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Mirage Prime
Warframe · Warframe

Mirage Prime

Mirage Prime is a Prime version of Mirage with the same described abilities, higher listed shields and armor, and a broader mod-polarity set.

Released Dec 12, 2017

Consider Mirage Prime for Mirage’s decoy, light-sensitive trap, conditional Eclipse, and Prism kit, with the Prime’s listed stat and polarity differences. The Prime’s ability descriptions match the ordinary version; its practical distinction here is 110 more shields, 80 more armor, and two additional listed mod polarities.

TypeWarframeMastery requirement0Armor185Health200Shield310
Mirage Prime GUIDE

Understand Mirage Prime

Useful when…

  • Use Hall of Mirrors to create distracting doppelgangers.
  • Use Sleight of Hand according to light conditions: blind in darkness or explode in light.
  • Choose Eclipse’s tap for temporary damage reduction or hold for temporary weapon damage.
  • Fire and then detonate Prism to blind nearby enemies.

Abilities and conditions

Hall of Mirrors creates doppelgangers that confuse and distract enemies. Sleight of Hand booby-traps nearby objects and creates a jewel that causes radial blind when touched in darkness or a radial explosion in light; Hall of Mirrors can create multiple smaller jewels. Eclipse’s tap temporarily reduces damage Mirage takes, while holding it temporarily increases weapon damage. Prism shoots lasers in all directions and detonates into a nearby blind when activated again.

Practical fit and stats

The kit supports weapon damage, temporary damage reduction, distraction, and blindness, with Sleight of Hand’s result dependent on lighting. Mirage Prime has 200 health, 310 shields, and 185 armor. Her passive description says sliding lasts longer and acrobatic maneuvers are faster, but its numeric values are unresolved. Listed polarities are two Vazarin, one Naramon, and one Madurai, with a Naramon aura polarity.

Prime comparison and investment

Compared with Mirage, Mirage Prime has the same listed health, 110 more shields, and 80 more armor. It also lists four mod polarities rather than Mirage’s two. Those differences can matter when selecting a frame for a particular mod layout or defensive profile. Limbo Prime and Saryn Prime have different described themes and their short comparison descriptions do not establish them as replacements for Mirage’s specific ability conditions.

Limitations and common mistakes

Eclipse’s tap and hold are distinct; use the stated input for the desired effect. Sleight of Hand’s blind requires darkness, while light produces an explosion. Prism is not described as blinding until its detonation. The source gives no numeric ability magnitudes or durations.

Limitations and tradeoffs

  • Sleight of Hand changes its effect based on lighting.
  • Its higher listed defenses do not alter the described ability mechanics.

Common mistakes to avoid

  • Treating Eclipse’s tap and hold as the same effect.
  • Expecting a radial blind from Sleight of Hand in light.
  • Assuming the Prime version changes the ability set.

Effects and reference details

Detailed properties

Listed health200
Listed shields310
Listed armor185
Energy175
Sprint speed1.2
Foundry Credits25,000
Foundry time72 hours
Hall Of Mirrors

Mirage creates an entourage of doppelgangers to confuse and distract the enemy.

Sleight Of Hand

Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors.

Eclipse

(TAP) Temporarily reduce the damage Mirage takes from enemies.
(HOLD) Temporarily increase Mirage's weapon damage.

Prism

Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.

References and version

Game data version: Pinned public export

Mirage Prime — WARFRAME Wiki ↗
Technical source data for verification

These machine-readable game records support the calculations and factual checks. The wiki references above are intended for reading.

Raw game data (JSON) ↗

Original data record ↗

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Mod capacity and investment

Unranked base capacity: 15 + one per two Mastery Ranks through MR30. Legendary ranks add one each. Rank-40 equipment unlocks two extra ranks per installed Forma.

Aura slots

Aura 1

Eight standard slots

Slot 1
Slot 2
Slot 3
Slot 4
Slot 5
Slot 6
Slot 7
Slot 8
0Drain
30Capacity
30Remaining

The selected mods fit the verified slot, applicability and capacity constraints.

Upgrading these mods from their entered owned ranks costs 0 Endo and 0 Credits. Your shared Endo and Credits are allocated in My plan.

Select actual installed polarities. A planned polarity change requires the appropriate Forma and resets equipment rank. Conditional combat effects and unmodeled advanced upgrades stay separate.

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