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PowerSleightOfHand HarlequinDeadlyTrap
ENERGY
50
KEY
2
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.

ExplosiveLegerdemain
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.

  • See AlsoEdit

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