Understand Mirage
Useful when…
- Create doppelgangers with Hall of Mirrors to confuse and distract enemies.
- Trap nearby objects with Sleight of Hand; darkness produces a radial blind when the jewel is touched, while light produces a radial explosion.
- Tap Eclipse to reduce incoming damage or hold it to increase weapon damage.
- Use Prism for lasers in all directions, then activate again to detonate it and blind nearby foes.
Effects and conditions
Hall of Mirrors creates doppelgangers that confuse and distract enemies. Sleight of Hand booby-traps nearby objects and creates a jewel: when touched in darkness it causes a radial blind, while in light it causes a radial explosion. Hall of Mirrors allows multiple smaller jewels. Eclipse has separate inputs: tap temporarily reduces damage Mirage takes from enemies; hold temporarily increases her weapon damage. Prism fires an energy prism that shoots lasers in all directions, and a second activation detonates it to blind nearby foes.
Practical use and build fit
The kit can support different plans: Eclipse can be used for temporary damage reduction or weapon damage, while Hall of Mirrors distracts enemies and Prism can blind them. Sleight of Hand’s effect depends on local light, so its blind and explosion should not be treated as interchangeable. Mirage has 200 health, 200 shields, and 105 armor in the listed stats; her passive extends sliding and speeds acrobatic maneuvers, with exact values unresolved.
Investment and alternatives
Mirage has one Vazarin and one Madurai mod polarity, plus a Naramon aura polarity. Mirage Prime retains the same described abilities and has 200 health, 310 shields, and 185 armor, compared with Mirage’s 200 health, 200 shields, and 105 armor. Consider the Prime for those listed stat and polarity differences. Atlas and Chroma are described as brawling or elemental-damage frames; those descriptions do not establish them as direct replacements for Mirage’s decoys and light-dependent effects.
Limitations and common mistakes
Do not mix up Eclipse’s inputs: damage reduction is the tap effect, and weapon damage increase is the hold effect. Sleight of Hand’s jewel blinds in darkness and explodes in light. Prism also has two stages: it fires first and detonates on reactivation. No numerical ability duration or effect magnitude is given.
Limitations and tradeoffs
- Sleight of Hand’s outcome depends on light conditions.
- The listed base health, shields, and armor are modest compared with the Atlas and Chroma comparison stats.
Common mistakes to avoid
- Using Eclipse’s tap when intending to increase weapon damage, or holding it when seeking damage reduction.
- Expecting Sleight of Hand to blind in bright areas.
- Forgetting that Prism must be activated again to detonate and blind.






