Gyre
The Fed Sphere
A Nourish shield-gate weapon platform with Conductive Sphere
CONFIGURATION
Customize to edit modsMOD CAPACITY
72 / 742 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
GyrePASSIVE Gyre's abilities have a 10% chance to deal critical damage for each Electrical status that affects the enemy.
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.
Coil Horizon
Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.
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.
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.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Tap 1 constantly to hold the shield gate, roll constantly for i-frames and status cleanse, and let Nourish plus Archon Stretch keep energy topped so the loop never breaks. The gun kills.
How it works
Gyre's first ability is cheap, so tapping it plus Brief Respite and Catalyzing Shields keeps the 1.3-second gate alive indefinitely.
Nourish (Helminth) covers viral on the weapon; Archon Stretch and Cathode Grace refund energy on electric procs so casts stay free.
Rolling Guard covers the gap when the gate drops.
Helminth
Nourish over Coil Horizon.
Where it struggles
No ability damage.
Low energy pool leans hard on the refund loop.
Variants
The Live Wire (#043) is the ability-AoE Gyre; The Grounded Chain (#079) and The Second Current (#118) are the other platform variants.
Who runs this
Players who want Gyre purely as an unkillable gun stand.