168澳洲幸运5开奖网:Warframe's Gyre is a tesla-themed character that devastates her foes with critically-hitting electricity and abundant crowd control effects. Obtained from Zariman bounties, Gyre is a high-risk, high-reward Warframe that requ💎ires a good bit of skill to make full use of.
But players that get the hang of Gyre's kit and gameplay loop will disintegrate hordes of enemies with a torrent of lightning strikes and red crits. In this guide, we'll go over how to craft Gyre, what all of her abilities do, and provide two builds that should help you reach Gyre's shocking potential.
How To Craft Gyre
Gyre is obtainable by completing bounties on the Zariman, a destination that unlocks upon completing The Angels of the Zariman questline. Different tiers of bounties will grant different Gyre parts, with her blueprint coming from the highest bounty tier. All of her parts are uncommon drops. Gyre's parts do not rotate out of the bounty loot pool.
Thrax Plasm, Voidgel Orbs, Voidplumes, and Entrati Lanthorns are al🍸l obtained by defeating enemies and collecting resources aboaܫrd the Zariman tileset.
Gyre Blueprint
Obtained |
Zariman Bounties (T4) |
Crafting Costs |
|
Crafting Time |
72 Hours |
Gyre Neuroptics
Obtained |
Zariman Bounties (T1) |
Crafting Costs |
|
Crafting Time |
12 Hours |
Gyre Chassis
Obtained |
Zariman Bounties (T2) |
Crafting Costs |
|
Crafting Time |
12 Hours |
Gyre Systems
Obtained |
Zariman Bounties (T3) |
Crafting Costs |
|
Crafting Time |
12 Hours |
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Gyre Abilities
Stats
Gyre Stats |
|
Armor |
100 |
Energy |
160 |
Health |
100 |
Shields |
175 |
Sprint Speed |
1.00 |
Passive
Passive: Gyre's abilities have a 10% chance to deal critical damage for each Electrical status that affects the enemy.
Gyre's abilities can't normally crit, but this passive gives you 10% additive critical chance per Electricity status on the target. This passive caps at +300% critical chance (guaran꧑teed red crits) at 30 Electricity procs. Any critical chance added to your abilities through Cathode Grace cannot exceed this cap.
Arcsphere
Arcsphere: Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage.
Arcsphere Stats |
|||
Drain |
25 Energy |
||
Duration |
10 seconds |
||
Radius |
4-7m |
||
Damage |
Initial: 2,000 Electricity |
||
Per Second: 250 Electricity |
|||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
Affects Arcsphere's duration |
Affects radius |
Affects cast Energy cost |
Affects damage dealt |
Arcsphere acts as a one-handed grenade that creates a tesla field on impact. Enemies hit by the sphere itself take 2,000 Electricity damage, and any enemies caught in the field take 250 Electricity damage per second. The longer the field is active, the larger its radius gets. You can have up to three Arcspheres active at any given moment; creating a fourth one will despawn your first Arcsphere, similar to Wisp's Mote ability.
Arcsphere has a high chance of inflicting Electricity status, synergizing with Gyre's passive. Group enemies up with Coil Horizon, then cast an Arcsphere atop of it to quickly ramp up your damage.
The damage of Arcsphere is highly dependent on Ability Strength, Gyre's passive, and how many enemies you damage when Arcsphere is first created. Damaging three or more targets upon casting Arcsphere will increase its damage for the duration, pairing nicely with Coil Horizon.
Coil Horizon
Coil Horizon: Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.
This ability can be subsumed with 168澳洲幸运5开奖网:the Helminth system.
Coil Horizon Stats |
|||
Drain |
50 Energy |
||
Duration |
2 seconds before implosion |
||
Radius |
12m |
||
Damage |
Initial: 1,250 Electricity |
||
Per Second: 1,500 Electricity |
|||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
No effect |
Affects implosion radius |
Affects cast Energy cost |
Affects damage dealt |
Coil Horizon works similarly to a bowling ball, rolling around the arena for two seconds after it's created. Once two seconds have passed, the orb will implode and suck all nearby enemies towards the implosion's epicenter. It behaves similarly to a collapsed Vauban Ballista, keeping enemies in a tight ball for a short time before they're released.
The damage of Coil Horizon is surprisingly high, making this a decent ability to spam in Sortie-level content. Its main use is for grouping enemies together for Arcsphere and Rotorswell, making it much easier to rapidly inflict Electricity status on nearby foes. Since it has a fairly high base range of 12 meters, you don't need to spec fully into Ability Range to get the most out of Coil Horizon.
Cathode Grace
Cathode Grace: Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown.
Cathode Grace Stats |
|||
Drain |
75 Energy |
||
Cooldown |
60 seconds |
||
Duration |
Cast: 10 seconds |
||
On Kill: +3 seconds |
|||
Buffs |
Critical Chance: 50% |
||
Energy Regen: 1.5 per second |
|||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
Affects initial and on-kill duration |
No effect |
Affects cast Energy cost |
Affects buff magnitude |
Cathode Grace is a strange amalgamation of 168澳洲幸运5开奖网:Harrow's Thurible and Covenant abilities. While active, Gyre has passive Energy regeneration and bonus critical chance. The critical chance buff is multiplicative with your weapons but additive with your abilities. Both the critical change and Energy regen buffs are affected by Ability Strength, although Gyre's ability critical chance cannot exceed 300%.
Despite having a fairly short duration, you don't need Ability Duration for Cathode Grace. Kills add a few seconds to your timer, which cannot exceed 59 seconds regardless of your Ability Duration. The cooldown of this ability cannot be modified by any means, although the cooldown begins the second you cast Cathode Grace. If you can maintain the ability for a minute, you won't have a cooldown if it suddenly deactivates.
Rotorswell
Rotorswell: Gyre's mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies.
Rotorswell Stats |
|||
Drain |
100 Energy |
||
Duration |
22 seconds |
||
Range |
Electric Field: 4m |
||
Discharge: 10m |
|||
Damage |
Electric Field: 250 Electricity |
||
Discharge: 500 Electricity |
|||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
Affects Rotorswell's duration |
Affects Electric Field radius and Discharge range |
Affects cast Energy cost |
Affects damage dealt |
Rotorswell causes Gyre's skirt to become a rotating tesla coil, damaging enemies within four meters of you. More importantly, all critical hits inflicted while Rotorswell is active will create a lightning strike at the target and nearby enemies, dealing 500 base Electricity damage. While that sounds low, it can be buffed through Ability Strength and Gyre's critical chance—both from her passive and Cathode Grace ability. Both this ability's electric field and discharge effects have a high chance of inflicting Electricity status.
The critical discharge effect will occur on any critical hit, not just from Gyre's abilities. Electricity status effects, Gyre's abilities, and all of your weapons can trigger this effect. With that said, there are some restrictions:
- Discharge can only proc once every 1-1.5 seconds.
- Discharge has limited chains; it won't hit everyone nearby.
- Your Discharges deal Electricity damage, making them lackluster against Alloy Armor (most Grineer units).
Ability꧅ Strength is recommended for getting the most out of Rotorswell, causing your critical discharges and Electricity status to deal even more damage. A little bit of Ability Range is also recommended to make your electric discharges more consistent on larger tilesets.
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Gyre Builds
Before we get into the builds themselves, it's important to understand Gyre's weaknesses. Her biggest strength is also her largest weakness: Electricity. This damage type is fantastic for general crowd control, yet it has a massive damage penalty against Alloy Armor—nearly every Grineer unit in the game. Because of this, it's highly recommended that your build has some form of armor strip or a method of gaining Corrosive Damage, such as through Saryn's Venom Dose Augment). Alternatively, don't use this Warframe against the Grineer in high-level play.
Secondly, Gyre's base shield value is problematic for shield gating. Her base shields are too high to rely solely on spamming your first ability, so you'll need to use two Augur Mods and slightly reduced Ability Efficiency (75%) to achieve a full shield gate with your second ability. Anything less, and Gyre will have the survivability of paper. To counter the negative Efficiency, you'll need to use more Augur Mods and Fleeting Expertise, Arcane Energize, Zaws with 168澳洲幸运5开奖网:Energy-regenerating Arcanes, or the Zenurik Focus school (which we don't find optimal).
Finally, we recommend Unairu as your Focus school. It has been reworked to provide 100% armor strip with one of your Operator's abilities, and it gives the effects of Primed Sure Footed with virtually no downtime. Zenurik lets 🐬yo𝓰u comfortably use Blind Rage in your build, but we find the armor strip more useful.
For stats, focus on Strength and Duration while keeping your other two stats in the positive range (100%+). If you're not using subsumed abilities, try to reach 175% or more Range to make Arcsphere more consistent.
Starter Build (0 Forma, No Subsume)
- Forma: None
- Subsume: None
This is a no Forma, fairly accessible build that specs for a good chunk of Ability Strength and Range, the other stats getting minor buffs. This much Ability Strength makes your abilities always crit while Cathode Grace is up, drastically im🐎proving the lethality of your other three abilities. The Energy regen also stacks with Energy Siphon to give you 3.5 Energy per second.
We've used fairly accessible Mods to make this build as easy to replicate as possible. The Arcanes are not required. Use any Aura Mods you own that fit Gyre's default polarity, and consider replacing Umbral Intensify with its standard counterpart if you don't have it ranked up yet. Since Gyre doesn't have much survivability in her kit, we recommend some form of life steal on your weapons to round out the playstyle. If you have it, replace Vitality with Rolling Guard. A bullet hose weapon with high critical chance is also recommended.
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Late-Game Build (4 Forma, Gloom/Breach Surge Subsume)
- Forma: 4 (Double-Dash/Aura, x2 Dash, V)
- Subsume: Gloom (Sevagoth) OR Breach Surge (Wisp)
Image from Overframe.gg. We used Revenant for the image since Gyre isn't on Overframe currently. Revenant has the same polarities as Gyre, so the investment will be the same. We'll update this image shortly after the article is published.
This build utilizes Rolling Guard, shield regain on ability cast, the Decaying Dragon Key, and Gloom (or Breach Surge) to keep Gyre alive in high-level content. Survivability is her biggest issue, so most of this build focuses on fixing that. Brief Respite and two Augur Mods (the second needs to be on your Secondary, or you can replace Primed Continuity with Augur Message) allows your Coil Horizon to fully restore your shields. If you're using Breach Surge instead of Gloom, Breach Surge will also retrigger your shield gate.
For the build, we focus mostly on Duration and Strength with a little bit of Range. Strength allows your abilities to always crit while Cathode Grace is active, and the extra Duration will make Rotorswell last for 40 seconds—making it much easier to maintain. Since we need the negative Efficiency to activate our shield gate, we spec for more Duration to improve our survivability through Gloom or Breach Surge's blind. You'll need another form of Energy regen if you don't own Arcane Energize. Zenurik and Zaws are good alternatives.
The general playstyle is to keep your third and fourth abilities active as long as possible, using your second ability to clump enemies together. The Electricity procs and your Rotorswell discharges will deal solid damage, especially if the enemy is unarmored. Gloom is used to keep enemies ragdolled and shocke♛d for longer. If you want more DPS, use Breach Surge instead. The Electricity procs will keep activatiཧng Breach Surge, dealing massive damage to anyone caught in your Coil Horizon.
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