Chroma is a versatile and formidable Warframe whose powers are tied to his elemental alignment, allowing him to adapt his abilities for offense, defense, or support depending on his chosen element.
He excels at dealing massive damage while remaining resilient, able to control the battlefield and protect allies, making him a strong choice for both solo and team play.
With his unique ability to alter the effects of his skills through color alignment, Chroma rewards players who understand positioning, elemental strategy, and synergizing his abilities with their squad.
How To Get Chroma?
The first Chroma Main Blueprint you get often comes after the completion of The New Strange quest, while his components are obtainable from completing Junctions.
The following Junctions will reward Chroma’s component blueprints:
- Uranus Junction – Neuroptics
- Neptune Junction – Chassis
- Pluto Junction – Systems
Additionally, you may purchase his Main Blueprint from Cephalon Simaris for 50,000 Standing and his Component Blueprints for 25,000 Standing.
If available, choosing Chroma in The Circuit will allow you to obtain his Main Blueprint and Component Blueprints as you progress through the tiers.
Chroma Crafting Requirements
Chroma Main Blueprint
- 25,000 Credits
- 1 Chroma Neuroptics
- 1 Chroma Chassis
- 1 Chroma Systems
- 1 Volt Neuroptics
Chroma Neuroptics
- 15,000 Credits
- 200 Plastids
- 2 Neural Sensors
- 350 Polymer Bundle
- 1 Ember Neuroptics
Chroma Chassis
- 15,000 Credits
- 2 Neurodes
- 900 Salvage
- 50 Plastids
- 1 Frost Chassis
Chroma Systems
- 15,000 Credits
- 400 Oxium
- 2 Argon Crystal
- 1 Neurodes
- 1 Saryn Systems
How To Get Chroma Prime?
Chroma Prime was released on September 25th, 2018, offering increased armor and energy compared to Chroma, and debuted alongside Gram Prime and Rubico Prime.
Stat Comparison
Base Stat | Chroma | Chroma Prime |
Health | 370 | 370 |
| Shield | 370 | 370 |
Armor | 370 | 450 |
| Energy | 225 | 300 |
Sprint Speed | 1 | 1 |
Chroma Prime Void Relics
Main Blueprint | Chassis Blueprint | Neuroptics Blueprint | Systems Blueprint |
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Chroma Prime Crafting Requirements
Chroma Prime Blueprint
- 25,000 Credits
- 1 Chroma Prime Neuroptics
- 1 Chroma Prime Chassis
- 1 Chroma Prime Systems
- 5 Orokin Cell
Chroma Prime Neuroptics
- 15,000 Credits
- 4 Neurodes
- 1,750 Circuits
- 450 Plastids
- 4,750 Nano Spores
Chroma Prime Chassis
- 15,000 Credits
- 2 Nitain Extract
- 10 Control Module
- 1,600 Rubedo
- 7,800 Salvage
Chroma Prime Systems
- 15,000 Credits
- 2 Argon Crystal
- 5 Neural Sensors
- 1,775 Polymer Bundle
- 4,000 Ferrite
If you would like to know some of the effective “Chroma Builds” then check out the below link:
Chroma Abilities
Passive Ability
Chroma utilizes his wings to perform an extra midair jump or an extra double jump, providing him with more mobility.
This allows him to perform a third jump after a double jump, a bullet jump after a double jump, or two bullet jumps.
1) Spectral Scream
Chroma lets out a deep breath of elemental energy, which can be cycled to utilize different elements to attack your enemies with.
Elements that can be chosen are Heat, Electricity, Toxin, and Cold, each has a 100% chance to inflict Status Effects.
Spectral Scream (Max Rank)
Stat | Value | Affected By |
Drain | 10 Energy | Ability Efficiency |
| Drain/Second | 3 Energy | Ability Duration/Efficiency |
Damage/Second | 400 Elemental | Ability Strength |
| Range | 10 Meters | Ability Range |
Status Chance | 100% | N/A |
| Spread Range | 10 Meters | N/A |
Augment Mods:
- Afterburn causes Chroma to launch an elemental projectile that deals damage based on how long the ability was active. Obtained from Cephalon Suda/ The Perrin Sequence/Conclave.
2) Elemental Ward
Chroma creates an offensive area of effect based on his elemental alignment, which provides him and his allies with a buff.
The buffs are determined by Chroma’s elemental alignment, which is either based on his primary emission color or the element selected with Spectral Scream.
Elemental Ward (Max Rank)
Stat | Value | Affected By |
Drain | 50 Energy | Ability Efficiency |
| Radius | 12 Meters | Ability Range |
Duration | 25 Seconds | Ability Duration |
| HEAT | ||
Health | 55% | Ability Strength |
| Damage/Second | 100 | Ability Strength |
Status Chance | 10% | N/A |
| ELECTRICITY | ||
Shield Capacity | 30% | Ability Strength |
| Status Chance | 25% | Ability Strength |
Damage Multiplier | 10x | Ability Strength |
| Radius | 10 Meters | Ability Range |
TOXIN | ||
| Holster Damage | 35% | Ability Strength |
Holster Damage Duration | 3 Seconds | Ability Duration |
| Reload Speed | 135% | Ability Duration |
Status Chance | 50% | Ability Strength |
COLD | ||
Armor | 145% | Ability Strength |
| Damage Multiplier | 3x | Ability Strength |
Status Chance | 25% | Ability Strength |
Augment Mods:
- Everlasting Ward allows Chroma and his allies to retain the effects of Elemental Ward when leaving the area of effect for the remaining duration of the ability. Obtained from Cephalon Suda/The Perrin Sequence.
3) Vex Armor
Activating this ability causes Chroma to fortify squad Armor when his shields are damaged or when he kills enemies with a melee weapon.
Squad Weapon Damage is increased for himself and his allies when he loses health or when he kills enemies with a ranged weapon. (Double the effect for weak point kills.
Vex Armor (Max Rank)
Stat | Value | Affected By |
Drain | 75% Energy | Ability Efficiency |
| Duration | 25 Seconds | Ability Duration |
Radius | 18 Meters | Ability Range |
| Armor Increase | 350% | Ability Strength |
Damage Increase | 275% | Ability Strength |
| Armor Boost Per Melee Kill | 15% | Ability Strength |
Damage Boost Per Ranged Kill | 15% | Ability Strength |
Augment Mods:
- Guardian Armor causes the ability to reduce the amount of damage allies take within affinity range and causes squad kills to restore Chroma’s over a period of time, as well as increase Vex Armor’s duration. Obtained from Cephalon Suda/The Perrin Sequence.
- Vexing Retaliation causes Chroma to release a burst of damage in an area around him when he takes damage. Shield damage causes a puncture proc, while health causes a blast proc. Obtained from Cephalon Suda/The Perrin Sequence.
4) Effigy
Chroma sheds his pelt, turning it into a massive sentry that strengthens nearby allies and engulfs enemies with elemental attacks.
The type of damage is determined in a similar way to Elemental Ward, allowing you to choose the type of damage the Effigy deals.
Effigy (Max Rank)
Stat | Value | Affected By |
Drain | 50 Energy | Ability Efficiency |
| Drain/Second | 10 Energy | Ability Duration/Efficiency |
Damage | 400 Electricity | Ability Strength |
| Health | 8,000 | Ability Strength |
Credit Multiplier | 2x | N/A |
| Extra Credit Chance | 60% | N/A |
Speed Increase | 20% | N/A |
| Armor Reduction | 50% | N/A |
Augment Mods:
- Guided Effigy allows you to command the Effigy to go to where you are aiming, dealing damage to enemies and restoring Energy for each one it comes across. Additionally, the Effigy stuns enemies on arrival. Cephalon Suda/The Perrin Sequence.
Verdict
Chroma thrives when built to balance offense and defense, turning incoming damage into powerful counterattacks while amplifying his elemental abilities for maximum effect.
He can become an unmovable force in the middle of combat, protecting allies, disrupting enemies, and punishing mistakes with devastating elemental bursts.
With careful management of his abilities and elemental alignment, Chroma can handle high-level missions efficiently, making him one of the most versatile and resilient Warframes in the game.



