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Coil Horizon

Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.


Introduced in Update 31.5 (2022-04-27)

 Strength:1,000 / 1,150 / 1,300 / 1,500 /s (contact  Electricity damage per second)
500 / 750 / 1,000 / 1,250 ( Electricity damage on implosion)
 Duration:N/A
 Range:12 m

Misc: Knockdown on hit
 Electricity status on hit
2 s (sphere lifetime)
2 s (implosion lifetime)
0% to 300% (ability critical chance)

Subsumable to Helminth

Info

  • Gyre expends 50 energy to deploy a Gyratory Sphere using an underhand throw with an arcing trajectory toward the aiming reticle. The Coil Horizon sphere is a physics-based object with a high initial velocity as it rebounds against surfaces and obstacles during its 2 second lifetime. Direct contact inflicts  Knockdown and 1,000 / 1,150 / 1,300 / 1,500 Electricity damage per second with a guaranteed status effect.
    • Gyre throws the sphere with her left hand, as such the object is not created directly in front of her and instead travels toward the left-half of the aiming reticle.
    • Due to its physics object properties, Coil Horizon is attracted by  Bastille's vortex mode,  Tornado, and other similar abilities.
  • Upon reaching the end of its lifetime, or when manually triggered by pressing the ability key again (default 2 ), Coil Horizon detonates itself in an electromagnetic implosion spanning a 12 meter radius that lingers for 2 seconds. Enemies in sight detection range are dealt 500 / 750 / 1,000 / 1,250  Electricity damage with a guaranteed status effect. Affected enemies and any enemies that subsequently enter the implosion radius are rapidly pulled into its center in a  Ragdoll state.
    • Damage on implosion diminishes with distance from the center.
    • The implosion can damage and break destructible Objects, bypassing line-of-sight restriction in its range.
    • Any Pickups that spawn from enemies killed and destructible objects broken by Coil Horizon are vacuumed to the center of the implosion. Regular items left on the ground are unaffected by the suction.
  • Ability Synergy:
    • Gyre's passive and  Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Coil Horizon, which trigger lightning discharges from  Rotorswell.
    • Coil Horizon's enemy suction effect assists in  Arcsphere's damage enhancement.
    • Direct kills by Coil Horizon, its  Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
  • Can be recast while active to detonate the sphere, or throw a new sphere while an implosion vortex exists.
  • Casting and manually detonating Coil Horizon are upper-body animations that allow player movement and Maneuvers while restricting other actions.
  • Gyre visually conjures an alternate Gyratory Sphere core in her left hand as she tosses it forward. The sphere rolls along in its deployed plated form emitting electric sparks until the implosion occurs, then warps the magnetic plates into outward-pointing triangular spikes that individually rotate. Void energy flares and an event horizon appear around the sphere's core, which gradually dissolves away.
  • Subsuming Gyre to the Helminth will offer Coil Horizon and its augments to be used by other Warframes.

Augment

Main article: Coil Recharge

Coil Recharge is a Warframe Augment Mod for  Gyre's  Coil Horizon that allows her Gyratory Sphere to be recalled on recast without detonating it, while discharging additional  Electricity damage that chains to other enemies. Upon held cast, the sphere will detonate and enemies that are pulled in from the detonation will receive additional discharges.

Coil Recharge

Tips & Tricks

    • A Range-based build allows the detonated spheres to pull and stagger more enemies, making for more convenient dispatching en masse. It also helps in pulling enemies within Gyre's  Rotorswell when detonated immediately upon deployment.
      • It may be prudent to deploy an  Arcsphere at a location where Coil Horizon will self-detonate to give its bowling ball physics a chance at damaging enemies first before pulling them into the plasma globe.
    • Coil Horizon's pulling ability is useful in assisting allies with modded abilities requiring enemies within their effective range, such as  Hydroid's  Pilfering Swarm,  Khora's  Pilfering Strangledome and  Gara's  Spectrosiphon.
      • Alternatively, infusing Coil Horizon gives such Warframes added options to do the pulling themselves similar to an infused  Larva from  Nidus.
      • In Gara's case, Coil Horizon is able to pull enemies through Mass Vitrify, allowing for easy re-grouping of enemies to create another strong glass wall.

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