorn and Fury while Vex Armor is active.
  • Equipping a rank 4 or higher Mod TT 20pxVigor mod will allow you to maximize Scorn armor bonus without requiring shields to recharge, as well as provide additional health.
  • Using an electric element ElementalWard130xDark Elemental Ward will allow you to maximize the Scorn armor bonus without having to equip any mods increasing your shields.
  • Equipping a Decaying Dragon Key to lower your shields can increase the likelihood of health damage at the loss of some of the Scorn Armor bonus due to the reduction of your shields.
  • Using Energy to Shield conversion mods, like Mod TT 20pxBrief Respite and Augur mod set effect, to generate shields/overshields when casting Vex Armor will help you maximize the Scorn armor bonus without having to equip any mods increasing your shields.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

duration to 76.5 seconds.
    • Reduces range to 6.12 meters.
cost to 18.75 energy.
    • Reduces duration to 10 seconds.
range to 50.4 meters.
    • Reduces maximum armor bonus to 140% (490 Chroma's armor) and maximum damage bonus to 111%
maximum armor bonus to 1442% (5047 Chroma's armor) and maximum damage bonus to 1134%
maximum armor bonus to 1179.5% (4128.25 Chroma's armor) and maximum damage bonus to 927.75%
    • Increases cost to 116.25 energy.
    • Reduces duration to 18.13 seconds.
Chroma's armor to 3675.
    • Adding Maximized Ability Strength to this increases
Chroma's armor to 15141.



Effigy EffigyIcon
ENERGY
50
KEY
4
Effigy
Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.
Energy Drain: 10 s-1
Strength:100 / 200 / 300 / 400 (damage/tick)
500 / 1000 / 1500 / 2000 (damage/second)
1000 / 2000 / 4000 / 8000 (health)
Duration:N/A
Range:N/A
Misc:20 m (attack range)
30 m (stun radius)
5 m (knockback radius)

Sentry
5 (ticks/second)
15% / 30% / 45% / 60% (credit chance)
25% / 50% / 75% / 100% (credit bonus)

Chroma
20% (speed bonus)
50% (armor reduction)

Info
  • Chroma sheds his outer pelt, imbuing it with elemental energy to sprout wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000 health. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400 Heat b Heat, Electricity b Electric, Toxin b Toxin, or Cold b Cold damage per tick. The sentry is capable of unleashing a radial attack that inflicts 200 Heat b Heat, Electricity b Electric, Toxin b Toxin, or Cold b Cold damage to enemies within 5 meters. The sentry can also unleash a radial roar to temporarily stun enemies within 30 meters.
    • Sentry health and continuous damage are affected by Ability Strength, while the radial attack damage is not.
    • Effigy's elemental breath attack does 5 ticks of damage within 1 second making the base damage per second 2000.
    • Damage type is based on Chroma's current elemental alignment, determined by Chroma's energy color.
    • Enemies affected by the close-range radial attack are ragdolled.
    • Sentry attack range, stun radius, and knockback radius are not affected by Ability Range.
  • Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits.
    • All Credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
      • The range is not affected by mods.
    • Technically increases credits income by 3.75% / 15% / 33.75% / 60% while the Sentry is active.
    • Credit chance and credit bonus are not affected by Ability Strength.
  • While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
    • Speed bonus and armor reduction are not affected by Ability Strength.
    • The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed Mod TT 20pxSteel Fiber and Mod TT 20pxIntensify, Chroma with VexArmor130xDark Vex Armor at full capacity will have his armor lowered to 350 × (1 + 1.1 + 3.5 × 1.3) × 0.5 = 1,163.75 when Effigy is activated).
  • Effigy drains 10 energy per second while active, and will deactivate if Chroma runs out of energy, sentry health is depleted, or if manually deactivated by pressing the ability key again (default 4 ).
  • When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
    • When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
  • Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.

Augment
GuidedEffigyMod
Main article: Guided Effigy

Guided Effigy is a Warframe Augment Mod for ChromaIcon272 Chroma's Effigy130xDark Effigy that allows him to control the Effigy, dealing rapid damage to enemies in its path and stunning enemies at the destination.

Rank Damage per Second Cost
0 500 6
1 1,000 7
2 1,500 8
3 2,000 9

Tips & Tricks
  • The sentry usually unleashes its roar a few seconds after deploying. This allows you to quickly deploy the sentry for a temporary stun to all nearby enemies.
  • The pelt can be Banish130xDark Banished, preventing damage from non-banished enemies while still being able to damage all enemies normally.
  • The pelt gains shields from the Shield Osprey Eximus Specter.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

    • Has no negative effects on this ability.
activation cost to 12.5 energy and channeling cost to 2.5 energy per second.
    • Has no negative effects on this ability.
    • Reduces damage to 160 per tick and health to 3200.
damage to 1648 per tick and health to 32960.
damage to 1348 per tick and health to 26960.
    • Increases activation cost to 77.5 energy and channeling cost to 21.38 energy per second.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

SpectralScreamIcon SpectralScreamIcon SpectralScreamIcon
ElementalWardIcon ElementalWardIcon ElementalWardIcon
VexArmorIcon VexArmorIcon VexArmorIcon
EffigyIcon EffigyIcon


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Chroma can be equipped with:

Cosmetics

Augments

See also

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Update 25.7
  • Added Arsenal Ability videos for Chroma!
  • Fixed your Arch-Gun constantly replaying it’s equip animation after casting Chroma’s Spectral Scream ability twice.

Hotfix 25.4.1

  • 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.

Hotfix 25.2.3

  • 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.

Update 25.1

  • Made a micro-optimization to Chroma's Vex Armor ability.
  • Fixed Zanuka being unable to capture Chroma.

Update 25.0

  • 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.

Update 24.6

  • Removed "cast on ground" requirements for the following Warframe abilities:
    • Chroma Effigy

Update 23.5

  • Fixed Chroma's special being interrupted by grab.
  • Chroma's energy color no longer affects the damage.

Update 23.0

  • Fixed Chroma's Spectral Scream not using Energy colors.

Update 22.20

  • 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.

Update 22.14

  • Fixed a script error when casting Chroma's Spectral Scream ability.

Hotfix 22.12.5

  • Fixed Vex Armor HUD Buffs not being removed upon deactivation for Chromas playing as Clients.

Hotfix 22.12.4

  • Chroma's Vex Armor Damage Buff now works on Melee Damage.

Update 22.12

  • 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.

Hotfix 22.8.3

  • Fixed Chroma's Effigy Wing pelt using the default Skin when equipped with the Chroma Vojnik Skin.

Update 22.6

  • Tuned down the bloom on the wings of the Chroma Vojnik Battle-Damaged Tennogen Skin.

Update 22.5

  • Fixed Elemental Ward fire not cancelling out when Transferring to the Operator.

Hotfix 22.2.5

  • Fixed a script error when casting Chroma's Effigy ability.

Update 22.2

  • Fixed a script error when casting Chroma's abilities.

Update 22.1

  • Fixed Electric Chroma's Elemental Ward discharging too much electricity.

Update 21.6

  • Fixed numerous Syandanas clipping through Chroma's Effigy pelt.

Hotfix 21.0.9

  • Fixed a localized typo of Chroma in his Helmet description text.

Update 20.7

Update 20.3

  • 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.

Hotfix 20.2.3

  • 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%.

Hotfix 20.2.2

  • Fixed Chroma's Effigy sometimes not doing anything in Captura.

Update 20.2

  • Fixed Chroma's Idle animation not breathing actual fire.
  • Fixed the Dex Nouchali Syandana clipping on Rhino and Chroma.

Hotfix 20.0.9

  • Fixed Chroma's Spectral Scream idle animation not playing the hunch over animation.

Hotfix 20.0.7

  • Fixed (for real this time) Chroma's Effigy appearing as a full Chroma instead of his pelt.

Hotfix 20.0.2

  • Fixed Chroma's Effigy pelt displaying a full bodied Chroma.

Update 20.0

  • 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.

Hotfix 19.11.6

  • Fixed a hitch when casting Chroma's Effigy if you don't have the default helmet equipped.

Update 19.2

Update 19.0

  • Fixed Chroma appearing to have 2 pelts when activating a Focus ability while Effigy is also active.

Hotfix: The Index Preview 4

  • Fixed an incorrect texture on the Chroma Drevni TennoGen skin when using Effigy.

Hotfix: The Index Preview 3

  • Fixed a script error with Chroma's Spectral Scream on Dedicated Servers.

Update: The Silver Grove

  • 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.

Update: Specters of the Rail

  • Fixed dual secondary holsters clipping through Chroma when equipped with his Agile stance.

Hotfix 18.13.2

  • Possible fix for Effigy being invisible and dealing no damage

Update 18.13

  • Fixed Effigy wings not showing up for Clients.

Update 18.11

Update 18.7

  • Fixed Effigy not taking the proper helmet customization.
  • Fixed badge placements on Chroma.

Update 18.5

  • Fixed Elemental Ward not functioning when the Cold element is used.

Hotfix 18.4.1

  • Fixed Vex Armor not properly functioning against high level Infested Nanite clouds.

Hotfix 18.0.6

  • 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.

Update 18.0

  • Removed the Radial Scream from Effigy and reduced its channeling cost in PvP.

Update 17.12

  • Fixed incorrect pricing on the Drac Chroma Helmet.

Update 17.11

  • 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

Hotfix 17.10.4

  • Fixed Chroma's Vex Armor Ability actually reducing player armor rating.

Hotfix 17.10.2

  • Fixed a percentage error showing too many decimals in the HUD buff of Vex Armor.

Update 17.10

  • Fixed a crash that would occur when viewing Chroma in the Codex.

Hotfix 17.6.1

  • Fixed an error providing players with 0 energy drain when using Chroma's Effigy if they fell off the level into a pit, etc.

Update 17.5

  • 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.

Hotfix 17.0.5

  • Fixed Chroma casting Vex Armor then Elemental Ward causing redundant animations.

Hotfix 17.0.3

  • Fixed an issue caused by Effigy scream.

Hotfix 17.0.2

  • Fixed an 'Ability in Use' error message that would appear when two Chromas with different element types use Elemental Ward near each other.

Update 17.0

  • Chroma's green energy perk now gives a buff to holster and reload speed instead of affecting Stamina.

Hotfix 16.11.5

  • 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.

Update 16.10

  • Fixed duplicate Syandanas appearing for Clients on Effigy.

Update 16.7

  • Fixed Warframe armor not properly showing on Chroma when Effigy is cast followed by a cloaking ability.

Hotfix 16.5.1

  • Fixed Spectral Scream preventing players from being able to use quick melee.

Update 16.4

Hotfix 16.3.5

  • Fixed secondary weapons floating away from Chroma.
  • Fixed kills from Effigy not counting towards player stats.

Hotfix 16.3.4

  • Fixed the Rakta Ballistica not sitting on Chroma when holstered.

Hotfix 16.3.2

  • Fixed Nullifier Crewmen not nullifying Effigy.

Update 16.3

  • Made small adjustments to Effigy to be less intrusive.
  • Fixed issue where using Chroma in a Mastery Test would

cause enemies to stop spawning.

Update 16.2

  • Fixed error that would prevent Chroma from using powers after deactivating Effigy.

Hotfix 16.1.5

  • Fixed Chroma playing idle animations when using Spectral Scream.

Hotfix 16.1.4.1

  • Fixed total end-of-mission credit reward being doubled if Effigy was active at the time of extraction.

Hotfix 16.1.3

  • Fixed Effigy being hostile to players if spawned while Chroma is under the effects of the Radiation proc.

Update 16.1

  • 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.

Hotfix 16.0.4

  • 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.

Hotfix 16.0.2

  • 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.

Update 16.0

Last updated: Hotfix 25.4.1

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