Understand Guided Effigy
Useful when…
- Using Effigy’s path damage and per-enemy Energy restoration when enemies are in its path.
- Using the arrival roar to stun nearby enemies.
Effect and rank values
Casting and holding makes Effigy move to your aim point. At rank 0, it deals 1,000 damage per second and restores 2 Energy per enemy in its path; at rank 2, 3,000 damage per second and 4 Energy; at rank 3, 4,000 damage per second and 5 Energy. Effigy roars on arrival and stuns nearby enemies.
Mod details
Guided Effigy is a standard Chroma mod with Zenurik polarity, base drain 6, and maximum rank 3.
Ranking costs
The example rank 2 to 3 fusion step costs 120 Endo and 5,796 Credits. The listed progression also gives example costs for rank 0 to 1 (30 Endo and 1,449 Credits) and rank 1 to 2 (60 Endo and 2,898 Credits).
How it differs from other Chroma augments
Guided Effigy directs Effigy and adds path effects plus an arrival stun. Afterburn adds a projectile when Spectral Scream is deactivated, based on how long it was active. Everlasting Ward lets allies retain Elemental Ward’s effect after leaving its radius. Guardian Armor reduces damage squadmates within Affinity Range take and adds effects tied to squad kills.
Limitations and tradeoffs
- Energy restoration is specified per enemy Effigy passes in its path.
- The stun occurs on arrival and affects nearby enemies.
Common mistakes to avoid
- Expecting Energy restoration without enemies in Effigy’s path.
- Treating the listed damage per second as a guaranteed amount per enemy or traversal.






