The Zarimen brought more than just ghosts and questions when it returned to the Solar System. It also brought with it the electrifying and elegant Gyre. Warframe’s second electric-based ‘frame, Gyre, is a DPS machine that can annihilate rooms full of enemies.
If you’ve been wondering how to build Gyre for Steel Path runs and Warframe’s endgame, look no further than this Gyre build where I’ll be going over the best way to build Gyre.
Gyre Overview
Stats
- Health: 270 (370 at rank 30)
- Shields: 550 (650 at rank 30)
- Armor: 105
- Energy: 190 (240 at rank 30)
Aside from a pretty low armor, Gyre has great stats that will help her decimate enemies.
Passive
Gyre’s abilities gain a flat 10% Critical Chance per active Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy.
Abilities
Arcsphere (1st Ability)
Launch a Gyratory Sphere that deals high damage on impact and periodically deals electrical shocks to nearby enemies. Hitting multiple enemies with the initial launch enhances damage and activating the ability after launching the sphere deploys it early.
A strong ability that can be used to lock down choke points. With increased range, it can also be used to easily spread Electricity procs to groups of enemies. Especially when combined with her second ability.
Coill Horizon (2nd Ability)
Gyre throws a Gyratory Sphere that implodes, dealing electricity damage and pulling any nearby enemies into the implosion. Activating the ability before the implosion will cause it to implode early.
A good CC move, Gyre’s second ability pairs well with her first. Grouping a bunch of enemies and then dropping Arcsphere on them will net you loads of damage.
Cathode Grace (3rd Ability)
Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending the duration.
Arguably the best part of Gyre’s kit, this ability gives Gyre free Critical Chance on her abilities. This syngerizes perfectly with her 4th ability that relies on getting Criticals. This ability can also have basically infinite uptime as you will likely always be killing enemies.
Rotorswell (4th Ability)
Gyre generates an electric field around her that shocks nearby enemies. When Gyre gets a critical hit, an electrical discharge chains from the enemy hit to nearby enemies.
Gyre’s last and most powerful ability, Rotorswell is why you grab Gyre. Combined with her 3rd ability and the right mods, this ability turns Gyre into a nightmare for enemies on Steel Path.
How to Get Gyre
As the poster Warframe for The Angels of the Zarimen, you must complete that quest before you begin farming her parts. Once that’s done, all of her parts can be awarded as bounty rewards for the Holdfast syndicate bounties.
Electric Vortex Gyre Build
This build focuses on using Gyre’s fourth ability to nuke rooms and kill any enemy that gets near her. While Gyre as a whole lacks any defensive options, her extreme offense will help her survive.
Mod Choice
The mod choice for this build is as follows:
- Archon Stretch: A mod that seems like it was made especially for Gyre, Archon Stretch increases Ability Range while also restoring Energy for any electrical damage done by abilities. This is perfect for making sure we always have Energy to maintain our abilities.
- Augur Reach: Gyre loves Ability Range. The higher the range, the more enemies she can hit with her abilities. Augur Reach not only increases our Range but also converts a portion of the Energy spent to our Shields. This will give us a little bit of extra survivability on harder difficulties.
- Blind Rage: After range, Gyre wants a lot of Ability Strength. Since we want our abilities to hit like a truck, we grab Blind Rage.
- Transient Fortitude: We grab Transient Fortitude for the same reason we grab Blind Rage. More Ability Strength means harder-hitting abilities. While the hit to Duration might seem bad for Gyre, it won’t matter with our mod setup.
- Precision Intensify: This mod increases our Ability Strength by a ton, but only for our fourth ability. This is fine because Rotorswell will be doing the lion’s share of damage for Gyre so we want this ability as powerful as possible.
- Cathode Current: An Augment Mod for Cathode Grace, this mod causes enemies killed by Rotorswell will release an additional discharge as well as extend its duration. This is the reason we don’t care about Duration. As long as we keep killing, we can keep Cathode Grace and Rotorswell active.
- Primed Flow/Flow: We take Primed Flow to increase Gyre’s energy pool since we are focusing mostly on casting with this build.
- Adaption: Since Gyre lacks many defensive options and doesn’t have high Armor, we put on Adaption to give her a bit of tankiness.
- Corrosive Projection: I put Corrosive Projection as the Aura Mod for Gyre to help make enemies more susceptible to Gyre’s abilities.
Arcanes
- Molt Augmented: This Arcane is an easy choice. Since we’ll be getting dozens of kills quickly and we want our Ability Strength high, we grab this Arcane to make us even stronger.
- Arcane Energize: Since we rely on Energy a lot in this build, Arcane Energize is also a good choice. Additional Energy on Energy pickup will just ensure we never run out.
Helminth Abilities
When choosing an ability to replace, I recommend Coil Horizon or Arcsphere. The main combo with this build comes from Gyre’s 3rd and 4th abilities, so anything else is extra. Coil Horizon does provide some decent CC, however, if you’re struggling to choose which one to replace.
- Pillage (Hildryn): Pillage is an excellent ability to put on Gyre to help her survivability. Not only does it provide shields and overshields to you, but it also strips enemies of their armor. Combine this with Corrosive Projection and our high Ability Strength and we can strip nearly all enemy armor.
- Terrify (Nekros): Much like Pillage, Terrify will provide some armor strip to our foes as well as cause them to run in fear. A useful ability to have if you find yourself in a bad spot.
Weapons & Gear
Since Gyre is mostly focused on her abilities, she doesn’t need specific weapons or gear to make this build work. Any primary strong enough to take out bosses or enemies your Rotorswell can’t kill on Steel Path should be fine.
Grabbing a secondary that can quickly spread Electric procs can also help Gyre, but it’s supplementary.
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