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).
Acquisition
Chroma's main blueprint is rewarded upon completion of the quest The New Strange. Component blueprints are awarded by completing Junctions: The Neuroptics from the Uranus Junction, the Chassis from the Neptune Junction, and the Systems from the Pluto Junction. Additional blueprints can be bought from Cephalon Simaris; 25,000 Standing for component blueprints and 50,000 Standing for main blueprint.
Alternatively, upon completion of The Duviri Paradox, Chroma's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn his blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Notes
- Considering the resources required to craft the necessary non-Chroma Warframe parts, the total cost of crafting Chroma is 4
Neural Sensors, 3
Neurodes, 2
Argon Crystals, 2
Morphics, 1
Control Module, 1300
Rubedo, 1000
Ferrite, 900
Nano Spores, 650
Polymer Bundles, 600
Plastids, 550
Salvage, 400
Oxium, 300
Alloy Plates, and 135,000 Credits.
- While players will have access to most of the component blueprints by the time they reach Pluto, players will still have to gain access to Sedna to get Saryn systems from Kela De Thaym to craft Chroma.
- When editing the appearance of Chroma, there is a special option to view him without his Effigy on.
- Completing the steel path junctions will not reward you with components for a second time
Trivia
- Chroma was first revealed during Tennolive 2015 and hinted at during Devstreams 45 and 46.
- Chroma shares a similar name with an enemy from Digital Extremes' 2008 game darkSector.
- The word Chroma means "Color" in Greek. His name likely refers to his unique gameplay mechanic that his selected emissive color determines the elemental damage type dealt by his abilities.
- His name may also refer to Chromatic Dragons from the popular role-playing game "Dungeons & Dragons", whose elemental affinities are, similarly, indicated by the color of their scales. This connection was hinted by Community Manager Rebecca Ford in livestreams prior to Chroma's unveiling.
- Chroma was originally developed simply under the name Dragon and is still referred to as such internally in the game files.
- Chroma is the second tallest Warframe due to his stature and the pelt he wears.
Limbo is the tallest, due to his "top hat."
- Chroma's Drac Helmet shows Chroma's actual helmet, the only one to do so while
Effigy is inactive. The 'head' of the pelt rests on top of Chroma's base helmet in a fashion similar to that of cloaks capes or hats of skinned animals where the upper part of the head and snout is used as a hat.
- The helmet also resembles a seahorse. The Leafy Sea Dragon and Weedy Sea Dragon are both closely related to seahorses.
- Its appearance seems inspired by the Greek depiction of dragons, most notably the snout, which appears thinner in contrast to the typical European dragon. This is further backed by the fact that Chroma's name has a Greek origin.
- Chroma is the second Warframe to have a separable part, the first being
Limbo.
- In Chroma's case, his outer pelt separates from his body during his 4th ability,
Effigy, to create the sentry. Because the sentry's helmet design is determined by the cosmetic helmet selected for the Chroma warframe, this also reveals Chroma's "true" helmet which is not affected by the helmet selected.
- Following the above notes, Chroma presumably wears his dragon-skin outer pelt like a hunter might do for animal skin.
- In Chroma's case, his outer pelt separates from his body during his 4th ability,
- The line in Lotus' summary, "When all the land is in ruins, Tenno, only Chroma will remain" is a reference to the song about the character Trogdor, a fictional dragon-like being from the web cartoon Homestar Runner.
- Chroma is another in the line of heavily fan-requested warframes (such as
Zephyr,
Nova, and
Mesa), with inspiration being drawn from a long-surviving thread on the Fan Concepts forum.
- When equipped with Tonfa-type weapons (ex.
Kronen), Chroma stores them on his back with the weapon's blades running nearly parallel each other, rather than diverging outward as with other Warframes. Chroma is currently the only Warframe to store Tonfas in this manner, and the second Warframe to have a unique holster style for a melee weapon, with the first being
Nekros when stowing Dual Daggers.
- Chroma is the first and only Warframe whose component blueprints are acquired from Junctions.
- Chroma is the first and only Warframe to require components from other Warframes to construct.
- It is also the first Warframe whose blueprint uses a fourth Warframe component in the place of a resource like Orokin Cells or Argon Crystals.
- The increased credit drop chance from enemies killed by Chroma's 4th ability, Effigy, may be a reference to common legends of dragons hoarding gold.
- On release, a bug allowed Chroma to double end of mission credit rewards for all allies on missions with no extraction, chiefly Defense and Interception. His release coinciding with a double credit weekend, with a credit booster more than 1.3 million credits was obtainable from The Law of Retribution. Removed in Hotfix 16.1.4.1 (2015-03-29).
- Chroma's default helmet (along with the default helmets of
Loki and
Excalibur) are available as unlockable antenna toppers in Rocket League.
- Chroma appears to have six fingers, but the digit coming out from his hand is actually a part of his effigy.
- Chroma is the first known Warframe to be controlled by a faction other than the Tenno, in this case the Infested, and being hostile toward the players.
- When or how Chroma comes into this circumstance is unknown.
- Chroma is the third quest-driven Warframe that has a Prime variant, after
Mirage and
Limbo.
Release Date: September 25th, 2018
Chroma Prime is the Primed variant of Chroma, possessing increased armor, energy, and additional
and
polarities. Chroma Prime was released alongside
Gram Prime and
Rubico Prime.
Acquisition
Vaultings
- On June 30th, 2020, it was announced that Chroma Prime would enter the Prime Vault and be retired from the reward tables on July 14th, 2020. Any preexisting components or fully-built frames will remain as is.
Crafting
Manufacturing Requirements | |||||
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![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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|||||
Chroma Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 4 |
![]() 1,750 |
![]() 450 |
![]() 4,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Chroma Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 10 |
![]() 1,600 |
![]() 7,800 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Chroma Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 5 |
![]() 1,775 |
![]() 4,000 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Chroma Prime, compared to
Chroma:
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Chroma Prime's
Effigy has larger and more complex wings than the original, along with orbiting particles.
Trivia
Media
Vaultings
- On June 30th, 2020, it was announced that Chroma Prime would enter the Prime Vault and be retired from the reward tables on July 14th, 2020, along with
Gram Prime and
Rubico Prime. Any preexisting components or fully-built frames will remain as is.
Chroma possesses an extra midair jump and bullet jump. Wings matching Chroma's energy colors will form during these maneuvers.
Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. Customizing Chroma's primary emission color determines what abilities he starts with. Color choices are grouped into four categories with each category corresponding to a given element:
- red, magenta, brown, orange and bright yellow hues being
Heat;
- blue and purple hues being
Electricity;
- green, lime, teal and dark yellow hues being
Toxin;
- white, grey, black, and some faded colors being
Cold.
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,
Electricity,
Toxin,
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
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Spectral Scream Exhale a deep breath of elemental destruction. Chroma's energy color determines the element. Introduced in Update 16.0 (2015-03-19) |
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Misc: 100% (status chance)10 m (spread range)?% (stagger chance)90° (horizontal aim angle)
45° (vertical aim angle) |
Info
- 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
Heat,
Electricity,
Toxin, or
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
Heat.
- 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
- 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
Heat,
Electricity,
Toxin, or
Cold damage per second with a 100% status chance and a ?%
Stagger chance; 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.
- 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.
- 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 primary and secondary weapons with Spectral Scream active, he is still able to melee, 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 ).
- Chroma cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Spectral Scream is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Chroma's energy during Spectral Scream.
- Chroma cannot replenish energy using
- Ability Synergy:
- Elemental alignment determines the ability effects of
Elemental Ward and the elemental damage type of
Effigy.
- Spectral Scream's damage can be boosted by the Fury aspect of
Vex Armor.
- Elemental alignment determines the ability effects of
- 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.
Augment
- Main article: Afterburn
Afterburn is a Warframe Augment Mod usable in both PvE and Conclave for Chroma's
Spectral Scream that launches a single damaging elemental attack upon deactivating the ability.
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 MOAs or death orbs.
- Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
- Spectral Scream's conical area of effect can also break containers, as well as hazards such as explosive barrels. Regardless, increasing range, and having Elemental Ward active along with Spectral Scream will make it easier to clear rooms of containers.
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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. Introduced in Update 16.0 (2015-03-19) |
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Subsumable to Helminth |
Info
- Chroma expends
50 Energy to emit an aura of elemental energy, empowering himself and nearby allies within
6 / 8 / 10 / 12 meters for
10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
- Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of
Spectral Scream.
- Generates a flame aura around Chroma and affected allies that increases base Health by
15% / 20% / 30% / 55% and inflicts
25 / 50 / 75 / 100
Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance. The radius of this damage effect is not increased with ability range.
- Infuses Chroma and affected allies with an electric current that increases base Shields by
10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts
250% / 300% / 500% / 1,000% incoming damage as
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 damage.
- The shield bonus stacks additively with base shield modifiers.
- A rank-3 Elemental Ward with
Intensify and a maxed
Redirection will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884.
- A rank-3 Elemental Ward with
- 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
Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300
Electricity damage at rank 3 to a single target as long as it's within range.
- 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.
- The shield bonus stacks additively with base shield modifiers.
- Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by
15% / 25% / 30% / 35%, as well as weapon damage when Holstering by
15% / 25% / 30% / 35% for
? / ? / 3 / 3 seconds. 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 damage with a 100% status chance.
- 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.
- Encases Chroma and affected allies in a layer of frost that increases base Armor by
25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by
150% / 200% / 250% / 300% and has a
10% / 15% / 20% / 25% status chance.
- The armor bonus stacks additively with base armor modifiers.
- A rank-3 Elemental Ward with
Intensify and a maxed
Steel Fiber will increase Chroma's armor to ⌊370 × (1 + 1 + 1.45 × (1 + 0.3))⌋ = 1,437.
- As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
- A rank-3 Elemental Ward with
- Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. 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 weapons fire.
- The armor bonus stacks additively with base armor modifiers.
- Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two
Heat auras do not increase damage nor health values, and possessing a
Heat aura will negate receiving a
Cold aura.
- 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.
Augment
- Main article: Everlasting Ward
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain
Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
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.
- The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
- 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.
- Its damage increase is considered as a Universal base damage increase, same as
Vex Armor and
Arcane Arachne
- Can reduce recharge delay for
Cycron or a Kitgun equipped with
Pax Charge, however, it does not affect recharge rate.
Bugs
- Allies who enter, leave, then re-enter the radius of
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
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.
- This causes
- The in-game UI shows the armor bonus from the
Cold aura as a flat bonus rather than a percentage.
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Vex Armor Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills. Introduced in Update 16.0 (2015-03-19) |
![]() 0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost)7 / ? / ? / 15% (Scorn armor bonus per melee weapon kill)200 / 250 / 300 / 350 % (Scorn max armor bonus)2 / 2.25 / 2.5 / 2.75 %/HP (Fury damage bonus per health point lost)7 / ? / ? / 15% (Fury damage bonus per ranged weapon kill)
200 / 225 / 250 / 275 % (Fury max damage bonus) |
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Info
- Chroma expends
75 Energy and enters a state of primal rage, sustaining 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 or performs a melee kill, and the Fury damage buff once his Health is damaged or performs a ranged weapon kill.
- Scorn increases Warframe Armor by
0.5% / 0.625% / 0.75% / 0.875% for every point of shields lost or
7 / ? / ? / 15% per melee kill, 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 or
7 / ? / ? / 15% per ranged weapon kill (doubled for weakspot kills), up to a maximum of 200% / 225% / 250% / 275%.
- Scorn, Fury, and conversion percentages are linearly affected by
Ability Strength.
- E.g., with
Intensify,
Steel Fiber and maximum Scorn at rank 3, Chroma's armor will be at:
- Base Armor × (1 + Armor Mods + Scorn Modifier × (1 + Strength Mods)) =
- 370 × (1 + 1 + 3.5 × (1 + 0.3)) = 2,423.5.
- E.g., with
Intensify,
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.
- Both Scorn and Fury are additive multipliers that function the same as (and add together with) mods like
Steel Fiber and base-damage-increasing mods like
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.
- E.g., with
- 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, and each time Chroma gets a melee or ranged weapon kill, 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.
- Alternatively, 24 Enemies must be killed with Melee to maximize Scorn, and 19 Enemies must be killed with Ranged Weapons 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.
- Scorn increases Warframe Armor by
- Ability Synergy:
Spectral Scream Will increase the Scorn buff on kills. The Fury aspect of Vex Armor boosts the damage output of
Spectral Scream and
Effigy.
Effigy will only maintain the damage increase from Fury so long as Chroma's
Effigy is within range of Vex Armor.
- 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.
- When recast with a higher power strength than the current active buff, the max Scorn and Fury limits will only be increased if Chroma has not already reached their respective limits.
- E.g., If Vex Armor is casted with 100% power strength, then recast while it's still active with the Energy Conversion buff, the Scorn and Fury buffs max limit will be increased to 525% (350 * 1.5) and 412% (275 * 1.5) only if the buffs weren't at the existing limit of 350% and 275% respectively. If Scorn has reached the limit but Fury has not when recast with a higher power strength, then only Fury will benefit from the increased power strength, and vice versa.
Augment
- Main article: Guardian Armor
Guardian Armor is a Warframe Augment Mod for Chroma's
Vex Armor that causes squad kills within affinity range to increase the duration of Vex Armor by 1 second and trigger health regeneration. In exchange Chroma will take 50% of the damage that squadmates take to health.
Guardian Armor
- Main article: Vexing Retaliation
Vexing Retaliation is a PvE Warframe Augment for Chroma that makes
Vex Armor detonate an area-of-effect attack upon receiving 150 incoming damage, dealing procs on enemies.
Tips & Tricks
- Equipping a rank 4 or higher
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
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
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.
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Effigy Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks. Introduced in Update 16.0 (2015-03-19) |
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Info
- Chroma expends
50 Energy to shed his outer pelt, imbued with elemental energy while sprouting 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
Heat,
Electricity,
Toxin, or
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
Heat,
Electricity,
Toxin, or
Cold damage and
Ragdoll. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
- Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of
Spectral Scream.
- Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of
- 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.
- 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.
- The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed
Steel Fiber and
Intensify, Chroma with
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).
- The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed
- 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 ).
- Channeling energy cost is affected by Ability Efficiency and Ability Duration.
- Chroma cannot gain energy from
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Effigy is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Chroma's energy while Effigy is active.
- Ability Synergy: Effigy's damage per tick and knockback damage can be boosted by the Fury aspect of
Vex Armor.
- Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range of
Vex Armor.
- Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range of
- 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
- Main article: Guided Effigy
Guided Effigy is a Warframe Augment Mod for Chroma's
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.
Tips & Tricks
- The pelt 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
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.
- As the pelt will not move from the spot it is cast on (unless the Guided Effigy mod is equipped), it would serve quite well as an impromptu turret. As such, it is recommended to place the pelt on top of an objective that needs to be defended such as in a Defense mission. If that is the case, then it is recommended to equip energy-regenerating mods such as Rage or Hunter Adrenaline to keep the pelt active for as long as possible.
Strength Mods | Duration Mods | Range Mods |
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Patch History
Update 36.0 (2024-06-18)
- Fixed being unable to Auto-Melee as Chroma while Spectral Scream is active.
- Fixed Chroma’s Guardian Armor Augment not triggering Archon Intensify when healing allies.
- Fixed a script error with Chroma’s Spectral Scream.
Hotfix 35.5.6 (2024-04-10)
- Updated Overguard Interactions With Vex Armor
As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, Chroma’s Vex Armor. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Vex Armor.
The following changes are in addition to their existing functionality.
Chroma’s Vex Armor
Previously, Overguard would prevent Chroma from benefiting from his Vex Armor buffs (since it blocked damage on Health and Shields). So, we’ve made the following change to allow players to receive the buffs through all sources of Overguard:
Now: Melee kills now grant a 15% Armor increase and ranged kills a 15% increase to Weapon Damage (doubled to 30% for ranged weak point kills).
This has the additional perk of self-sufficiency where players have far more control over the buffs, instead of having to rely on the unpredictability of damage dealt by enemies.
- General Fixes
- Fixed Warframe with cyclable abilities missing stats for each of their effects in the ability screen. Specifically:
Hotfix 35.5.3 (2024-04-04)
- Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters.
- It now reads: “Chroma's Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”.
- Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma.
- Only one Augment is allowed to be equipped per Ability.
Hotfix 35.5.2 (2024-03-28)
- Fixed squad kills not contributing towards the Host Chroma’s “Guardian Armor” Augment Mod, which meant it wasn’t restoring the Host’s Health and didn’t increase Vex Armor’s Duration as intended.
Hotfix 35.5.1 (2024-03-27)
- Added a duration cap to Chroma’s Guardian Armor Augment Mod.
- This Augment was intended to offer players a way to extend its duration but was released uncapped, resulting in some pretty impressive numbers. For the sake of balance, we have capped this bonus time at your current modded Vex Armor duration.
- Fixed clipping halfway into the ground when deploying Archwing as Chroma while Effigy is active.
- Fixed a script error caused by Chroma’s Vex Armor ability.
Update 35.5 (2024-03-27)
- NEW WARFRAME AUGMENT MODS
11 new Warframe Augment Mods are available from Syndicate Offerings!
Stats below are shown at Max Rank.
Guardian Armor (Chroma - Vex Armor)
Chroma's Health takes 50% of damage dealt to allies within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s.
Available in the Cephalon Suda and The Perrin Sequence offerings.
- GENERAL FIXES
- Fixed a script error caused by Client leaving the mission while Chroma’s Elemental Ward is active.
Hotfix 34.0.2 (2023-10-19)
- Adjusted Chroma’s Elemental Ward buffs to account for the Warframe Health, Energy, and Armor stat overhaul that was released with Abyss of Dagath (full details on that in the patch-notes). This was missed in the update and since has allowed for wildly unintentional values. Since Warframe base stats were increased overall and Elemental Ward scales off of base stats, the following adjustments were made:
- Heat (Health Buff)
- Was: 50% / 75% / 100% / 200%
- Now: 15% / 20% / 30% / 55%
- Electricity (Shields Buff)
- Was: 50% / 65% / 75% / 100%
- Now: 10% / 15% / 20% / 30%
- Cold (Armor Buff)
- Was: 25% / 75% / 100% / 150%
- Now: 25% / 70% / 95% / 145%
- NOTE: On paper, it may look as if we’ve nerfed it when comparing the before and after, but it has actually been slightly buffed since it is scaling off of the new increased Warframe base stats. Shields have had a slight reduction in the ability’s earlier rank 0 and 1, but at rank 2 and 3 it has also been marginally increased. To give you a better idea of how this looks, let’s use good ol’ Excalibur as an example:
- Before Abyss of Dagath:
- Base Health: 100
- Health With Elemental Ward Buff (200%): 200
- After Abyss of Dagath & Today’s Hotfix:
- Base Health: 370
- With Elemental Ward Buff (55%): 203.5
- Heat (Health Buff)
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
CHROMA Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 370 (from 350)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)