FANDOM



Elemental AlignmentEdit

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 Edit

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 PvP 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.



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.

StatsEdit

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.

Heat

Electric
  • Maximized Ability Duration increases duration to 76.5 seconds.
    • Reduces aura radius to 4.08 meters and arc range to 3.4 meters.
  • Maximized Ability Efficiency reduces cost to 12.5 energy.
    • Reduces duration to 10 seconds.
  • Maximized Ability Range increases 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%.
  • Maximized Ability Strength increases damage multiplier to 41.2x, shield bonus to 412%, minimum damage to 824 and status chance to 103%.
    • Without Mod TT 20pxEnergy Conversion and Mod TT 20pxGrowing Power, increases 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

Cold


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.



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.

  • Maximized Ability Duration reduces channeling cost to 3.27 energy per second.
    • Has no negative effects on this ability.
  • Maximized Ability Efficiency reduces activation cost to 12.5 energy and channeling cost to 2.5 energy per second.
    • Has no negative effects on this ability.
  • Maximized Ability Range has no positive effects on this ability.
    • Reduces damage to 160 per tick and health to 3200.
  • Maximized Ability Strength increases damage to 1648 per tick and health to 32960.
    • Without Mod TT 20pxEnergy Conversion and Mod TT 20pxGrowing Power, increases 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
Community content is available under CC-BY-SA unless otherwise noted.