HallOfMirrorsModx256 HallOfMirrors130xWhite
Hall of Mirrors

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

Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:5% / 10% / 15% / 20% (damage percentage)
0.05x / 0.2x / 0.225x / 0.4x Modified Critical Chance
0.05x / 0.2x / 0.225x / 0.4x Modified Status Chance
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc: 1 / 2 / 3 / 4 (holograms)


  • Mirage expends EnergyOrb25 energy to project 1 / 2 / 3 / 4 holographic mirror images that follow and mimic her actions for AbilityDurationBuff10 / 15 / 20 / 25 seconds. Each hologram is invulnerable to damage, draws enemy attention, and deals AbilityStrengthBuff5% / 10% / 15% / 20% of the current weapon's total damage.
    • Clones do not benefit from the Melee Combo Counter.
    • Clones can throw their glaives but not detonate them.
    • Only a maximum of 1 / 1 / 2 / 2 holograms are able to fire projectiles (hitscan and non-hitscan) from primary and secondary weapons The total hologram damage will be redistributed among the active holograms; each active hologram will inflict AbilityStrengthBuff5% / 20% / 22.5% / 40% of the projectile weapon's total damage.
    • The stats of the hologram's weapons are inherited from the modded stats of the weapon.
      • Holograms have AbilityStrengthBuff5% / 20% / 22.5% / 40% of the weapons' critical hit chance and status chance, i.e. Ability Strength less than 250% results in holograms having lower critical hit chance/status chance, and more with greater than 250% Ability Strength.
      • Holograms do not benefit from Arcane Enhancements and galvanized mods.
    • Melee weapons, including those with ranged capabilities such as Glaives, Gunblades, Zenistar Zenistar, Sigma&Octantis Sigma & Octantis and others, will deal damage from all holograms.
    • All holograms deal Bullet Jump damage, modified by Mod TT 20px Rending Turn and other Bullet Jump mods.
    • Casting delay of 1 second, affected by Casting Speed.
  • Ability Synergy: While Hall of Mirrors is active, casting SleightOfHand130xWhite Sleight of Hand will cause Mirage's clones to create additional smaller jewels with reduced effectiveness.
    • Holograms do not gain Eclipse130xWhite Eclipse's damage bonus in the light. However, they will if Mod TT 20px Total Eclipse is equipped, as they count as 'allies.'
  • 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.
  • Kills by holograms count as ability kills and give all Affinity to Mirage instead of the weapon used.
  • Holograms cannot damage Blunts with melee attacks.
  • Holograms will not retain any equipped accessories.
  • Holograms will be dispelled once they come into contact with Nullifier Crewman bubbles. When all the clones have been dispelled, this ability ends and it can be casted again.


Main article: Hall of Malevolence

Hall of Malevolence is a Warframe Augment Mod for MirageIcon272 Mirage's HallOfMirrors130xWhite Hall of Mirrors that makes her doppelgangers deal more damage with every enemy killed.

Hall of Malevolence

Tips & Tricks

  • The damage from the Mod TT 20px Thunderbolt mod for Bows is unaffected by the damage penalty.
  • 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 Paracyst's Alternate Fire, each hologram will fire its own hook capable of pulling an enemy.
  • When Mirage is inside LimboIcon272 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-stagger (such as the Sonicor Sonicor), 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.)
  • Bullet Jumps performed by holograms will still do damage and break containers, which can be useful when looting.
  • Melee weapon synergy: many melee weapons have special/unique effects on heavy/jump/slide/slam attacks. Below is a list of melee weapons, whose unique effects will be used/triggered by the doppelgangers.
    • Zenistar Zenistar creating its disc with heavy attack
    • TenetGrigori Tenet Grigori creating discs on slide heavy/second heavy attack


This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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  • In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.

See Also[]