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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

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 (2015-03-19).


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; ReputationBlackx64.png 25,000 for component blueprints and ReputationBlackx64.png 50,000 for main blueprint.

Manufacturing Requirements
Volt Neuroptics
Time: 72 hrs
Rush: PlatinumLarge.png 50
MarketIcon.png Market Price: PlatinumLarge.png 375 Blueprint2.svg Blueprints Price:N/A
Chroma Neuroptics Blueprint
Ember Neuroptics
Time: 12 hrs
Rush: PlatinumLarge.png 50
Chroma Chassis Blueprint
Frost Chassis
Time: 12 hrs
Rush: PlatinumLarge.png 50
Chroma Systems Blueprint
Saryn Systems
Time: 12 hrs
Rush: PlatinumLarge.png 25

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.



  • 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. LimboIcon272.png 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.png 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.png Limbo.
    • In Chroma's case, his outer pelt separates from his body during his 4th ability, Effigy130xDark.png 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.png Zephyr, NovaIcon272.png Nova, and MesaIcon272.png Mesa), with inspiration being drawn from a long-surviving thread on the Fan Concepts forum.
  • When equipped with Tonfa-type weapons (ex. Kronen.png 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.png Nekros when stowing Dual Daggers.
  • Chroma has the fourth highest armor value of any Warframe at 350, surpassed by AtlasIcon272.png Atlas at 450, ValkyrIcon272.png 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.png Saryn, VoltIcon272.png Volt, EmberIcon272.png Ember, and FrostIcon272.png 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 (2015-03-29).
  • Chroma's default helmet (along with the default helmets of LokiIcon272.png Loki and ExcaliburIcon272.png 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.png Mirage and LimboIcon272.png Limbo.

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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.png Chroma, possessing increased armor, energy capacity, and additional Vazarin Pol.svg and Naramon Pol.svg polarities. Chroma Prime was released alongside GramPrime.png Gram Prime and RubicoPrime.png Rubico Prime.


Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Chroma Prime's Relic Drops
Chassis Blueprint Chroma PrimeIcon272.png Blueprint Systems Blueprint Neuroptics Blueprint
VoidRelicSilverIcon64.png Neo Z8 Common
VoidRelicGoldIcon64.png Axi R2 Uncommon (V)
VoidRelicBronzeIcon64.png Meso C5 Uncommon (V)
VoidRelicBronzeIcon64.png Meso D4 Uncommon (V)
VoidRelicBronzeIcon64.png Meso K2 Uncommon (V)
VoidRelicBronzeIcon64.png Meso L1 Uncommon (V)
VoidRelicBronzeIcon64.png Meso T3 Uncommon (V)
VoidRelicGoldIcon64.png Axi G5 Common
VoidRelicGoldIcon64.png Axi A6 Common (V)
VoidRelicGoldIcon64.png Axi D1 Common (V)
VoidRelicGoldIcon64.png Axi T5 Common (V)
VoidRelicBronzeIcon64.png Meso B4 Common (V)
VoidRelicBronzeIcon64.png Meso P1 Common (V)
VoidRelicBronzeIcon64.png Meso Z3 Common (V)
VoidRelicSilverIcon64.png Neo K2 Common (V)
VoidRelicBronzeIcon64.png Meso R4 Uncommon
VoidRelicGoldIcon64.png Axi C3 Rare (V)
VoidRelicGoldIcon64.png Axi C4 Rare (V)
VoidRelicBronzeIcon64.png Meso C4 Rare (V)
VoidRelicSilverIcon64.png Neo C1 Rare (V)
VoidRelicIronIcon64.png Lith C8 Rare
VoidRelicIronIcon64.png Lith C3 Rare (V)
VoidRelicIronIcon64.png Lith C4 Rare (V)
Manufacturing Requirements
Chassis Neuroptics Systems OrokinCell.png
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png N/A Blueprint Price: Credits64.png N/A
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25

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.


  • Chroma Prime, compared to ChromaIcon272.png Chroma:
    • Higher Armor (425 vs. 350)
    • Higher Energy (200/300 vs. 150/225)
    • Different Polarities (Naramon Pol.svgVazarin Pol.svgMadurai Pol.svgNaramon Pol.svg vs. Naramon Pol.svgMadurai Pol.svg)
    • 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.png Volt Prime, Saryn PrimeIcon272.png Saryn Prime, Ivara PrimeIcon272.png Ivara Prime, BaruukIcon272.png Baruuk, YareliIcon272.png Yareli and WispIcon272.png Wisp, possesses the second highest max-rank energy pool of all Warframes in the game after GarudaPrimeIcon.png Garuda Prime: 200 at rank 0 and 300 at rank 30.
  • Chroma Prime's Effigy130xDark.png Effigy has larger and more complex wings than the original, along with orbiting particles.




  • 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 GramPrime.png Gram Prime and RubicoPrime.png Rubico Prime. Any preexisting components or fully-built frames will remain as is.

Edit Tab


ChromaIcon272.png 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 DmgFireSmall64.png Heat
  • blue and purple hues being DmgElectricitySmall64.png Electricity
  • green, lime, teal and dark yellow hues being DmgToxinSmall64.png Toxin;
  • white, grey, black, and some faded colors being DmgColdSmall64.png 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 (DmgFireSmall64.png Heat, DmgElectricitySmall64.png Electricity, DmgToxinSmall64.png Toxin, DmgColdSmall64.png Cold). 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 can be cycled mid-mission using SpectralScream130xDark.png Spectral Scream.


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Main article: Spectral Scream (edit)
SpectralScream.png SpectralScreamIcon.png
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.

Energy Drain: 3 s-1

Strength:200 / 250 / 300 / 400 (damage)
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)

  • Wielding mastery over the deadly elements, Chroma can selectively change his elemental alignment, by tapping the ability key to freely cycle the selection wheel between DmgFireSmall64.png Heat, DmgElectricitySmall64.png Electricity, DmgToxinSmall64.png Toxin, or DmgColdSmall64.png Cold.
    • Chroma's initial element once he enters a mission is determined by the primary emissive color in his Appearance customization, otherwise it will default to DmgFireSmall64.png Heat.
  • Hold down the ability key (default 1 ) to expend 10 energy to activate Spectral Scream. While active, Chroma holsters his weapons away and continuously exhales elemental energy in a cone 4 / 5 / 6.5 / 10 meters long that inflicts 200 / 250 / 300 / 400 DmgFireSmall64.png Heat, DmgElectricitySmall64.png Electricity, DmgToxinSmall64.png Toxin, or DmgColdSmall64.png Cold damage per second with a 100% status chance and a ?% chance to stagger lightly; each enemy hit directly by Spectral Scream's cone will also spread its ability effects via an elemental energy stream to one other enemy within 10 meters.
    • Activation energy cost is affected by Ability Efficiency.
    • Damage per second is affected by Ability Strength.
    • 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 emissive 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 20px.png Narrow Minded the range would be reduced to 6.97 meters, while a maxed Mod TT 20px.png Overextended would instead increase it to 12.38 meters.
    • Status chance, stagger chance, and spread range are not affected by mods.
    • Spectral Scream's cone emits from Chroma's mouth, which changes direction based on where Chroma's model is facing (not the player camera) and can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
    • While Chroma cannot use his weapons with Spectral Scream active, he is still able to cast abilities or maneuver just as freely.
  • 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 holding down the ability key again (default 1 ).
  • Ability Synergy:
    • Elemental alignment determines the ability effects of ElementalWard130xDark.png Elemental Ward and the elemental damage type of Effigy130xDark.png Effigy.
    • Spectral Scream's damage can be boosted by the Fury aspect of VexArmor130xDark.png Vex Armor.
  • 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.
  • A visual effect lingers after the cone of damage, dependent on element.

Main article: Afterburn

Afterburn is a Warframe Augment Mod usable in both PvE and Conclave for ChromaIcon272.png Chroma's SpectralScream130xDark.png 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.png 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.

Main article: Elemental Ward (edit)
ElementalWard.png ElementalWardIcon.png
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.

Strength:25 / 50 / 75 / 100 (DmgFireSmall64.png Heat damage per second)
50 / 75 / 100 / 200 % (health bonus)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgFireSmall64.png Heat status chance)
5 m (burn radius)

Strength:2.5 / 3 / 5 / 10 x (damage reflection multiplier)
50 / 65 / 75 / 100 % (shield bonus)
10 / 15 / 20 / 25 % (DmgElectricitySmall64.png Electricity status chance)
50 / 60 / 100 / 200 (minimum DmgElectricitySmall64.png Electricity damage)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength:25 / 35 / 40 / 50 % (DmgToxinSmall64.png Toxin damage chance per second)
Duration:10 / 15 / 20 / 25 s
15 / 25 / 30 / 35 % (holster rate bonus)
15 / 25 / 30 / 35 % (reload speed bonus)
Range:6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64.png Toxin damage)
100 % (DmgToxinSmall64.png Toxin status chance)

Strength:1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 75 / 100 / 150 % (armor bonus)
10 / 15 / 20 / 25 % (DmgColdSmall64.png Cold status chance)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)

Subsumable to Helminth

  • Chroma emits an aura of elemental energy, by expending 50 energy to empower himself and nearby allies as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. Elemental Ward lasts for 10 / 15 / 20 / 25 seconds.
  • Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of SpectralScream130xDark.png Spectral Scream.

  • Generates a flame aura around Chroma and affected allies that increases base Health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 DmgFireSmall64.png 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.
    • 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 20px.png Vitality and Mod TT 20px.png Intensify will increase Chroma's health at rank 30 to 100 × (1 + 2 + 4.4 + 2 × 1.3) = 1,000.
    • Damage bypasses obstacles in the environment and decreases with distance.
    • Burn radius and status chance are not affected by mods.

  • 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% / 1,000% incoming damage as DmgElectricitySmall64.png 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 DmgElectricitySmall64.png 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 20px.png Redirection and Mod TT 20px.png Intensify will increase Chroma's shield capacity at rank 30 to 100 × (1 + 2 + 4.4 + 1 × 1.3) = 870.
    • 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 20px.png Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 DmgElectricitySmall64.png Electricity damage at rank 3 to a single target as long as it's within range.
      • When infused into Hildryn by the Helminth, the Shield drained by skills is also converted into damage, but the base multiplier is 1x instead of 10x. Damage multiplier is affected normally by Power Strength.
    • 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.

  • 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 DmgToxinSmall64.png Toxin damage with a 100% status chance.
    • Damage chance per second is affected by Ability Strength.
    • 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 7 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.
    • Poison radius, enemy health to Toxin damage, and status chance are not affected by mods.

  • 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, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
      • Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × (1 + 0.3)) = 1,417.5.
      • As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
    • 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.
    • Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting the weapons fire.

  • Elemental Auras of any type from two or more Chromas do not stack, i.e. two DmgFireSmall64.png Heat auras do not increase damage nor health values, and if you had both a DmgFireSmall64.png Heat and DmgColdSmall64.png 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.
  • Elemental Ward does not work on Nekros' Shadows.
  • Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.

Main article: Everlasting Ward

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

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

Tips & Tricks

  • 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.

  • 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.

  • Works very well with weapons that require you to reload frequently or have long reload times.
  • Can reduce recharge delay for Cycron.png Cycron or a Kitgun equipped with PaxCharge.png Pax Charge, however, it does not affect recharge rate.

  • Properly modded, a DmgColdSmall64.png Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy130xDark.png Effigy.

  • Allies who enter, leave, then re-enter the radius of DmgFireSmall64.png 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 20px.png Medi-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.
  • The in-game UI shows the armor bonus from the DmgColdSmall64.png Cold aura as a flat bonus rather than a percentage.

  • Expand/Collapse
    Main article: Vex Armor (edit)
    VexArmor.png VexArmorIcon.png
    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

    • Chroma enters a state of primal rage, by expending 75 energy to sustain an armor and damage buffing aura with a radius of 8 / 10 / 15 / 18 meters for 10 / 15 / 20 / 25 seconds. While active, Chroma and his allies within aura range gain the Scorn armor buff once Chroma's Shields are hit and the Fury damage buff once his Health is damaged.
      • Scorn increases Warframe 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 weapon and Chroma's abilities' 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%.
      • Energy cost is affected by Ability Efficiency.
      • Aura range is affected by Ability Range.
      • Duration is affected by Ability Duration.
      • Scorn, Fury, and conversion percentages are linearly affected by Ability Strength.
        • E.g., with Mod TT 20px.png Intensify, Mod TT 20px.png Steel 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 20px.png Intensify, Mod TT 20px.png Serration 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 20px.png Steel Fiber and base-damage-increasing mods like Mod TT 20px.png Serration. 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.
      • Multiple Chromas' Scorn and Fury buffs will stack together.
    • Ability Synergy: The Fury aspect of Vex Armor boosts the damage output of SpectralScream130xDark.png Spectral Scream and Effigy130xDark.png Effigy.
    • 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.

    Main article: Vexing Retaliation

    Vexing Retaliation is a PvE Warframe Augment for ChromaIcon272.png Chroma that makes VexArmor130xDark.png 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
    • Equipping a rank 4 or higher Mod TT 20px.png Vigor 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.png 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 20px.png Brief 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.

    Main article: Effigy (edit)
    Effigy.png EffigyIcon.png
    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)
    Misc:140 AP (sentry armor)
    20 m (attack range)
    ?% (status chance)
    5 (ticks/second)
    5 m (knockback radius)
    200 (knockback damage)
    Ragdoll on Knockback
    30 m (stun radius)
    15 / 30 / 45 / 60 % (credit chance)
    10 m (credit bonus drop zone)
    25 / 50 / 75 / 100 % (credit bonus)

    Misc:+20% (speed bonus)
    -50% (armor reduction)

    • Chroma sheds his outer pelt by expending 50 energy to activate the ability, imbuing the pelt with elemental energy to sprout wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000 Flesh health and 140 Ferrite Armor. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400 DmgFireSmall64.png Heat, DmgElectricitySmall64.png Electricity, DmgToxinSmall64.png Toxin, or DmgColdSmall64.png Cold damage per tick with a ?% status chance at 5 ticks per second. If enemies come within 5 meters of the sentry, it will periodically unleash a radial knockback that inflicts 200 DmgFireSmall64.png Heat, DmgElectricitySmall64.png Electricity, DmgToxinSmall64.png Toxin, or DmgColdSmall64.png Cold damage while blasting the affected enemies away. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
      • Activation energy cost is affected by Ability Efficiency.
      • Sentry health and continuous damage are affected by Ability Strength.
      • 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 primary emission color or the selected element of SpectralScream130xDark.png Spectral Scream.
      • Sentry armor, attack range, status chance, damage ticks per second, knockback radius, knockback damage and stun radius are not affected by mods.
    • Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits. In addition, all credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
      • Credit chance on kill, percentage credit bonus, and percentage credit bonus range are not affected by mods.
      • For enemies killed by the sentry within the percentage credit bonus range, credit income is increased by an average of 43.75% / 95% / 153.75% / 220%. This assumes the credit chance on kill results in double credits from that enemy.
    • 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 percentages are not affected by mods.
      • The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify, Chroma with VexArmor130xDark.png 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 ).
    • Ability Synergy: Effigy's damage per tick and knockback damage can be boosted by the Fury aspect of VexArmor130xDark.png Vex Armor.
    • 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.

    Main article: Guided Effigy

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

    Rank Damage per Second Energy refund per enemy hit Cost
    0 1,000 2 6
    1 2,000 3 7
    2 3,000 4 8
    3 4,000 5 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.png 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.


    Strength Mods


    Duration Mods


    Range Mods


    SpectralScreamIcon.png SpectralScreamIcon.png SpectralScreamIcon.png
    ElementalWardIcon.png ElementalWardIcon.png ElementalWardIcon.png
    VexArmorIcon.png VexArmorIcon.png VexArmorIcon.png
    EffigyIcon.png EffigyIcon.png

    Edit Tab

    Update 31.6 (2022-06-09)

    • Fixed Ion Shoulder armor blocking the players view while aiming down the sights with Chroma Prime.

    Hotfix 31.5.10 (2022-05-17)

    • Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
      • Fixed being unable to deactivate Chroma’s Guided Effigy Augment.

    Hotfix 31.5.8 (2022-05-11)

    • Fixed script error related to Chroma’s Toxin Elemental Ward.

    Update 31.2 (2022-03-16)

    • Reduced Chroma’s Effigy radial knockback intensity. It will still send enemies flying, but no longer to the moon.
    • Fixed script error related to Chroma’s Effigy.

    Update 30.7 (2021-09-08)

    • Adjusted Chroma Elemental Ward stat display to be more accurate (uses % display for Health/Shield/Armor/reload/holster buffs).

    Update 30.5 (2021-07-06)

    • Fixed being unable to use the Xoris as a melee weapon after detonating it while Chroma’s Spectral Scream is active.

    Hotfix 29.6.4 (2021-01-06)

    • ‘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!

    Hotfix 29.5.6 (2020-12-01)

    • 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.

    Hotfix 29.5.2 (2020-11-20)

    Update 29.5 (2020-11-19)

    • 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!

    Update 29.0 (2020-08-25)

    • Fixed Chroma equipped missing the active element icon in the Appearance tab.

    Update 28.3 (2020-08-12)

    • Warframe Blueprint and Component costs from Simaris have been reduced by 50%!

    Hotfix 28.0.6 (2020-06-24)

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

    Hotfix 28.0.2 (2020-06-11)

    • Fixed a script error when receiving a buff from Chroma’s Vex Armor.

    Update 27.1 (2020-02-04)

    • Made a micro-optimization to Chroma's Effigy ability.

    Hotfix 27.0.9 (2020-01-09)

    • 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.

    Update 25.7 (2019-08-29)

    • 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 (2019-07-24)

    • 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 (2019-06-25)

    • 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 (2019-06-05)

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

    Update 25.0 (2019-05-22)

    • 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 (2019-04-04)

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

    Update 23.9 (2018-09-25)

    • Introduced Chroma Prime.

    Update 23.5 (2018-08-24)

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

    Update 23.0 (2018-06-15)

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

    Update 22.20 (2018-05-17)

    • 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 (2018-03-01)

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

    Hotfix 22.12.5 (2018-02-13)

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

    Hotfix 22.12.4 (2018-02-13)

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

    Update 22.12 (2018-02-09)

    • 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 (2018-01-11)

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

    Update 22.6 (2017-12-07)

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

    Update 22.5 (2017-11-30)

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

    Hotfix 22.2.5 (2017-11-11)

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

    Update 22.2 (2017-11-01)

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

    Update 22.1 (2017-10-25)

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

    Update 21.6 (2017-08-29)

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

    Hotfix 21.0.9 (2017-07-17)

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

    Update 20.7 (2017-06-07)

    Update 20.3 (2017-04-26)

    • 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 (2017-04-19)

    • 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 (2017-04-13)

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

    Update 20.2 (2017-04-12)

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

    Hotfix 20.0.9 (2017-04-03)

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

    Hotfix 20.0.7 (2017-03-30)

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

    Hotfix 20.0.2 (2017-03-24)

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

    Update 20.0 (2017-03-24)

    • 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 (2017-02-28)

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

    Update 19.2 (2016-12-01)

    Update 19.0 (2016-11-11)

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

    Hotfix: The Index Preview 4 (2016-10-25)

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

    Hotfix: The Index Preview 3 (2016-10-21)

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

    Update: The Silver Grove (2016-08-19)

    • Updated Chroma's tail cloth physics.

    Hotfix: Specters of the Rail 0.12 (2016-07-20)

    • 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 0.7 (2016-07-14)

    • Swapped Nanospores for Salvage as a crafting requirement for Chroma Chassis.

    Update: Specters of the Rail 0.0 (2016-07-08)

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

    Hotfix 18.13.2 (2016-06-01)

    • Possible fix for Effigy being invisible and dealing no damage

    Update 18.13 (2016-05-27)

    • Fixed Effigy wings not showing up for Clients.

    Update 18.11 (2016-05-11)

    Update 18.7 (2016-03-30)

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

    Update 18.5 (2016-03-04)

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

    Hotfix 18.4.1 (2016-01-25)

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

    Hotfix 18.0.6 (2015-12-09)

    • 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 (2015-12-03)

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

    Update 17.12 (2015-11-25)

    • Fixed incorrect pricing on the Drac Chroma Helmet.

    Update 17.11 (2015-11-12)

    • 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 (2015-11-10)

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

    Hotfix 17.10.2 (2015-11-09)

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

    Update 17.10 (2015-11-04)

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

    Hotfix 17.6.1 (2015-10-07)

    • 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 (2015-10-01)

    • 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 (2015-08-07)

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

    Hotfix 17.0.3 (2015-08-04)

    • Fixed an issue caused by Effigy scream.

    Hotfix 17.0.2 (2015-07-31)

    • 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 (2015-07-31)

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

    Hotfix 16.11.5 (2015-07-15)

    • 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 (2015-06-25)

    • Fixed duplicate Syandanas appearing for Clients on Effigy.

    Update 16.7 (2015-06-04)

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

    Hotfix 16.5.1 (2015-05-12)

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

    Update 16.4 (2015-04-23)

    Hotfix 16.3.5 (2015-04-17)

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

    Hotfix 16.3.4 (2015-04-16)

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

    Hotfix 16.3.2 (2015-04-14)

    • Fixed Nullifier Crewmen not nullifying Effigy.

    Update 16.3 (2015-04-09)

    • 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 (2015-04-01)

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

    Hotfix 16.1.5 (2015-03-31)

    • Fixed Chroma playing idle animations when using Spectral Scream.

    Hotfix (2015-03-29)

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

    Hotfix 16.1.3 (2015-03-26)

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

    Update 16.1 (2015-03-25)

    • 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 (2015-03-23)

    • 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 (2015-03-21)

    • 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 (2015-03-19)

    Edit Tab

    Ability SFX