Mirage Prime
Hall of Ruin
A dual-augment hologram weapon platform
CONFIGURATION
Customize to edit modsMOD CAPACITY
69 / 745 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Mirage PrimePASSIVE Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.
Hall Of Mirrors
Mirage creates an entourage of doppelgangers to confuse and distract the enemy.
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.
Eclipse
(TAP) Lunar Eclipse: Reduce incoming damage by 75% (cap 90%). (HOLD) Solar Eclipse: +200% weapon damage.
Prism
Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Hall of Mirrors makes four copies of you that all fire your weapon. Everyone builds the damage augment; the trick here is stacking it with Total Eclipse, which also buffs the holograms and multiplies against the first augment. Tap Eclipse for the damage side, keep Hall of Mirrors fed with kills, and each hologram can throw out over a thousand percent of your weapon's damage. Survival is passive shield recharge, so you never stop shooting to stay alive.
How it works
Hall of Mirrors makes holograms that fire your weapon at a fraction of its damage.
Hall of Malevolence raises that fraction with kills.
Total Eclipse also raises hologram damage, and its multiplier is multiplicative with the first augment, so at high Strength each hologram can reach around 9x.
Playstyle
1.
Tap 3 for Eclipse's damage buff.
You must invert the tap/hold setting for Mirage so tap is the light/damage side.
Keep it up always.
2.
Tap 1 for Hall of Mirrors and get kills to build Hall of Malevolence stacks.
Clones draw aggro so enemies sometimes miss you.
3.
Optional: tap 2 near objects to booby-trap them, and near enemies while 1 is up for minor blind crowd control.
Strength, Duration, Range, Efficiency
Strength wants at least 250% so clones match your weapon's crit and status; the build sits at 199% and leans on Molt Augmented to close the gap.
Narrow Minded plus shards give a near-minute upkeep on both 1 and 3.
Range is slashed to 34%, which shrinks Total Eclipse's ally radius to about 5m: enough for the holograms, not enough for real co-op support.
Add Overextended or Stretch if you want to buff a squad.
Efficiency is low but fine because 1 and 3 are once a minute.
Survivability: passive shield recharge
Catalyzing Shields currently gives the full 1.33s gate for any shield gained.
Fast Deflection plus Vigilante Vigor drop the recharge delay to about 1s.
Any hit during the gate resets that delay to 1s, so after a gate you have 0 to 1s before shields restart.
Avoid being hit in that window and you are effectively immortal to non-toxin damage, and Hall of Mirrors making enemies miss is what buys that window.
Arcane Aegis, Omamori, a Guardian sentinel or Rolling Guard are extra layers.
The mods
Blind Rage is the Strength.
Narrow Minded is the Duration, and the Range cost is acceptable because you only need to cover the holograms.
Catalyzing Shields, Fast Deflection, Vigilante Vigor are the passive-gate package.
Rolling Guard is the manual bail-out.
Hall of Malevolence and Total Eclipse are the damage, and both are optional depending on weapon (see below).
Augments as flex
If you use single-target weapons, melee slam, Glaive explosions or Exodia Contagion, the holograms do not benefit, so drop both augments for Primed Continuity, Umbral Intensify, Equilibrium, Nira's Hatred (slam) or Vigorous Swap (Contagion/Glaives).
Eclipse still double-dips Glaives and Contagion for roughly 16x at 300%, so a Glaive Mirage keeps Eclipse and drops only the clone augments.
Aura
Corrosive Projection for armored targets.
Growing Power for Strength.
Brief Respite is unnecessary here.
Helminth
Pick one.
Subsume over 2 or 4.
- Nourish is the default: solves energy and adds free viral to weapons.
- Omamori for a lazier survival layer; if you run it, drop Catalyzing Shields for Primed Continuity.
- Pillage for shield recovery plus a full armor and shield strip in one cast, ideal for a glass-cannon Mirage.
- Breach Surge for crowd control plus sparks that Eclipse double-dips.
- Wrathful Advance to red-crit a Glaive or Contagion melee.
Arcanes
Arcane Aegis for a survival layer, Molt Augmented for the Strength the build is short on.
Swap Aegis for a weapon DPS arcane (Precision, Velocity, Pistoleer, Fury, Arachne) once you trust the passive gate.
Focus
Any.
Zenurik for energy without Arcane Energize, Vazarin for the Sling, Madurai for the Strength swing.
Weapon synergy
Area weapons are the top pick because holograms fire slightly offset from your reticle, so overlapping AoE ensures all instances land on one target.
Clones ignore galvanized mods and arcanes, so favour weapons that do not depend on Galvanized Aptitude or Merciless, and always run Serration or Hornet Strike rather than offloading all damage onto an arcane.
Staying alive
The passive gate, backed by Rolling Guard and Arcane Aegis.
It fails to toxin, and to a burst of fire landing in the sub-1s window before shields restart.
The narrow Range means no team protection from Total Eclipse.
Energy
Nourish plus the low cast frequency.
225 base pool is small, so do not over-cast.
Where it struggles
Toxin damage.
Single-target weapons waste the whole gimmick.
Bosses, unless your weapon alone handles them.
No co-op support at this Range.
Variants
A Prism nuke build.
An ESO Legerdemain nuke.
A Breach Surge triple- augment build with more balanced stats.
Strengths and weaknesses
Strong: the highest weapon-damage multiplier on any frame, cheap on forma, shoots without pausing to survive.
Weak: fully weapon- dependent, toxin-vulnerable, selfish, punishing tap/hold quirk for new players.
Who runs this
Players who have a favourite gun and want to see numbers that do not fit on screen.