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PowerSleightOfHand HarlequinDeadlyTrap
ENERGY
50
KEY
2
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.
Strength:50 / 125 / 180 / 200 (pickup explosion damage)
? / ? / ? / 400 (jewel explosion damage)
Duration:9 / 12 / 15 / 18 s (trap duration)
? / ? / ? / 5 s (blind duration)
Range:10 / 20 / 30 / 40 m (trap radius)
? / ? / ? / 12 m (jewel charm radius)
4 / 5 / 6 / 8 m (explosion radius)
? / ? / ? / 8 m (blind radius)
Misc:60 m (jewel cast range)
20 s (jewel duration)
2 m (detonation radius)
6 m (clone jewels distance)

  • Mirage conjures a powerful photokinetic illusion that booby traps all interactive objects within a 10 / 20 / 30 / 40 meter radius for 9 / 12 / 15 / 18 seconds, while simultaneously placing a light-sensitive jewel at the targeted location on the aiming reticle, within a cast range of 60 meters and lasts for 20 seconds.
  • Mirage's jewels and booby traps exhibit numerous different effects:

  • Mirage's jewel glistens to attract enemies within ? / ? / ? / 12 meters towards it, detonates when an enemy comes within a 2 meters radius, and adapts to the environmental lighting conditions at its location to exhibit different effects on detonation; if placed in light, the jewel explodes to deal ? / ? / ? / 400 Blast b Blast damage to all enemies within a ? / ? / ? / 8 meters radius. If placed in darkness, the jewel shatters and emits a bright flash of light that blinds all enemies within a ? / ? / ? / 8 meters radius for ? / ? / ? / 5 seconds.
    • Jewel explosion damage is affected by Ability Strength.
      • Explosion damage diminishes with distance from the jewel and does not proc Status Effect.
    • Jewel charm radius, explosion radius, and blind radius are affected by Ability Range, while detonation radius is not.
    • Blind duration is affected by Ability Duration.
    • Enemies must be within direct line of sight of the jewel to be attracted, as well as receive explosion damage and blind.
    • Enemies that survive an explosion or blind will no longer be attracted to any jewels created from the same cast of Sleight of Hand.
    • Blinded enemies can be attracted by any new jewels created from subsequent Sleight of Hand casts.
  • When casting Sleight of Hand while Hall of Mirrors is active, Mirage's holographic clones will each create a smaller jewel placed 6 meters away from the primary jewel. Clone jewels have reduced effectiveness of the primary jewel's effects; these effects include reduced charm radius, explosion damage, blind duration, as well as explosion and blind radii.
    • Clone jewel distance is not affected by Ability Range.
    • All other properties are affected by Ability mods similar to the primary jewel.

  • 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.

  • 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.
  • Casting Sleight of Hand stops Mirage's movement and other actions.
  • When cast, Mirage visually emits a pulse of energy that forms a grid of light representing the ability range. The pulse and grid are affected by Mirage's chosen Warframe energy color.
  • Mirage's primary and clone jewels have the same model as Prism and are tinted in her chosen Warframe energy color. When in light, the jewels are translucent and emit a mist of white light; while in the darkness, the jewels are opaque and emit halos of light.
  • Affected objects emit a halo of light, pulse and glow in violet with a tint of Mirage's energy color.

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.

  • Maximized Ability Duration increases ability duration to 55.08 seconds and blind duration to 15.3 seconds.
    • Reduces ability radius to 13.6 meters, explosion and blind radius to 2.72 meters, and jewel charm radius to 4.08 meters.
  • Maximized Ability Efficiency reduces cost to 12.5 energy.
    • Reduces ability duration to 7.2 seconds and blind duration to 2 seconds.
  • Maximized Ability Range increases ability radius to 112 meters, explosion and blind radius to 22.4 meters, and jewel charm radius to 33.6 meters.
    • pickup explosion damage to 746 and jewel explosion damage to 1492.
  • Maximized Ability Strength increases pickup explosion damage to 746 and jewel explosion damage to 1492.
    • Without Energy Conversion, increases pickup explosion damage to 646 and jewel explosion damage to 1292.
    • Increases cost to 77.5 energy.
    • Reduces ability duration to 13.05 seconds and blind duration to 3.63 seconds.


  • 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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