Gyre
The Grounded Chain
Rotorswell and Coil Horizon electric chaining with a strip subsume
CONFIGURATION
Customize to edit modsMOD CAPACITY
71 / 743 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. This is the ability-DPS lean of Gyre. Coil Horizon groups a crowd so electric status chains through it, Rotorswell hangs an electric aura that fires off every crit, and Cathode Grace self-sustains energy and crit chance. Add a strip subsume so electric procs actually land against armour, and the room fries.
How it works
Cathode Grace (3) locks its own duration after ~13 kills and, with Archon Stretch, regenerates ~300 energy/min; Cathode Current does the same for Rotorswell (4).
Coil Horizon (2) groups so electric status chains, exponentially magnifying it.
A strip subsume is what makes electric procs scale against armoured Grineer and Corrupted, where armour is up to 99.9% damage reduction.
Playstyle
1.
Press 3 (Cathode Grace) with enemies around to lock its duration.
2.
Press 4 (Rotorswell); kills keep it up.
3.
Press 2 (Coil Horizon) on each fresh group to chain electric.
4.
Press 1 to shield gate and shoot through the orb.
The mods
Blind Rage is the Strength.
Overextended, Archon Stretch set the Range, with Archon Stretch feeding energy.
Cathode Current extends Rotorswell.
Primed Flow, Equilibrium are the energy base.
Catalyzing Shields locks the gate.
Brief Respite aura feeds it.
Helminth
Pick one.
Subsume over Arcsphere or Coil Horizon.
- A strip (Tharros Strike at 200%, Pillage at 328% with Corrosive Projection, Terrify at 167%) is the highest priority for electric scaling.
- Nourish for viral plus an energy multiplier (~800 energy/min).
- Sickening Pulse to multiply stacked electric status 10x into a group.
Arcanes
Arcane Aegis for lazy shield sustain, Molt Augmented for Strength toward a strip threshold.
Arcane Circumvent for a dash strip.
Focus
Vazarin Sling for i-frames.
Madurai for Strength and cast speed.
Weapon synergy
High-multishot electric weapons through Conductive Sphere, with mandatory +electric mods: Kuva Hek, Amprex, Cedo.
Violet primary electric shards multiply the status.
Projectile melees gain forced influence through the orb.
Staying alive
Coil Horizon and Rotorswell crowd control plus Catalyzing Shields gating plus Vazarin Sling.
Gyre is fragile; lean on the crowd control.
It fails to toxin.
Energy
Cathode Grace plus Archon Stretch, or ~800/min with Nourish.
Where it struggles
Rotorswell damage falls off in Steel Path without a strip, so the strip subsume is close to mandatory.
Fragile frame.
Bosses.
Cold-start cooldown risk on 3.
Variants
The The Live Wire build is the weapon-platform lean with passive gating.
Strengths and weaknesses
Strong: strong grouped electric chain damage, self-sustaining energy, good crowd control.
Weak: needs a strip subsume, fragile, boss-blind.
Who runs this
Players who want an electric ability-DPS Gyre that fries grouped rooms once the armour is off.