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A master of illusion, Mirage confounds the enemy in a spectacle of style and power.

This is Mirage, a sly conjurer.

Do you believe in magic, Tenno? Mirage's deceiving influence on the battlefield might make you.

Release Date: July 18th, 2014

Mysterious and mischievous, Mirage manipulates the spectrum of light to dazzle her foes. With deceitful mirror images, colorful photokinetic displays and explosive pranks up her sleeves, every battlefield becomes the stage for her next performance. Mirage was unveiled in Update 14.0

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 35,000
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25


Component blueprints are awarded at the end of each mission for the Hidden Messages quest. The previously awarded component must be built to obtain the next components.

Additional blueprints can be bought from Cephalon Simaris for ReputationLargeBlack50,000.

Warframe Guides

See Category:Mirage Guides to read user-made guides on how to play this Warframe.


  • Mirage ties with NovaIcon272 Nova for second highest default sprint speed (behind LokiIcon272 Loki at 1.25).
  • Mirage is the first Warframe that requires an Argon Crystal to construct the entire Warframe instead of a single Orokin Cell.
    • Mirage does, however, require an Orokin Cell to craft each component for a total of three required cells.
  • Mirage is the first Warframe to not require any Rubedo.
  • Currently, Mirage has the second-lowest base health of any Warframe at 80 (IvaraIcon272 Ivara, LokiIcon272 Loki, and MagIcon272 Mag having 75).


  • In the game Mirage first appeared on the fire damage/status chance mods rewarded from the Operation Breeding Grounds event, shown with the new TnoLeverActionRifle Sybaris and SawnOffShotgun Pyrana.
  • Her second appearance is in a teaser trailer revealed on day 5 on, the teaser site for Update 14.
  • Details of one of Mirage's abilities, internally named the "Comedy of Errors", (now named SleightOfHand130xDark Sleight Of Hand and is her second ability) were leaked in Devstream 31. 
  • Mirage's design aesthetic is based on the harlequin, and has an alternate helmet named so.
    • Both helmet designs also have elements inspired by the cuttlefish, particularly the body of the default helmet and the face of the alternate. Cuttlefish have been the subject of much recent study for their ability to perceive polarized light and to produce complex shifting patterns on their skin.
  • Mirage's third ability, Eclipse130xDark Eclipse, has visual effects that evoke the phrase smoke and mirrors. Many tricks of stage magic and illusion are performed with the aid of special mirrors, lighting and distracting bursts of smoke, hence the idiom "It's all done with smoke and mirrors." The phrase has entered wider usage to refer to other sorts of fraud and deception, especially when hidden by some flashy display.
  • She is the third frame with an ultimate power that toggles and does not cost 100 energy to cast, the others being NyxIcon272 Nyx, BansheeIcon272 Banshee, MesaIcon272 Mesa, ChromaIcon272 Chroma, InarosIcon272 Inaros, NidusIcon272 Nidus and EquinoxIcon272 Equinox.
    • Prism is the first ability to have both a toggle and a maximum duration.
  • Barring Prime variants, Mirage is the 20th Warframe released.
  • Mirage is the first Warframe that can be obtained through a quest.
  • Mirage was the first Warframe that is known to participate in the Sentient War that occurred before the events of the game while the second one would be GaraIcon272 Gara.
  • Mirage seemed to know she was going to die as she knew Lotus was lying to her; she smiled when Lotus was telling her she was going to pick her up.
    • Even more strange is the fact that she was very close to Lotus, like as if they were partners, unlike the other quest frames like LimboIcon272 Limbo and (to an extent as she's only heard of him) Chroma.
  • Mirage is the first quest-driven Warframe to receive a Prime variant, followed by LimboIcon272 Limbo.

Edit Tab

Dazzle the opposition with this golden master of illusion and mayhem.

"Oh, how you suffered to become this beast. Yet you laughed at me. Others writhed and raged in the vice, but you, you played the fool. And so it was, that you distorted my design.

A sanguine trick. A murderous comedy. But no one is laughing anymore... except you.

The mere vapors of your life, shimmering still. Mirage."

Release Date: December 12th, 2017

Mirage Prime is the Primed variant of MirageIcon272 Mirage, sporting higher shields, armor, and additional Vazarin Pol and Naramon Pol polarities. Mirage Prime was released alongside MirageAkboltoPrime Akbolto Prime and MirageKogakePrime Kogake Prime.

Manufacturing Requirements
PrimeHelmet PrimeChassis PrimeSystems OrokinCell64
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Meso M3 Rare
Meso M2 Rare (V)
Neo M1 Rare (V)
Neuroptics Neo G1 Common
Axi T2 Common
Lith Z1 Common (V)
Meso H1 Common (V)
Neo S9 Common (V)
Chassis Axi H4 Common
Lith S7 Common (V)
Neo L1 Common (V)
Systems Axi R2 Uncommon
Meso O2 Uncommon (V)
Neo K2 Uncommon (V)
Neo V6 Uncommon (V)

Blueprint Meso M3 Rare
Meso M2 Rare (V)
Neo M1 Rare (V)
Neuroptics Neo G1 Common
Axi T2 Common
Lith Z1 Common (V)
Meso H1 Common (V)
Neo S9 Common (V)
Chassis Axi H4 Common
Lith S7 Common (V)
Neo L1 Common (V)
Systems Axi R2 Uncommon
Meso O2 Uncommon (V)
Neo K2 Uncommon (V)
Neo V6 Uncommon (V)

Blueprint Meso M3 Rare
Meso M2 Rare (V)
Neo M1 Rare (V)
Neuroptics Neo G1 Common
Axi T2 Common
Lith Z1 Common (V)
Meso H1 Common (V)
Neo S9 Common (V)
Chassis Axi H4 Common
Lith S7 Common (V)
Neo L1 Common (V)
Systems Axi R2 Uncommon
Meso O2 Uncommon (V)
Neo K2 Uncommon (V)
Neo V6 Uncommon (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic


  • Mirage Prime, compared to MirageIcon272 Mirage:
    • Higher Shields (110/330 vs. 80/240)
    • Higher Armor (150 vs. 65)
    • Different Polarities (Vazarin PolVazarin PolNaramon PolMadurai Pol vs. Vazarin PolMadurai Pol)
    • Higher Mastery Rank required (8 vs. 0)
  • As a Prime Warframe, Mirage Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
  • Mirage Prime's Prism130xDark Prism is surrounded by three golden rings that constantly rotate.


  • Mirage Prime is the first Primed Warframe whose non-prime variant was unlockable through a quest (Hidden Messages).
  • Mirage Prime is the 7th Prime Warframe to have a cinematic lore trailer.
  • Mirage Prime was promoted in the Warframe Launcher and official illustrations using a unique pose and animation set similar to NezhaIcon272 Nezha's Noble Animation, albeit with different arm placements and movements. As of Update 24, the depicted pose and animations are still not available in-game.
  • With the addition of Mirage Prime's cinematic lore trailer, Mirage Prime was shown bowing in the trailer while using HallOfMirrors130xDark Hall Of Mirrors. This animation was added in-game in a hotfix.


Edit Tab

Jester's Proficiency

MirageIcon272 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:5% / 10% / 15% / 20% (damage percentage)
Duration:10 / 15 / 20 / 25 s
Misc:1 / 2 / 3 / 4 (holograms)

  • 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 The total hologram damage will be redistributed among the active holograms; each active hologram will inflict 5% / 20% / 22.5% / 40% of the projectile weapon's total damage.
    • Melee weapons, including those with ranged capabilities such as DEGlaive glaives, TnoGunblade gunblades, SundialAxe Zenistar, SundialSwordAndBoard Sigma & Octantis and others, will deal damage from all holograms (Does not include effects from Arcane Enhancements, such as Exodia Contagion).
    • Equipped mods on the current weapon will affect the holograms' weapon stats as expected.
    • All holograms deal Bullet Jump damage, modified by Rending Turn and other Bullet Jump mods as expected.
    • Duration is affected by Ability Duration.
    • Casting delay of 1 second is affected by Natural Talent and Speed Drift.
  • Synergy: If Hall of Mirrors is active, casting SleightOfHand130xDark Sleight Of Hand will cause Mirage's clones to create additional smaller jewels with reduced effectiveness.
  • 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.

Main article: Hall of Malevolence

Hall of Malevolence is a Warframe Augment Mod for MirageIcon272 Mirage's HallOfMirrors130xDark 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

Tips & Tricks
  • The damage from the 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's secondary 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 damage (such as the CrpAirPistolArray 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.


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.

  • In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.
  • Melee attacks of the holograms always gain the +700% stealth damage bonus, independently of state of the enemy.

PowerSleightOfHand HarlequinDeadlyTrap
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)
50 / 125 / 180 / 200 (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)
4 / 5 / 6 / 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 50 / 125 / 180 / 200 Blast b Blast damage to all enemies within a 4 / 5 / 6 / 8 meters radius. If placed in darkness, the jewel shatters and emits a bright flash of light that blinds all enemies within a 4 / 5 / 6 / 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 HallOfMirrors130xDark 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 TrueDmg b True 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 Prism130xDark 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.

Main article: Explosive Legerdemain

Explosive Legerdemain is a Warframe Augment Mod for MirageIcon272 Mirage that causes SleightOfHand130xDark 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

Tips & Tricks
  • This ability synergizes well with Desecrate130xDark 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 824 and jewel explosion damage to 1648.
  • Maximized Ability Strength increases pickup explosion damage to 824 and jewel explosion damage to 1648.
    • Without Energy Conversion and Growing Power, increases pickup explosion damage to 674 and jewel explosion damage to 1348.
    • 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 Hotfix 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.
  • Items are destroyed even without the Explosive Legerdemain augment mod. This is working as intended.

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% (damage bonus)
25% / 40% / 60% / 75% (damage reduction)
Duration:10 / 15 / 20 / 25 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 / 15 / 20 / 25 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, despite the buff always displaying the maximum value.
    • The damage reduction is not affected by Toxin b Toxin damage.
    • 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 HallOfMirrors130xDark 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.
  • Has a casting delay of 1 second.
    • Mirage can resist knockdown during the casting delay.
  • Can be recast while active to refresh the duration.
  • Companions are not affected by Eclipse.

Main article: Total Eclipse

Total Eclipse is a MirageIcon272 Mirage Warframe Augment Mod for Eclipse130xDark 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

Tips & Tricks
  • As both Discharge130xDark Discharge and SoundQuake130xDark 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.
  • A heat status effect will set the damage buff to it's maximum value. Ferrox' alternate fire grant light in pulses as well, but this increase is minimal.


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)
Duration:12 s (prism duration)
7 / 10 / 12 / 15 s (blind duration)
Range:15 / 20 / 25 / 30 m (laser range)
8 / 12 / 15 / 25 m (blind radius)
Misc:10 / 13 / 16 / 20 (lasers)
5 m·s-1 (speed)

  • 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 3 per second, and the prism lasts for 12 seconds.
    • Minimum and maximum laser damage is affected by Ability Strength, but the number of lasers is not.
    • 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.
    • Radiation b Radiation damage is effective against Alloy Armor, Robotic, and Infested Sinew, but less effective against Shielded, Infested, and Fossilized.
    • 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 HallOfMirrors130xDark 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 3.27 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 1030 per tick and maximum laser damage to 2060 per tick.
    • Without Energy Conversion and Growing Power, increases minimum laser damage to 842.5 per tick and maximum laser damage to 1685 per tick.
    • Increases activation cost to 77.5 energy and channeling cost to 21.38 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

Edit Tab

Mirage can be equipped with the following items:



See also

Edit Tab

Update 25.0
  • Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them.

Hotfix 24.7.2

  • Fixed Mirage’s Hall of Mirror clones leaving behind Gaze (Kitgun) beams if the ability ends while firing.
  • Fixed Mirage’s Sleight of Hand ability confusing Pets equipped with Scavenge.

Update 24.6

  • Optimizations towards Mirage Hall of Mirrors projectile FX for Staticor and Ogris that was causing crashes.

Update 23.5

  • Fixed wonky FX when casting Mirage’s Eclipse on certain Armor Attachments.

Hotfix 23.3.2

  • Fixed Mirage's Eclipse ability causing some Syandanas (eg. Repala, Vasa, etc.) to change colour to match her Warframe Energy.

Hotfix 23.0.2

  • Fixed Mirage’s Hall of Mirrors clones not displaying any of your equipped weapons.

Update 23.0

  • Fixed Mirage’s Hall of Mirror clones applying Melee Stealth bonus 100% of the time.

Update 22.20

  • Fixed kills made by Mirage's Hall of Mirror clones not contributing towards Onslaught Efficiency.
  • Fixed rare cases of Mirage’s Hall of Mirrors creating a permanently firing Opticor.

Hotfix 22.18.5

  • Fixed an issue with Mirage's Hall of Mirror clone kills not counting towards anything.

Hotfix 22.16.4

  • Fixed a script error relating to Mirage.

Update 22.14

  • Fixed Mirage not gaining Warframe Affinity when getting kills with her Hall of Mirrors clones

Hotfix 22.12.3

  • Fixed Mirage Prime's materials looking muddy during Eclipse in the dark.
  • Fixed a script error when casting Mirage Prime’s Hall of Mirrors.

Update 22.12

  • Mirage's Eclipse Duration has been buffed and now matches Hall of Mirrors at Max Rank (so you can better coordinate the upkeep).

Update 22.8

  • Mirage's Hall of Mirrors casting animation has been changed to match the style of the Mirage Prime trailer!

Update 22.4 Mirage Sleight of Hand Changes: In addition to booby trapping nearby objects, Mirage’s Sleight of Hand now spawns a jewel that attracts near by enemies! If Sleight of Hand is used with Hall of Mirrors, each of her clones will also place a smaller jewel with a smaller enemy attraction. The jewel Damage, Blind Duration, and Range increases with the level of Sleight of Hand.

  • If the jewel is placed in the light, it will deliver a radial explosion to nearby enemies.
  • If the jewel is placed in the dark, it will deliver a radial blind to nearby enemies.
  • Jewels will be auto-destroyed if they go unused after 20 seconds.

Update 16.3

  • Sleight of Hand - Explosive Legerdemain: Pickups are turned into proximity mines that deal damage with proc chance.
  • Fixed visual issue with the Edo Prime Chest Piece when equipped to a Mirage using Eclipse.

Update 16.2

  • Fixed Mirage’s clones from Hall of Mirrors sometimes shooting in the wrong direction.
  • Fixed Mirage’s Winter Skin disappearing when Eclipse is activated.

Update 15.16

  • Fixed enemies aiming at Hall of Mirrors aiming behind themselves, instead of at Mirage’s image.

Update 15.13

  • Fixed Mirage’s HUD Eclipse Buff showing as going above 255% damage.

Hotfix 15.11.1

  • Mirage is now able to gain energy from Team Energy Restore items while her Prism Ability is toggled on.

Update 15.11

  • Fixed visual effects on Mirage’s Hall of Mirrors clones when using the Panthera.

Hotfix 15.10.1

  • Mirage’s Hall of Malevolence Augment has been buffed to give each of Mirage’s clones a damage increase of 5% per enemy killed, up to a total of 50% max clone damage. Previously this damage increase was based on unmodded weapon damage.
  • Mirage’s Hall of Malevolence buff will now show as a % damage increase in the UI.

Update 15.10

  • Fixed Mirage’s Prism occasionally not be destroyed at the end of the cast.

Update 15.9

  • Fixed Kohm creating particle effects on Mirage’s clones when particle settings are not set to High in system settings.

Hotfix 15.7.2

  • Fixed Mirage’s Eclipse Augment effects not working correctly when applied to other Warframes.
  • Fixed Silva and Aegis losing texture when used by Mirage during Hall of Mirrors.
  • Fixed Mirage’s Prism never going away when cast outside of a Nullifier Crewman’s bubble, just before stepping into the bubble before the throw animation is complete.
  • Fixed issue occasionally caused by Mirage’s Hall of Mirrors.

Update 15.6

  • Mirage: Eclipse: Total Eclipse: The effect applies to nearby allies within a 3/3/4/5 meter radius for 25%/50%/75%/100% effect.

Hotfix 15.5.9

  • Fixed crash that would occur when Mirage used Hall of Mirrors with a Torrid equipped as a client.

Hotfix 15.5.7

  • Fixed Mirage’s Eclipse removing her festive holiday skin.

Update 15.1

  • Fixed Mirage’s Hall of Mirrors clones not animating if you are using a different frames Animation Stance.

Hotfix 15.0.6

  • Fixed issues with Mirage’s Eclipse ability not correctly working with the Edo Chest armor.

Hotfix 15.0.5

  • Tweaked the arrow position for Mirage's Agile stance.
  • Limited the number of augment damage stacks that can be applied to Mirage’s Hall of Mirror clones to 10.

Update 15.0

  • Mirage: Hall of Mirrors: Hall of Malevolence: The damage of your doppelgängers is increased by %, every time you kill an enemy.
  • Fixed issues with the way the Foundry displays certain builds-in-progress, as seen with Mirage’s Harlequin helmet.
  • Fixed Mirage’s Hall of Mirror clones not throwing Glaives if you're the Client.
  • Fixed Mirage’s Hall of Mirror clones turning and throwing the Glaive in the wrong direction when you have it equipped as the host.
  • Fixed an issue where players may not receive the first Inbox message for the Mirage Quest.

Update 14.10

  • Fixed an issue with the Harlequin Mirage Helmet Blueprint incorrectly appearing as the Arcane Scorpion *Ash Helmet Blueprint. Please note that we will be re-running a functioning Harlequin Helmet alert at a similar time as the broken one, but with a doubled duration.

Update 14.9

  • Fixed Mirage’s Prism lasers not targeting Orokin Drones.
  • Fixed Mirage’s Prism saying it used 100 power to activate when it only uses 50.
  • Fixed cases of Mirage’s Prism lasting forever/not using any energy, and being able to launch a second Prism.
  • Fixed Mirage’s Prism prematurely detonating if it hits a defense target.
  • Fixed Corpus security cameras sometimes being blind to a Mirage with Eclipse active.
  • Fixed issues with the Mirage Codex/Quest diorama having the wrong or conflicting Warframe presented.

Update 14.8

  • Added in missing idle animations for Loki, Mirage, and Nova (noble). When inactive for a few seconds, each of these frames will now have idles!

Hotfix 14.7.3

  • Fixed issue with enemy AI freezing when trying to 'pull' a Mirage Hall of Mirror clone.

Update 14.7

  • Further improved the aiming of Mirage's Prism projectile.
  • Improved the performance of Mirage's Prism and Nova's Wormhole ability.
  • Fixed Mirage's Prism not being properly castable by AI.

Update 14.6

  • Improved the aiming direction of Mirage's Prism ability.

Hotfix 14.5.1

  • Changed Mirage Alt Helm to be untradable.


  • Fixed Mirage’s Eclipse lasting forever when cast.

Update 14.5

  • Changed FX of Laser Doors when affected by Mirage’s abilities to better indicate you’re safe to run through.
  • Fixed Mirage’s Hall of Mirrors not being affected by some mods (Heavy Caliber).

Update 14.2

  • Fixed an issue with Mirage’s Eclipse damage bonus not applying to all damage types (like Penta explosion).
  • Fixed a number of animation issues seen with Mirage's agile and noble idle animations.

Update 14.1

  • Fixed issue with progression on the Mirage ‘Hidden Messages’ quest if you already crafted the Chassis or already own a completed Mirage.

Hotfix 14.0.9

  • Fixed an issue with the Mirage’s Prism visuals persisting in the game world if the ability was casted repeatedly (spammed).

Hotfix 14.0.6

  • Fixed an issue with the Illiac Chest piece clipping into Ember, Nyx, and Mirage frames.

Hotfix 14.0.5

  • Included a max number of instances for explosions available with Mirage’s Sleight of Hand ability.
  • Improved the performance of Mirage’s Prism ability on lower end computers.
  • Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug.
  • Improved performance on Mirage’s Prism when Particle Quality is set to low.
  • Fixed Mirage Hall of Mirror ‘illusions’ doing friendly damage in dojo duels, and possibly other places as well.
  • Fixed cases of Mirage’s Hall of Mirrors Friendly Fire caused by temporary radiation induced faction change.

Hotfix 14.0.4

  • Fixed Mirage quest mid-point not sending transmissions to continue finding the parts.

Hotfix 14.0.1

  • Altered the range of the visual effect of Mirage's Sleight of Hand ability.
  • Reduced the amount of projectile visual effects seen when using specific weapons in conjunction with Mirage's Hall of Mirror clones.
  • Fixed a number of power in use and loss of functionality issues related to Mirage's Sleight of Hand ability.

Update 14.0

  • Introduced via Hidden Messages quest.
Last updated: Update 16.3

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Mirage Prime

Default Mirage

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