Complete Guide to Mirage in Deadlock – Skills, Builds, and Strategies
Mirage
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Mirage can envelop himself in a violent tornado to quickly catch up to enemies and lift them into the air. His Fire Scarabs provide sustain against multiple foes, allowing him to support allies or punish enemies from anywhere on the map.
Weapon Stat
DPS | 51 |
Bullet Damage | 18 |
Ammo | 16 |
Bullets per Second | 2.86 |
Light Melee | 63 |
Heavy Melee | 116 |
Vitality Stat
Max Health | 550 |
Health Regen | 2 |
Bullet Resist | 0% |
Spirit Resist | 0% |
Move Speed | 7 m/s |
Sprint Speed | 0 m/s |
Stamina | 3 |
Deadlock Mirage Strengths and Weaknesses
Strengths
- One of the best non-ultimate abilities in Tornado.
- Fire Scarabs make him particularly strong against tanky compositions.
- Traveler grants him unrivaled map presence.
Weaknesses
- Can become ineffective if he falls behind in the game.
- Consistently landing shots for Djinn's Mark is crucial.
- Requires map awareness and a solid understanding of game context to maximize the effectiveness of Traveler.
Deadlock Mirage Abilities
Tornado (1)
Transform into a tornado that travels forward, dealing damage to enemies and lifting them into the air. After emerging from the tornado, you gain bullet evasion.
- Duration: 0.75s
- Cooldown: 32s
- Damage: 70
- Lift Duration: 1.1s
- Bullet Evasion Chance: 25%
- Bullet Evasion Duration: 3.5s
- Radius: 3.5m
Tornado Upgrades
AP | Upgrade |
---|---|
1 | +0.4s Lift Duration |
2 | -14s Cooldown |
5 | +20% Bullet Evasion Chance |
After the Tornado lands, you should have enough time to turn around and perform a melee attack.
Fire Scarabs (2)
Launch fire scarabs that can be fired separately, stealing max health from enemies and applying bullet resist reduction. Multiple scarabs cannot be applied to the same enemy. The health gain from hitting heroes is three times as effective against non-heroes.
- Charges: 4
- Cooldown Between Charges: 0s
- Max Health Steal: 90
- Bullet Resist Reduction: -10%
- Launch Window: 5s
- Debuff Duration: 14s
- Cooldown: 40s
- Heal vs Non-Heroes: 25%
Fire Scarabs Upgrades
AP | Upgrade |
---|---|
1 | -15s Cooldown |
2 | -15% Bullet Resist |
5 | +80 Max Health Steal |
Maximize the effectiveness of this ability by prioritizing tanky enemies. Ideal targets include heroes like Abrams, Mo and Krill, and Viscous.
Djinn's Mark (3)
Passive: Your shots apply an increasing multiplier on the target. When the multiplier expires or reaches its maximum, it is consumed, causing the target to suffer Spirit Damage and become briefly revealed on the map. The final damage is calculated as the base damage multiplied by the multiplier.
- Base Damage: 12
- Max Multiplier: 8x
- Cooldown Between Multiplier: 2.5s
- Multiplier Duration: 4.5s
- Reveal Duration: 3s
Active: Consume the multiplier from Djinn's Mark to deal its damage immediately.
Infernal Resilience Upgrades
AP | Upgrade |
---|---|
1 | Apply 80% Slow for 0.5s whenever the multiplier is 2x or higher |
2 | +4s Multiplier Duration and +10 Base Damage |
5 | -0.5s Cooldown Between Multiplier and +4 Max Multiplier |
Items like Ricochet interact with Djinn's Mark, making it a valuable late-game purchase.
Traveler (4)
Channeled Ability: Target an ally or a visible enemy hero on the minimap, then teleport to their location at the moment your channel began. After teleporting, you gain increased movement speed and fire rate until your next reload.
- Cooldown: 130s
- Channel Duration: 2.5s
- Movement Speed Bonus: +2m/s
- Fire Rate Bonus: +30%
- Movement Speed Duration: 4s
Seismic Impact Upgrades
AP | Upgrade |
---|---|
1 | +2m/s |
2 | -40s Cooldown |
5 | +30% Fire Rate; Grants Unstoppable for 3s on arrival |
Traveler is most effective when coordinated with allies. Make sure to communicate with your team to execute combos with heroes like Kelvin, Mo and Krill, and Wraith for easy picks.