
Crowd Control
Annihilate enemies with the conductivity of coils and transmitters. Gyre’s electric attacks provide crowd control. She is the embodiment of elegant theory.
Warframe dossier
Annihilate enemies with the conductivity of coils and transmitters. Built around Arcsphere, Coil Horizon, Cathode Grace.
Gyre's abilities have a 10% chance to deal critical damage for each Electrical status that affects the enemy.
Energy 25
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.
Energy 25
Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.
Augment
Coil RechargeOpen augment →Energy 25
Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown.
Energy 25
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.
Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies.
Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.
Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace.
Gyre’s mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies.
Match the priority to your main ability — Strength or Duration first for most kits, then Efficiency, then Range.
| Mission / Context | Rating | Why |
|---|---|---|
| Steel Path Survival / Defense / Disruption | Gyre is a S-tier Steel Path pick because Arcsphere still works when every spawn is overlevelled. Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. | |
| Mobile Defense / Excavation | Gyre wins Mobile Defense / Excavation by parking Coil Horizon on the objective instead of chasing stragglers. Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered. | |
| Exterminate / Capture Speed Runs | Speed runs favor Gyre because Arcsphere skips empty rooms and ends the mission early. Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. | |
| Spy / Rescue / Nightmare | Gyre can handle Spy / Nightmare with Arcsphere as soft stealth or hard CC, even if it isn’t full invis. Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. | |
| Open World / Bounties | Strong on packed bounty camps; Gyre still leans on Operator / Archwing for the empty travel stretches while Arcsphere handles fights. Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Annihilate enemies with the conductivity of coils and transmitters. | |
| Long-Range Gunplay / Eidolon-Style Content | Gyre wants pack clear or finishers, not pure long-range; Arcsphere won’t save an Eidolon-style loadout. Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. |
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