Release Date: April 27, 2022
Graceful in every step with clockwork precision, her mechanized pirouette captivates the audience in electrifying shock and awe. Execute and electrocute elegantly as Gyre, the dancing spark. Flash across the stage as a living thunderbolt and strike true as lucent lightning. A gentle facade conceals her lethal touch, thus with regal poise she bids adieu in her dance macabre finale. Gyre graced us with her presence in Update 31.5 (2022-04-27).
Acquisition
Gyre's component and main blueprints can be acquired from The Holdfasts' bounties on the Chrysalith.Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
Systems Blueprint | Zariman Bounty Lvl 70-75 | 11.90% | ~ 8 Stages | 54 ± 18 Stages |
Chassis Blueprint | Zariman Bounty Lvl 60-65 | 13.56% | ~ 7 Stages | 47 ± 15 Stages |
Neuroptics Blueprint | Zariman Bounty Lvl 50-55 | 13.04% | ~ 7 Stages | 49 ± 16 Stages |
Blueprint | Zariman Bounty Lvl 110-115 | 12.99% | ~ 7 Stages | 49 ± 16 Stages |
Blueprint | Zariman Bounty Lvl 90-95 | 12.99% | ~ 7 Stages | 49 ± 16 Stages |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
1 |
1 |
3 |
Time: 3 Day(s) |
Rush: 50 | |||||
Market Price: 325 | Blueprints Price: N/A | ||||
Gyre Neuroptics Blueprint | |||||
15,000 |
6 |
300 |
60 |
4,500 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Gyre Chassis Blueprint | |||||
15,000 |
8 |
500 |
12 |
3,300 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Gyre Systems Blueprint | |||||
15,000 |
2 |
300 |
40 |
6,500 |
Time: 12 Hour(s) |
Rush: 25 |
Lore
- Main article: Angels of the Zariman
After the events of the quest, when speaking to Quinn as Gyre for first time in the Chrysalith, he reminisces about the day of the Zariman Ten Zero's departure for the Tau System.
A passenger by the name of Gyra was sent aboard by Orokin Executor Ballas to act as a figurehead. She was renown for her graceful movements and was a gentle soul, yet misfortune befell her as the Zariman crossed the fold in the Void. She succumbed to madness and insanity same as the rest of the ship's occupants.
Notes
- When Gyre wields her signature Alternox, the weapon gains 20% Multishot.
- Quinn has unique dialogue when speaking to him with Gyre.
Trivia
- Gyre is the 49th unique Warframe to be released.
- Gyre was first revealed in Devstream 160 showcasing her in-game model and idle animations. Her finalized abilities, passive, and alternate helmet were shown in Devstream 161.
- Her placeholder ability names are Pulse, Sphere, Energized, and Overcharged.
- According to [DE]Pablo, Gyre has unique abilities to differentiate her from Volt, the first electricity-based Warframe. Specifically, Gyre's electricity has a tesla-like quality (i.e. plasma globe) compared to Volt's chain lightning.[1]
- A portion of Gyre's abilities, such as Arcsphere and Coil Horizon, incorporates a refined object physics system as a testbed for future development. Earlier physics-based behavior in game objects include Pickups, Ragdolls, and Grendel's Pulverize.
- Akin to Vauban and Octavia, Gyre throws spherical objects via her abilities. However, Gyre's throws deviate from the aforementioned Warframes in the arcing angles similar to Protea's Grenade Fan, as well as introducing a bowling ball physics simulation to her second ability which subjects the thrown object to gravity and collisions more heavily.
- Gyre, among other Warframes, has a unique dodge roll animation whereby she briefly becomes invisible, as she twirls in a shower of sparks and reappears afterward with a thunderclap.
- Gyre is a notably tall female Warframe matching Saryn's height.
- Her design is heavily based on Dark Sector's version of Trinity.[citation needed]
- Her name comes from the term gyre, which means a spiral or a vortex, probably a reference to her pirouette movement or a tesla coil (as inspiration for her abilities.)
- During development, Gyre's coil gown initially did not split when she activates Rotorswell. The dress frequently clipped with her legs as she performed Maneuvers and would flip and flop oddly when Gyre dodge rolled. The art team and gameplay design team compromised with the finalized iteration, where Gyre performs a special rolling animation and her gown's crinoline held the dress apart.
- Gyre and Styanax did not release with their own dedicated traditional Warframe Profile videos.
- Gyre is the only Warframe who's portrait uses an alternate helmet, using the Gyre Automaton Helmet instead of her standard helmet.
- Gyre holds dual Syachids in her Abilities diorama.
References
Passive
Gyre's abilities gain a flat 10% Critical Chance per active Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy.
- Bonus stacks additively with Cathode Grace, increasing the overall ability critical chance at lower Electricity status stack counts.
- Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance.
- From the passive alone, a minimum of 30 Electricity procs will reach the capped ability critical chance.
- Gyre's abilities can reach orange and red critical multipliers to inflict 3.0x and 4.0x ability critical damage.
- From the passive alone, orange crits start at 11 stacks (110% crit chance) and red crits at 21 stacks (210% crit chance) respectively.
- Helminth-subsumed abilities and Railjack turret abilities such as Seeker Volley do not benefit from Gyre's passive.
- Unlike other frame procs, Gyre's ability Electricity procs do not benefit from any bonuses such as Electricity modifiers from Shock Trooper or faction modifiers like Roar and Damage Blessing.
Abilities
1 25 |
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. Introduced in Update 31.5 (2022-04-27) |
Strength:1,000 / 1,300 / 1,600 / 2,000 ( Electricity damage on deployment) 100 / 150 / 200 / 250 /s (field Electricity damage per second) | |
Duration:7 / 8 / 9 / 10 s | |||
Range:4 m (impact radius) 7 m (field radius) | |||
Misc:
Electricity status on hit |
2 50 |
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 | |||
Subsumable to Helminth |
3 75 |
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. Introduced in Update 31.5 (2022-04-27) |
Strength:x 25 / 30 / 40 / 50 % (weapon crit chance) + 25 / 30 / 40 / 50 % (ability crit chance) 1 / 1.15 / 1.3 / 1.5 EP/s (energy regen) | |
Duration:8 s (initial timer) 3 s (extra time per kill) | |||
Range:N/A | |||
Misc: 60 s (casting cooldown and max duration cap) |
4 100 |
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. Introduced in Update 31.5 (2022-04-27) |
Strength:100 / 150 / 200 / 250 /s (field Electricity damage per second) 250 / 350 / 400 / 500 (discharge Electricity damage) | |
Duration:10 / 14 / 18 / 22 s | |||
Range:4 m (electric field radius) 10 m (discharge range) | |||
Misc:
44 % (move speed bonus) |
Strength Mods | Duration Mods | Range Mods |
---|---|---|
Patch History
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
GYRE
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 190 (from 160) / Max Rank - 240 (from 240)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
Update 33.0 (2023-04-26)
- Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
- Gyre
- Fixed script error with Gyre’s Arcsphere.
Update 32.3 (2023-02-15)
- Augment: Cathode Grace - Cathode Current
Hotfix 32.0.13 (2022-10-14)
- Fixed script error with Gyre’s Rotorswell.
Update 32.0 (2022-09-07)
- Fixed the timer for Gyre’s Cathode Grace not increasing duration for Client on Warframe Ability kills.
- Fixed Gyre's passive ability critical chance inconsistency when playing as client (undocumented)
Update 31.6 (2022-06-09)
- Polished some of Gyre’s idle animations.
Hotfix 31.5.9 (2022-05-12)
- Fixed kills by Gyre’s abilities not being accounted for in player profile stats.
Hotfix 31.5.5 (2022-05-03)
- Fixed Gyre Rotorswell lightning strike cooldown being permanently decreased in certain cases when the electric arcs chain to other enemies.
- This potentially also fixes Cathode Grace randomly disabling itself - please let us know if this issue continues post-Hotfix.
Hotfix 31.5.3 (2022-04-29)
- Fixed the rarity of the Zariman Bounty reward tiers (Common/Uncommon/Rare pools) not being properly assigned - resulting in unintended drop rates. As reported here: https://forums.warframe.com/topic/1306797-gyre-parts-not-dropping/
- This directly affected the Gyre and Weapons Blueprints. The UI was inaccurately stating the rarity for each - Gyre’s Component Blueprints were marked as ‘uncommon’ but only had a 2% drop chance, while the Weapon Blueprints were marked as ‘rare’ but had a whopping 21% drop chance. So we have redistributed the drop rates by increasing the drop chance of Gyre’s Component blueprints within the intended ‘uncommon’ rates and lowering the Weapon Blueprints rate to intended ‘rare’ rates.
Hotfix 31.5.2 (2022-04-28)
- Added sound FX variations to Gyre’s Arcsphere and Coil Horizon cast.
Update 31.5 (2022-04-27)
- Introduced.
Ability SFX
Dodging
Arcsphere
- Cast
- Deploying projectile
- Deploying enhanced projectile
- Projectile whizz
- Projectile loop
- Enhanced projectile loop
- Projectile range loop
- Projectile dissolves
Coil Horizon
- Cast
- Detonate
- Loop
- Projectile bounce
- (download, history) (download, history) (download, history) (download, history) (download, history) (download, history)
Cathode Grace
- Cast
- Loop
- End
Rotorswell
- Cast
- Cast burst
- Critical discharge
- Gyro spins
- (download, history) (download, history) (download, history) (download, history) (download, history) (download, history)
- Loop
- End
Images
Videos
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