Jester's ProficiencyEdit

Mirage has an increased proficiency when performing several Maneuvers.

  • +25% faster Bullet Jump speed
  • +50% faster Maneuver speed


PowerHallOfMirrors HarlequinReflection
Hall of Mirrors
Mirage creates an entourage of doppelgangers to confuse and distract the enemy.
Strength:1 / 2 / 3 / 4 (holograms)
5% / 10% / 15% / 20% (damage percentage)
Duration:10 / 15 / 20 / 25 s

  • Mirage projects 1 / 2 / 3 / 4 holographic mirror images that follow and mimic her actions for 10 / 15 / 20 / 25 seconds. Each hologram is invulnerable to damage, draws enemy attention, and deals 5% / 10% / 15% / 20% of the current weapon's total damage.
    • Damage percentage is affected by Ability Strength, while the number of holograms is not.
    • Only a maximum of 1 / 1 / 2 / 2 holograms are able to fire projectiles (hitscan and non-hitscan) from primary and secondary weapons (however using melee weapons like the Glaive, will cause all the holograms to throw the melee weapon.) The total hologram damage will be redistributed among the active holograms; each active hologram will inflict ? / ? / ? / 40% of the projectile weapon's total damage.
    • Equipped mods on the current weapon will affect the holograms' weapon stats as expected.
    • Duration is affected by Ability Duration.
  • Once spawned, holograms remain fixed in position around Mirage.
  • Holograms partially fade from view when the HUD's targeting reticle is near them.
  • Holograms will mimic Mirage's aim which can shift away from the HUD's targeting reticle depending on their position.
  • Holograms do not path on terrain and are intangible, allowing them to phase through obstacles and walk on air.
  • Affinity gained from killing enemies while Hall of Mirrors is active does not go to the weapon used and instead contributes to Mirage.
  • Casting delay of 1 second.

Main article: Hall of Malevolence

Hall of Malevolence is a Warframe Augment Mod for Mirage's Hall of Mirrors that makes her doppelgangers deal more damage with every enemy killed.


Rank Damage Bonus per kill Maximum Bonus Damage Cost
0 2% 20% 6
1 3% 30% 7
2 4% 40% 8
3 5% 50% 9

  • The damage from the Thunderbolt mod for Bows is unaffected with the damage penalty, effectively creating an extra damage fodder.
  • When low on health, using Hall of Mirrors will give you a better chance to survive because enemies will be more likely to target your holograms than you.
  • Drawing enemy fire while the holograms are fairly close to Mirage can prove to be disadvantageous in some instances, especially when dealing with Napalms or Bombards, as their explosive AoE weapons will hit the holograms and be close enough to still damage you.
  • Hall of Mirrors can be extremely useful when reviving a downed teammate.
  • Hall of Mirrors is great for large bosses and groups of enemies, as the slight spread from each hologram allows you to cover more area near your crosshair.
  • When used in conjunction with the Paracyst's secondary fire, each hologram will fire its own hook capable of pulling an enemy.
  • When Mirage is inside Limbo's rift the doppelgangers are still able to damage enemies outside as long as they are outside themselves. Thus making it possible to destroy Nullifier Crewman shields without exposing yourself.(May only work as host and needs confirmation)
  • Beware when using weapons that explode, but do weak or no self damage (such as Sonicor and Tonkor), because when the clones expire before the explosion occurs, it may damage and proc status to allies as well. (Tested for Cryopods, Kubrows, Sentinels and Mirage herself.)

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases duration to 76.5 seconds.
    • Has no negative effects on this ability.
  • Maximized Ability Efficiency reduces cost to 6.25 energy.
    • Reduces duration to 10 seconds.
  • Maximized Ability Range has no positive effects on this ability.
    • Reduces clone damage while shooting to 16% and attack with melee to 8%.
  • Maximized Ability Strength increases clone damage while shooting to 149.2% and attack with melee to 74.6%.
    • Without Energy Conversion, increases clone damage while shooting to 129.2% and attack with melee to 64.6%.
    • Increases cost to 38.75 energy.
    • Reduces duration to 18.13 seconds.

  • In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.

  • PowerSleightOfHand HarlequinDeadlyTrap
    Sleight Of Hand
    A natural prankster, Mirage booby traps nearby objects.
    Strength:50 / 125 / 180 / 200 (explosion damage)
    Duration:9 / 12 / 15 / 18 s (trap duration)
    Range:10 / 20 / 30 / 40 m (cast radius)
    4 / 5 / 6 / 8 m (explosion radius)

    • Mirage booby traps all nearby interactive objects within a 10 / 20 / 30 / 40 meter radius for 9 / 12 / 15 / 18 seconds.
    • Affected objects include (but not limited to): Arc Traps, Control Consoles, Explosive Barrels, Kubrow Dens, Storage Containers, Laser Barriers, Lockers, Resource Caches, Security Cameras, Corpus Turrets, Fortress Scanners, Fortress Turrets, Orokin Turrets, Orokin Void Laser Consoles, Pickups, and Ziplines. Each type of object has a different trap effect:
      • Arc Traps zap nearby enemies instead.
      • Control Consoles attract a nearby enemy to attempt raising the alarm or initiating lockdown. After a short delay, the console malfunctions and explodes dealing 200 Blast b Blast damage to its user.
        • Damage is not affected by Ability Strength.
        • If the user survives, it is deterred from accessing the console again until Sleight of Hand expires.
        • Robotic units such as MOAs are also attracted, but they cannot trigger an explosion.
      • Explosive Barrels, Kubrow Dens, Storage Containers, and Resource Caches release an intense flash of light when destroyed, blinding nearby enemies for 10 seconds. Explosive barrels will also have their radial damage multiplied by 200%.
      • Laser Barriers activate lasers that deal Electricity b Electricity damage every half second with a 100% status chance to enemies attempting to pass through while allowing Tenno safe passage. The secondary chain damage from the status effect inflicts 12 Electricity b Electricity damage per tick. Warframes restore 5 energy for every passage and can recharge 5 energy every half second while remaining in contact with the lasers. A maximum of 50 energy can be restored per laser barrier.
        • Damage and energy restored are not affected by Ability Strength.
        • Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers.
      • Lockers open up and detonate when an enemy is in proximity, inflicting Finisher damage equivalent to the enemy's remaining amount of hit points. Exploded lockers will then close, allowing them to be usable after Sleight of Hand expires.
      • Security Cameras and Fortress Scanners deactivate for the duration of the ability.
      • Corpus Turrets and Fortress Turrets activate without Camera/Fortress Scanner assistance and fire upon nearby enemies. Orokin Turrets are only affected when activated by pressure plates.
      • Orokin Void Laser Consoles halve the cooldown period between laser activations. Cooldown begins at halved time if cast before activation, while the remaining time is halved if cast during cooldown. Halved time returns to normal if ability expires before cooldown completes.
      • Pickups randomly explode, dealing 50 / 125 / 180 / 200 elemental damage within a radius of 4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage: Cold b Cold damage for Ammo, Heat b Heat damage for Health Orbs, Electricity b Electricity damage for Energy Orbs, and Toxin b Toxin damage for Affinity Orbs.
        • Explosion damage is affected by Ability Strength and diminishes with distance.
        • Explosion radius is affected by Ability Range.
        • Exploded pickups disappear for the Mirage casting Sleight of Hand but remain for teammates to pick up.
      • Ziplines shock the first enemy that uses them, dealing 200 Electricity b Electricity damage with a 100% status chance.
    • Affected objects glow in violet with a tint of Mirage's energy color.
    • Does not affect broken objects, Datamass Storage Units, Grates, MOA Cabinet Spawners, Nav Coordinates, opened Lockers, Orokin Collapsible Cover / Death Orbs / Pressure Plates / Laser Plates, Reinforced Glass, Land Mines, Shrapnel Mines, and Sensor Bars.
    • Can be recast while active, although this does not refresh the duration of currently affected objects.

    Main article: Explosive Legerdemain

    Explosive Legerdemain is a Warframe Augment Mod for Mirage that causes Sleight Of Hand to turn all eligible Pickups into proximity mines ready to detonate.

    Rank Explosion Damage Status Chance Duration Cost
    0 150 15%  ?s 6
    1 170 30%  ?s 7
    2 200 45%  ?s 8
    3 250 60% 60s 9

    • This ability synergizes well with Desecrate as the generation of Health Orbs, Energy Orbs and Ammo pickups gives Mirage a constant supply of potential traps.
    • This ability makes Hieracon Endo/Relic farming extremely easy, especially in certain tilesets, since the Laser Barriers keep most enemies away from the Extractors. A negative Ability Range (around 50%) is advised, in order to not affect an area too wide, negatively affecting the supply of Power Cells. In conjunction with high Ability Duration, high Ability Strength and a Synoid Simulor, a Mirage Tenno can easily solo an Extractor even at high levels (3000+ Cryotic), while the rest of the team takes care of a second Extractor.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Control Consoles can mesmerize Kubrows, causing them to stay still for the ability duration.
  • Sleight of Hand can cause a sudden drop in frame rate or brief freeze of the game or trigger crashes in rare cases.
  • If the respective Mirage is not the host, she can reuse this ability to explode the pickups as much as she likes, long as the pickup isn't looted.
  • As of Update 18.4.4, using Sleight of Hand with the Explosive Legerdemain augment mod causes Grineer Consoles during Mobile Defense missions to spin uncontrollably, causing the console to be virtually impossible to access with the required Datamass.

  • PowerEclipse HarlequinLightDark
    Standing in light, Mirage deals heavy damage, while the shadows make Mirage difficult to track and even harder to hurt.
    Strength:115% / 125% / 150% / 200% (maximum damage bonus)
    25% / 40% / 60% / 75% (maximum damage reduction)
    Duration:10 / 13 / 18 / 20 s

    • Mirage adapts to the lighting conditions of her surroundings, gaining a maximum of 115% / 125% / 150% / 200% weapon damage while bathed in light, or reducing incoming damage by a maximum of 25% / 40% / 60% / 75% and reducing enemy accuracy while in the shadows. The effect lasts for 10 / 13 / 18 / 20 seconds.
      • Maximum damage bonus and damage reduction are affected by Ability Strength, and the damage reduction cannot exceed 95% under any circumstances.
      • The damage buff grants a multiplicative bonus that's applied to a weapon's total damage (e.g., with a maxed Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × 1.3) = 900).
      • The amount of bonus damage or damage reduction gained is determined by environmental lighting at Mirage's current position.
      • Duration is affected by Ability Duration.
    • Mirage is encased in a white reflective surface while in light. Her body partially fades away and emits smoke while in shadows.
    • Holograms from Hall of Mirrors do not gain Eclipse's damage bonus.
    • The damage bonus from Eclipse does not apply to any damage bonus from elemental augments like Shock Trooper; both will be applied separately.
    • Mirage can resist knockdown during the casting delay.
    • Casting delay of 1 second.
    • Can be recast while active to refresh the duration.
    • Companions are not affected by Eclipse.

    Main article: Total Eclipse

    Total Eclipse is a Mirage Warframe Augment Mod for Eclipse that allows it to grant its bonuses to nearby allies.

    Rank Effect Radius Cost
    0 25% 3 6
    1 50% 3 7
    2 75% 4 8
    3 100% 5 9

    Note that the range for this ability augment is affected by Ability Range.

    • The Total Eclipse augment allows you to share the bonus with your team, to devastating effect on frames with damage based abilities.
    • As both Overload and Sound Quake can destroy light fixtures when used, this can be used to constantly take advantage of Eclipse's defense bonus by greatly lowering the amount of light in the current area.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

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

    Energy Drain: 10 s-1

    Strength:80 / 120 / 170 / 250 (minimum damage)
    160 / 240 / 340 / 500 (maximum damage)
    10 / 13 / 16 / 20 (lasers)
    Duration:12 s (prism duration)
    7 / 10 / 12 / 15 s (blind duration)
    5 m·s-1 (speed)
    Range:15 / 20 / 25 / 30 m (laser range)
    8 / 12 / 15 / 25 m (blind radius)

    • Mirage generates a prism in her hands and launches it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser inflicts a minimum of 80 / 120 / 170 / 250 Radiation b Radiation damage per tick while Mirage is in the shadows, scaling up to a maximum of 160 / 240 / 340 / 500 Radiation b Radiation damage per tick while Mirage is bathed in bright light. Damage ticks occur at a rate of roughly 4 per second, and the prism lasts for 12 seconds.
      • Minimum and maximum laser damage is affected by Ability Strength.
      • Number of lasers is not affected by Ability Strength.
      • Prism's damage is affected by environmental lighting at Mirage's position, scaling between the minimum and maximum values depending on the local light intensity.
      • The damage increase from environmental lighting is unaffected by Ability Strength and is capped at 200% under bright lighting conditions.
      • Lasers do not bypass obstacles in the environment.
      • Prism duration is affected by Ability Duration.
      • Laser acquisition range is affected by Ability Range.
      • Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
    • Prism drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, if the ability duration ends, or if deactivated by pressing the ability key again (default 4 ).
    • When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
      • Blind duration is affected by Ability Duration.
      • Blind radius is affected by Ability Range.
      • Blind requires line of sight from enemies to the prism, it must be unobstructed by obstacles and within their vision arc.
    • The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity, but the prism will bounce off surfaces in its path.
    • Holograms created from Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
    • Casting delay of ~2 seconds.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Ability Duration increases prism duration to 36.72 seconds, blind duration to 45.9 seconds and reduces channeling cost to 3.55 energy per second.
      • Reduces laser range to 10.2 meters and blind radius to 8.5 meters.
    • Maximized Ability Efficiency reduces activation cost to 12.5 energy and channeling cost to 2.5 energy per second.
      • Reduces prism duration to 4.8 seconds and blind duration to 6 seconds
    • Maximized Ability Range increases laser range to 84 meters and blind radius to 70 meters.
      • Reduces minimum laser damage to 100 per tick and maximum laser damage to 200 per tick.
    • Maximized Ability Strength increases minimum laser damage to 932.5 per tick and maximum laser damage to 1865 per tick.
      • Without Energy Conversion, increases minimum laser damage to 807.5 per tick and maximum laser damage to 1615 per tick.
      • Increases activation cost to 77.5 energy and channeling cost to 17.5 energy per second.
      • Reduces prism duration to 8.7 seconds and blind duration to 10.88 seconds

  • Prism's search lasers will target Sentinels but deal no damage.
  • When cast repeatedly, a second prism can remain floating indefinitely.

  • Strength Mods


    Duration Mods


    Range Mods


    HarlequinReflection HarlequinReflection
    HarlequinDeadlyTrap HarlequinDeadlyTrap HarlequinDeadlyTrap
    HarlequinLightDark HarlequinLightDark
    HarlequinPrism HarlequinPrism HarlequinPrism

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