In Warframe, how do you get Gyre?

In Warframe, how do you get Gyre? ...

The Zariman expansion's Warframes Angels allowed players to step foot in the Zariman once again, this time bringing the former Orokin ship as a full-fledged tileset on the Star Chart. Though the former Tenno ship appeared lost, The New War allowed it to resurface and bring another Warframe to the game.

Gyre, the 49th unique Warframe, is connected to the Zariman's journey. Gyra was selected by Ballas who was aboard the Zariman Ten-Zero before its accident, and Gyre seems to take after herso much so that Quinn, the head of the Holdfasts, says so when you talk to him with the dancing Warframe equipped.

Gyre's lore isn't the only reason to buy this Warframe: She's equally adept at the shock element as Volt, and although she's not an original electricity-based Warframe, Gyre also offers some crowd control, with a Critical Chance buff and an Energy Regen cast on a cooldown.

The Tennos former ship is where you'll need to go to build a Gyre on your own, although you may need to meet a couple of prerequisites before you can even land there. Here's how you can make a Gyre in Warframe.

How to get Gyre in Warframe

Gyres parts drop from the Holdfast bounties on the Chrysalith, aboard the Zariman. Gyre is an artifact that is derived from stories, and her blueprint isn't available from Cephalon Simaris. Instead, players will have to dig deep into the Zariman's bounties to obtain the dancing Warframe.

  • Gyre Neuroptics Blueprint: Uncommon drop from level 50-55 Zariman bounty. Requires 300 Thrax Plasm, 40 Voidplume Quill, 6,500 Ferrite, and two Argon Crystal.
  • Gyre Chassis Blueprint: Uncommon drop from level 60-65 Zariman bounty. Requires 500 Thrax Plasm, 12 Entrati Lanthorn, 3,300 Alloy Plate, and eight Morphics.
  • Gyre Systems Blueprint: Uncommon drop from level 70-75 Zariman bounty. Requires 300 Thrax Plasm, 60 Voidgel Orb, 4,500 Plastids, and six Neural Sensors.
  • Gyre Blueprint: Uncommon drop from level 90-95 and 110-115 Zariman bounty. Requires: all three Gyre parts and three Orokin Cells.

The drop locations for Gyre parts do not change, but the rewards themselves rotate every few hours. For example, the level 50-55 bounty might be a Void Flood mission when you log in, then an Exterminate mission when you log in next. This will not affect what you receive from the bounty, although it will alter the mission type before you get a chance at a Gyre part.

The game will direct you to the Angels of the Zariman quest if you want to unlock Gyre and enter the Zariman.

Gyre is a fairly basic model, since she requires a Railjack and a Necramech as well as facing off against high-level enemies for her blueprint. Additionally, she also requires a fair amount of Zariman resources, costing 1,100 Thrax Plasm, 12 Entrati Lanthorns, and 40 Voidplume Quills in total to construct.

Gyre is a unique Warframe that adds a different kit to the arsenal if you have the money to spend (maybe youve farmed all Incarnon weapons or you just stockpiled Thrax Plasm and Entrati Lanthorns with a booster), and she is a great fit for most of your challenging needs. Here are some of her abilities, so you can decide if she would make a solid addition to the Arsenal or if youd rather stick to the old, faithful Volt for all

  • 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. When the sphere implodes, it pulls enemies to its spot, similar to Vaubans Bastille or Nidus Larva. Coil Horizon is affected by ability strength, range, and duration and is her Helminth ability.
  • Cathode Grace: Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending the duration of Cathode Grace. Casting is on a cooldown.
    • Cathode Grace gives 50 percent weapon and ability crit chance and 1.5 Energy/second at max level, with a base duration of eight seconds. Each kill adds three seconds to the timer. This ability is affected by strength and duration mods, but its duration caps out at 60 seconds.
  • Rotorswell: Gyres 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. This will also create an Electricity proc and is affected by strength, duration, and range.
  • Cathode Grace gives 50 percent weapon and ability crit chance and 1.5 Energy/second at max level, with a base duration of eight seconds. Each kill adds three seconds to the timer. This ability is affected by strength and duration mods, but its duration caps out at 60 seconds.
  • Cathode Grace gives 50 percent weapon and ability crit chance and 1.5 Energy/second at max level, with a base duration of eight seconds. Each kill adds three seconds to the timer. This ability is affected by strength and duration mods, but its duration caps out at 60 seconds.

Gyre brings a few different playstyles to the table, with most of her abilities being affected by two or three different attributes. This means players will choose an all-rounder build, either by compensating for high-stat mods, such as Transient Fortitude or Overextended, or by completely eliminating them.

Gyre has Madurai and Vazarin polarities, which has already saved players some Formas in the process of leveling her. It's unlikely you'll need to bring her to your favorite grinding spot a few times.

The Helminth System provides players with a further level of customization with Gyre, by allowing them to infuse abilities from other Warframes into him. Harrows Condemn or Rhinos Roar are both excellent choices depending on what you take out.

Gyre will withstand severe damage from your weapons, however, you should keep in mind that the 49th Warframe has strong crowd control abilities, and leaning towards them will pay off. Use Gyre to subdue enemies and make them sit ducks for the large damage numbers coming from your weapons, especially area-of-effect ones like the Kuva Bramma and Kuva Zarr.