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The Ultimate Gyre Guide - Easymode Steel Path - Infinite Energy - Armor Strip - Guaranteed Red Crits

by last updated a day ago

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Annihilate enemies with the conductivity of coils and transmitters. Gyre’s electric attacks provide crowd control. She is the embodiment of elegant theory.

342 VOTES
33 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
240
HEALTH
370
SHIELD
650
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
105
Damage Reduction
25.9%
EFFECTIVE HIT POINTS
1,366
Guide
33 Comments
Gyre builds
Builds by caylin

The Ultimate Gyre Guide - Easymode Steel Path - Infinite Energy - Armor Strip - Guaranteed Red Crits

This is a guide meant to help people trivialise steel path and endurance gameplay. I still use this build for the rest of the game too, but you certainly don't need to invest nearly this much to trivialise regular star chart gameplay.

While this is no longer the exact build I personally use, it's the most popular and easiest to understand setup that I typically see prefered by most [Gyre] players using her in steel path, and feedback from [Gyre] players I've met that used this build have given great feedback so it will stay as is. I'll give my personal super sweaty build as a screenshot below for those interested ^^.

As for testing, I typically try to gauge how comfortable she is in modes like SP survival and disruption endurance runs both casual and up to level cap, SP circuit, and other general weekly farm activities e.g. archon hunts and netracells. Previously she had trouble with build inflexibility meaning you couldn't comfortable run alot of the endurance utility options that you might want such as Silence, however some new tools added recently such as [Vicious Bond] [Helios Prime] help her build variety immensly. That said, she's definately easiest vs armourless factions where you'd only really need to have Unairu for Acolytes and demolishers where utility choices such as Silence are even more comfortable.

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The Build:

This build relies on hitting 328+% power strength through any combination of mods, arcanes, archon shards and focus school buffs to enable us to have 100% armour strip on pillage (with [Corrosive Projection] active) while also giving your weapons and abilities nearly 200% additional crit chance. It also has enough duration to comfortably maintain Cathode Grace and Rotorswell for the entire mission, enough range to proc Rotorswell for CC and multikill potential, and both combined give you more than enough pillage range too.

We also have practically limitless energy due to how strong Cathode Grace is with high strength, along with a little bit of an extra boost from using [Archon Stretch] (not actually necessary), such that we don't even need to care about ability efficiency or use [Primed Flow] or even mess around with Azure Archon Shards. That said, this build is flexible enough that you can still have those if you want while managing to do everything this build is meant for, I've just given my own setup that is as comfortable as possible based off of my testing.

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Playstyle:

Step 1. Cast Cathode Grace

Step 2. Kill a few enemies

Step 3. Cast Rotorswell

Step 4. Kill a few more enemies

Step 5. Cast Pillage

Step 6. Shoot enemies with high crit statted weapon and watch them explode, or even just stand near them and let Rotorswell do everything for you. Go nuts.

Step 7. Repeat steps 5 & 6 ad infinitum

Also Coil Horizon exists if you wanna group stuff up to shred with your weapons now and then.

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Aura Options:

  • Corrosive Projection - Makes it so you only need to hit 328% ability strength to be able to strip 100% armour with Pillage. If you're not using pillage, it's pointless and even with pillage building for only 328% power strength does lose you out on some delicious crit chance. That said, still the best option right now IMO
  • Brief Respite - Useful if you're running a [Catalyzing Shields] build. With the new shield gate changes, having [Redirection] means you'll hit the maximum shield gate invincibility every time, so you'll now always have enough time to get the pillage cast off in reaction without fear. Still good for other helminth options (though I'd always suggest Catalyzing Shields in those cases)
  • Growing Power - This lets you drop 2-3 crimson archon shards and still hit 400% power strength, or lets you hit it with fewer Molt Augmented stacks if you prefer.
  • Combat Discipline - Huh? Yeah this thing is busted, though it relies on a more niche setup. [Combat Discipline] can proc Arcane Avenger, which is a flat 45% bonus critical chance that'll be active permanently while you're killing stuff. If you're running this you should absolutely invest in at least one Azure Archon Shard to get that 5 hp/s [Regen]. Works on almost any frame if you can spare the aura slot and have a way to maintain health. Works best if you use an unranked version, though it costs 10 mod capacity to do so, which is hard to achieve while maximising power strength.
  • Enemy Radar - Used to be a sleeper pick, but companion and general QoL changes have made this mod entirely worthless now :)
  • Energy Siphon - While it seems tempting, in reality it's pointless on [Gyre] as she's already generating huge amounts of energy per second from Cathode Grace with this build

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Helminth Options:

  • Pillage - My recommendation against everything other than infested. You can use something else even then if you don't care about rotorswell damage and rely on [Hunter Munitions] primaries or equivalents. Strips armour and shields, gives you survivability, uses enough energy to guarantee an instant shield gate on cast. This is what makes lazy Gyre so lazy, it does it all for you.
  • Terrify - The cheaper alternative to Pillage. Strips armour, CCs, shield gates with the [Brief Respite] and [Catalyzing Shields] combo. Perfectly fine alternative, it's just a bit slower and less practical overall so if you can run Pillage, you might aswell.
  • Thermal Sunder - We have infinite energy, high strength, respectable range and duration, so this ends up working out reasonably well. It's not gunna blow your mind but it's a fun alternative playstyle.
  • Sickening Pulse - Makes your electric procs from Rotorswell even bigger. A more niche playstyle but a really fun one too, just make sure you have a friend to help with stripping armour as this won't do much while it's there.
  • Roar - My recommendation against infested and also a good choice vs corpus. Raw damage buff for Rotorswell and it also buffs your weapons and status procs to an insane degree. The best choice for Hunter Munitions primaries if you're using those against armour.
  • Nourish - Alternative to Roar for buffing weapons. Lets you ignore viral on your weapon builds so you can squeeze extra damage out of them that way aswell. Doesn't really help Rotorswell's damage outside of the viral procs which isn't exactly reliable. Still a good pick.
  • Breach Surge - Procs off of Rotorswell, sadly however it does not proc rotorswell. Pure chaos and explosions, though it doesn't have any scaling like you'd get with this helminth on Mag or Garuda. Still great though.
  • Fire Walker - GOTTA GO FAST
  • Gloom - Old faithful. This one ability can carry any frame to endgame should you choose, would be silly not to list it here even if I don't personally like it that much on Gyre as it disables her infinite energy generation. Literally so good it's still a decent pick despite the anti-synergy.
  • Wraithful Advance - I don't particularly like melee [Gyre], though it's definately alot more comfortable now with the new shield gate changes. It would be a bit silly not to include the ultimate crit stacking ability on a frame that loves to stack crit, though it does only work for melee. Still very fun.

You can swap out either Arcsphere or Coil Horizon for any of these. Both abilities have some use but you definitely don't need either so you can pick based off of your own preference.

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Weapon Recommendations (still in progress):

Realistically any meta crit primary works amazingly with [Gyre]. I tend to tweak the usual builds a little, though for the most part following the standard build meta works out great. Here are some examples with builds:

Other good options are [Tenet Envoy], [Tenet Ferrox], [Tenet Arca Plasmor], [Kuva Tonkor], [Kuva Zarr], [Opticor Vandal], [Kuva Quartakk], etc. AKA the usual suspects

Secondaries are a bit more limited due to there being few really decent DPS options. Obviously Epitaph exists and is the best primer/utility weapon in the entire game. That said, just listing [Epitaph] is no fun and, thanks to omnipresent electric procs from [Gyre], you are even able to run some interesting Conjunction Voltage builds, so there's still a fair amount of good DPS options to be found in the secondary slot. Here are the builds:

  • Epitaph - The best primer in the game. For some reason it got buffed recently (lmao) with the new arcane Secondary Encumber. If you're using melee or prefer to focus on primary damage, this is the weapon for you. Alternatively, there's a DPS build that makes it near useless as a support weapon but an extremely potent single target sniper.
    The best primer in the game (recommended)
    Hemorrage single target build

  • Kuva Nukor - Not the usual pocket status primer here, instead we're leveraging the insane crit damage and status on this thing to pump out some ridiculous scaling crit status procs. Notably also the best beneficiary should you choose to run an Arcane Avenger build.
    DPS Kuva Nukor

  • Sporelacer - The best secondary kitgun, and able to do hit some big numbers with help from [Gyre]. A very comfortable weapon to use all around.
    Conjunction Voltage sidearm build

  • Aegrit - Huge crit stats, huge AoE, terrible ammo economy. It's pretty great as a supporting secondary when you need to clear a room, I wouldn't recommend it as a main weapon however. Relies on Conjunction Voltage as it doesn't have enough ammo to stack Primary Merciless very well especially with Rotorswell stealing kills. Works out in our favour though as you can see with how the build performs.
    Conjunction Voltage 1 million damage AoE with no setup

  • Catabolyst - Another bonus meme build. Actually has synergy with our build here, we're relying on the reload projectile which does insane damage when built for crit/gas damage.
    Reload spam meme build

Other good options are [Tenet Plinx], [Tenet Spirex], [Tenet Diplos], [Hystrix Prime], [Knell Prime] and [Kuva Brakk]

I'm not the biggest fan of playing melee on [Gyre] as not having easy access to stealth means she'll always be outclassed. That said, she's certainly capable of outputting big damage and being in melee range does mean you're always proccing rotorswell on cooldown. There's plenty of melee weapons of every type that work well, especially as she has armour strip. Pick a moveset you like, slap a generic meta build on it and it'll work wonderfully. Worth noting that when fighting unarmoured enemies, the tier list of status procs changes drastically. My general assessment vs no armour is this: gas = electric > viral > toxin = heat = slash >>> everything else

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My Mod Choices:

  • Blind Rage, Transient Fortitude and Umbral Intensify - These are non-negotiable for a crit/pillage build. You need power strength and these 3 mods are the best choices for the job.
  • Cathode Current - Also non-negotiable. This one mod lets you ignore efficiency as you aren't constantly recasting Rotorswell, it lets you run way less duration as you aren't having to minimise Rotorswell casts, it makes Rotorswell do some insane damage (even in steel path), and it's just generally something you want. IMO it should be in Gyre's base kit but whatever, here we are I suppose.
  • Primed Sure Footed - Realistically the only good choice for exilus slot. You should run this maxed out if you have it, if you don't you should substitute it for Handspring.
  • Archon Stretch - You can run regular [Stretch] if you don't have this yet. It is slightly more comfortable with the archon version, but it really isn't necessary. I personally feel that at least some range is essential, but you can get away with just stretch and still do everything you want.
  • Augur Reach - A little extra range without sacrificing anything else. I don't tend to notice much difference myself with how Rotorswell works in practice, but for me there's not really much else to put in this slot and it definitely does help even if it's not visually clear.
  • Primed Continuity - You want at least a bit of duration. [Primed Continuity] is definately the sweet spot, and I'd suggest using Molt Efficiency to make it even more comfortable, though you definately don't need that too.
  • Primed Sure Footed - Realistically the only good choice for exilus slot. You should run this maxed out if you have it, if you don't you should substitute it for Handspring.
  • Redirection or Primed Redirection - A mod that used to see very little love is back in action with the shield gate changes. This mod guarantees the full 2.5 second shield gate every time you refresh your shields with pillage. Much more comfortable and shields are tanky enough now that you can even take multiple hits in non-endurance content before you even trigger the shield gate. [Primed Redirection] actually offers no tangible benefit as far as shield gating is concerned and requires an extra Forma to use, so I've opted for the base version here, though technically it can offer extremely slightly increased odds of proccing Arcane Aegis in easy and non-endurance steel path content so feel free to use it if you want.

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Alternate Mod Options:

  • Catalyzing Shields - The original shield gate build we all knew and (sort of) loved. Requires [Brief Respite] or Augur mod stacking to be effective but with them it allows for much more flexible helminth variety as you can shield gate with anything, not just Pillage.
  • Augur Secrets - More strength, a good substitute for other rarer or more expensive strength mods. If you don't want the extra range of Augur Reach, this is basically a free 2-3 Crimson Archon Shards if used to replace it.
  • Power Drift - If you're really desperate to run fewer Crimson Archon Shards, you can use this I guess.
  • Energy Conversion - Lets you eliminate Crimson Archon Shards entirely! It's great in theory, though in practice it's a little clunky to make full use of and it means your first casts at the start of the mission are less powerful. You'll also struggle to reliably fully strip armour in a single cast of pillage every single time, which isn't the end of the world but it's still not ideal.
  • Augur Message / Constitution - I don't think more duration is necessary but if you disagree, these are the best options for it.
  • Primed Flow / Flow - I initially used this instead of [Augur Reach] as it felt like it was a bad idea to have less energy max than it costs to cast both Cathode Grace and Rotorswell at 45% efficiency. Realistically that doesn't matter as you have enough time after casting Cathode Grace to kill a couple enemies and keep it going until you have energy for Rotorswell at the start of the mission, and after that it's pointless anyway. The one benefit of Primed Flow / [Flow] is if you get hit by a nullifier, fall off the map, or get Violence's Silence you can still recast both immediately after you're safe.
  • Fleeting Expertise / Streamline - You definitely don't need the efficiency once Cathode Grace is stacked up and running, but same as with Primed Flow / [Flow] , there's some benefit at the start of the mission or after having your abilities stripped. I think efficiency is worse than energy max personally as Streamline gives very little actual benefit and Fleeting Expertise comes with a cost.
  • Rolling Guard - It lets you be lazier and can often will save you in those times where your focus slips and you mess up. Less useful due to the extra time we now get from shield gating with [Redirection], though I'd absolutely consider swapping back to this if you're running an old school shield gating build with Catalyzing Shields.

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Arcanes:

  • Molt Augmented - Pretty much essential to hit our 400% strength goal. If you're running Corrosive Projection you can potentially drop this but that's still likely more effort than it's worth.
  • Molt Vigor - An alternate option for hitting 400% strength. Works fine, I just prefer the alternative.
  • Molt Efficiency - Extra duration, great stuff. Mostly a comfort choice but a good one.
  • Arcane Aegis - Makes you functionally immortal when it procs, but inconsistent. I prefer not to rely on it but it's not a bad thing to have and it will save you sometimes.
  • Arcane Energize - Helpful at the very start of the mission to get that first bit of energy to setup with, pretty much pointless after that. Take Energy Restores instead, much cheaper, far more effective.
  • Arcane Avenger - Incredibly powerful damage boost, easily the best damage boosting arcane, though it does rely on taking [Combat Discipline] as your aura and using at least one Azure Archon Shard for health [Regen]. A playstyle worth trying even if not on gyre, insanely busted with some weapons especially (Kuva Nukor being the main one)
  • Arcane Primary Charger - Lets you use more niche weapon arcanes and builds but is high maintenance. Pretty fun if you can be bothered.
  • Arcane Rage / Precision / Velocity etc. - Any of the generic weapon buff arcanes are decent as you pretty much have a free arcane flex slot. They're all mostly unimpactful but never a bad thing to have
  • Arcane Consequence / Agility - GOTTA GO FASTER

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Archon Shards:

This build doesn't rely on archon shards, however I'll always recommend that you invest what you can, especially as [Gyre] can make better use of shards than many other warframes.

The main use for archon shards is to open up build flexibility. As you want to make sure you hit the Pillage power strength breakpoints (328% with [Corrosive Projection], 400% without), crimson archon shards are a great option to let you do this while allowing you to remove certain mods and arcanes to open up slots for more flexible options. At the extreme end, with 5 tauforged crimson shards the minimum power strength you can mod for while still hitting the breakpoint is only 253%, and including molt augmented you'd only need to hit 193% with mods to hit the pillage cap.

Some additional Archon Shard options I'd suggest once you've made sure to hit the pillage cap with any crimson shards you're using are as follows:

Crimson Shards:
Ability Strength - More is better
Secondary Critical Chance - More is better
Primary Status Chance - Hey it's not bad
Ability Duration - If you feel like you need it

Violet Shards:
Damage to enemies affected by Electricity Status - The best choice for pure Rotorswell damage, very fun to use in casual SP content
Primary Electricity Damage - My personal pick for excess archon shard slots, a few of these stacked with crimson and azure shards lets you get stupid amounts of electric damage which is the best damage type for scaling with unarmoured enemies on any crit build (the exact builds we run with Gyre :D)
Melee Critical Damage - A strictly superior version of the Crimson Shard melee crit damage shard buff

Topaz Shards:
Shield regen on Blast Status - Very nice but strong sleeper pick for shield gating setups. Definately worth trying if you have the spare shards to invest
Secondary Crit Chance - A strictly superior version of the Crimson Shard secondary crit chance buff (assuming you have any source of heat damage available, which you almost always will)

Emerald Shards:
Extra Corrosion Stacks - If you want armour strip without using abilities, this is a strong niche pick to try with any corrosion status weapon

Amber Shards:
Maximum Energy on Spawn - If you're running Flow / Primed Flow, this is pretty decent
Casting Speed - Used to be necessary when we had to recast Rotorswell, less so now but decent still if you find the initial setup to be difficult
Parkour Velocity - GOTTA GO FASTER, FASTER, FASTER FASTER FASTER

Azure Shards:
Shield Capacity - If you're not relying on [Catalyzing Shields], this can be an extra bit of comfort in lower level missions or when using Arcane Aegis. Also with enough slotted you can replace redirection
Energy Max - All the benefits of Flow without having to use a mod slot for Flow :D
Health/s Regenerated - Essential if running a [Combat Discipline] + Arcane Avenger setup, pointless otherwise

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Focus Schools:

The other way to get that last little bit of ability strength is your focus school. The 2 main ones you'll see used all over this website are Madurai, which gives 40% ability strength when using Chained Sling, and Zenurik, which gives 20% ability strength while within Wellspring. They're both fine. I don't really rely on either as I just don't need to thanks to my archon shards. Worth mentioning however if you don't have access to archon shards or don't want to use them on [Gyre] for some reason.

Alternatively, for certain bits of content and endurance runs where you need access to armour strip on demand and don't have Pillage to rely on for whatever reason, Unairu is a great pick. It has 2 abilities which strip either shields or armour and can help you with things like acolytes, demolishers and other minibosses with armour.

Lastly, if you really want maximum comfort, Zenurik's wellspring does help you set up quicker and more reliably. I personally just bring a stack of large squad energy restores for this purpose already but it's mentioned here for posterity's sake.

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For the sweats, my current personal build: