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Chroma

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Unleash the draconic. Chroma employs Heat, Electricity, Toxin, and Cold to deal high damage while maintaining survivability. Soar with winged fury.

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 for component blueprints and  50,000 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

Manufacturing Requirements
📝 Edit blueprint requirements

25,000

1

1

1

Volt Neuroptics
Time: 3 Day(s)
Rush: 50
 Market Price: 375  Blueprints Price: N/A
Chroma Neuroptics Blueprint

15,000
 Plastids
200
 Neural Sensors
2
 Polymer Bundle
350

Ember Neuroptics
Time: 12 Hour(s)
Rush: 50
Chroma Chassis Blueprint

15,000
 Neurodes
2
 Salvage
900
 Plastids
50

Frost Chassis
Time: 12 Hour(s)
Rush: 50
Chroma Systems Blueprint

15,000
 Oxium
400
 Argon Crystal
2
 Neurodes
1

Saryn Systems
Time: 12 Hour(s)
Rush: 25

Notes

Trivia

  • Chroma was first revealed during Tennolive 2015 and hinted at during Devstreams 45 and 46.
  • Chroma shares a similar name with an enemy from Digital Extremes' 2008 game darkSector.
  • The word Chroma means "Color" in Greek. His name likely refers to his unique gameplay mechanic that his selected emissive color determines the elemental damage type dealt by his abilities.
    • His name may also refer to Chromatic Dragons from the popular role-playing game "Dungeons & Dragons", whose elemental affinities are, similarly, indicated by the color of their scales. This connection was hinted by Community Manager Rebecca Ford in livestreams prior to Chroma's unveiling.
  • Chroma was originally developed simply under the name Dragon and is still referred to as 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.
  • 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.
      • Each one of the Warframes from which the components are derived –  Saryn,  Volt,  Ember, and  Frost – correspond to a single elemental type, and thus Chroma, which can use all 4 elements, can be said to have properties of each Warframe.
  • The increased credit drop chance from enemies killed by Chroma's 4th ability, Effigy, may be a reference to common legends of dragons hoarding gold.
  • On release, a bug allowed Chroma to double end of mission credit rewards for all allies on missions with no extraction, chiefly Defense and Interception. His release coinciding with a double credit weekend, with a credit booster more than 1.3 million credits was obtainable from The Law of Retribution. Removed in Hotfix 16.1.4.1 (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.

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“Market forces dictate that you need to evolve or die.”
Chroma Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
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  Chroma, possessing increased armor, energy, and additional and polarities. Chroma Prime was released alongside  Gram Prime and  Rubico Prime.

Acquisition

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  Blueprint Systems Blueprint Neuroptics Blueprint
 Axi R2 Uncommon (V)
 Meso C5 Uncommon (V)
 Meso D4 Uncommon (V)
 Meso K2 Uncommon (V)
 Meso L1 Uncommon (V)
 Meso T3 Uncommon (V)
 Neo Z8 Common (V)
 Axi A6 Common (V)
 Axi D1 Common (V)
 Axi G5 Common (V)
 Axi T5 Common (V)
 Meso B4 Common (V)
 Meso P1 Common (V)
 Meso Z3 Common (V)
 Neo K2 Common (V)
 Axi C3 Rare (V)
 Axi C4 Rare (V)
 Meso C4 Rare (V)
 Meso R4 Uncommon (V)
 Neo C1 Rare (V)
 Lith C3 Rare (V)
 Lith C4 Rare (V)
 Lith C8 Rare (V)


Vaultings

“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
Add missing unvaultings from Prime Vault page
  • 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
📝 Edit blueprint requirements

25,000

1

1

1
 Orokin Cell
5
Time: 3 Day(s)
Rush: 50
 Market Price: N/A  Blueprints Price: N/A
Chroma Prime Neuroptics Blueprint

15,000
 Neurodes
4
 Circuits
1,750
 Plastids
450
 Nano Spores
4,750
Time: 12 Hour(s)
Rush: 25
Chroma Prime Chassis Blueprint

15,000
 Nitain Extract
2
 Control Module
10
 Rubedo
1,600
 Salvage
7,800
Time: 12 Hour(s)
Rush: 25
Chroma Prime Systems Blueprint

15,000
 Argon Crystal
2
 Neural Sensors
5
 Polymer Bundle
1,775
 Ferrite
4,000
Time: 12 Hour(s)
Rush: 25

Notes

  • Chroma Prime, compared to  Chroma:
    • Higher Armor (450 vs. 370)
    • Higher Energy (200/300 vs. 175/225)
    • Higher Starting Energy (100 vs. 75)
    • Additional and Polarities ( vs. )
  • 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.


Edit Tab

Passive

 Chroma possesses an extra midair jump and bullet jump. Wings matching Chroma's energy colors will form during these maneuvers.

Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. Customizing Chroma's primary emission color determines what abilities he starts with. Color choices are grouped into four categories with each category corresponding to a given element:

  • red, magenta, brown, orange and bright yellow hues being  Heat
  • blue and purple hues being  Electricity
  • green, lime, teal and dark yellow hues being  Toxin;
  • white, grey, black, and some faded colors being  Cold.

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  Spectral Scream.

Abilities 

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This section is transcluded from Spectral Scream . To change it, please edit the transcluded page.

1
10
+3/s
Spectral Scream

Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.


Introduced in Update 16.0 (2015-03-19)

 Strength:200 / 250 / 300 / 400 (damage)
 Duration:N/A
 Range:4 / 5 / 6.5 / 10 m (cone length)

Misc: 100% (status chance)
10 m (spread range)
?% (stagger chance)
90° (horizontal aim angle)
45° (vertical aim angle)

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.
  • 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 ).
  • 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.
  • 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.

Afterburn

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.

This section is transcluded from Elemental Ward . To change it, please edit the transcluded page.

2
50
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)

Strength: 25 / 50 / 75 / 100 ( Heat damage per second)
15 / 20 / 30 / 55 % (health bonus)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % ( Heat status chance)
5 m (burn radius)

Strength: 2.5 / 3 / 5 / 10 x (damage reflection multiplier)
10 / 15 / 20 / 30 % (shield bonus)
10 / 15 / 20 / 25 % ( Electricity status chance)
50 / 60 / 100 / 200 (minimum  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 % ( Toxin damage chance per second)
15 / 25 / 30 / 35 % (holster damage)
Duration: 10 / 15 / 20 / 25 s
3 / 3 / 3 / 3 s (holster damage duration)
15 / 25 / 30 / 35 % (reload speed bonus)
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to  Toxin damage)
100 % ( Toxin status chance)

Strength: 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 70 / 90 / 145 % (armor bonus)
10 / 15 / 20 / 25 % ( Cold status chance)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)

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.

Heat
  • 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.
    • The health bonus stacks additively with base health modifiers.
      • A rank-3 Elemental Ward with  Intensify and a maxed  Vitality will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004.
    • Damage bypasses obstacles in the environment and decreases with distance.

Electricity
  • 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.
    • 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.

Toxin
  • 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.

Cold
  • 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.
    • 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.


  • 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.

Everlasting Ward

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.
  • 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.

Electricity
  • 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.
  • 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.

Cold
  • Properly modded, a  Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting  Effigy.
  • The damage reflection is calculated using the damage before any damage reduction.

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.
  • The in-game UI shows the armor bonus from the  Cold aura as a flat bonus rather than a percentage.

This section is transcluded from Vex Armor . To change it, please edit the transcluded page.

3
75
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)

 Strength:0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost)
7 / 10 / 12 / 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 / 10 / 12 / 15% (Fury damage bonus per ranged weapon kill)
200 / 225 / 250 / 275 % (Fury max damage bonus)
 Duration:10 / 15 / 20 / 25 s
 Range:8 / 10 / 15 / 18 m

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 / 10 / 12 / 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 / 10 / 12 / 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.
    • 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.
  • 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.

Vexing Retaliation

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.

This section is transcluded from Effigy . To change it, please edit the transcluded page.

4
50
+10/s
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)

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: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)

Strength: N/A
Duration: N/A
Range: N/A
Misc:+20% (speed bonus)
-50% (armor reduction)

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.
  • 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).
  • 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  Vex Armor.
    • Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range of  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.

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.

Guided Effigy

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

Edit Tab

Patch History

Hotfix 37.0.9 (2024-11-13)

  • Fixed Syandana offset issues on Chroma Prime.

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:
    • Chroma’s Spectral Scream

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

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)

CHROMA PRIME
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 - 450 (from 425)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Top Fixes:
  • Fixed Chroma’s elemental damage defaulting to Heat in the Undercroft regardless of the selected emissive colors.

Update 33.0 (2023-04-26)

  • Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
    • Chroma

Hotfix 32.3.6 (2023-03-15)

  • Fixed Chroma’s Spectral Scream not benefiting from Vex Armor’s damage buff.

Update 32.3 (2023-02-15)

  • Fixed script error with Chroma’s Spectral Scream.
  • Fixed crash caused while having all of Chroma’s abilities active and traveling from Free Flight to the Dojo in Railjack.

Hotfix 32.0.12 (2022-10-12)

  • Changed Chroma’s Toxin Elemental Ward Holster Speed increase to a Damage Buff on weapon swap.
    • With the overall buff to holster speed in Update 32, the above abilities have had their holster speed attributes replaced similarly to how the Mods were adjusted.
    • We’ll be updating the Ability descriptions in a later Hotfix/Update.

Hotfix 32.0.9 (2022-10-05)

  • Reduced the Mastery Rank restriction of all Prime Warframes to 0.
    • Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).

Hotfix 32.0.7 (2022-09-28)

  • Fixed Chroma’s ‘Cold’ Elemental Ward applying a large damage multiplier bonus to bullets that hit an absorb/redirect volume (Xaku’s Whisper or Mag’s Magnetize).
    • Elemental Ward should only add bonus damage to bullets that hit the player and then get reflected at enemies. Absorb spheres are not intended to gain any special benefit from this.

Update 32.0 (2022-09-07)

  • The following Warframe Blueprints that can be obtained from Simaris can now be sold for Credits:
    • Chroma Blueprint

Hotfix 31.7.1 (2022-07-28)

  • Fixed script errors when casting Chroma’s Effigy Ability.

Hotfix 31.6.4 (2022-07-14)

  • Fixed script error with Chroma’s Effigy.

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 16.1.4.1 (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)