Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Mirage portrait

How to play Mirage

Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Mirage wins 44.7% overall

Facing Mirage instead? How to counter Mirage →

The Mirage build

Each tier lists the items Mirage players win with most often, out of 146,626 Mirage games. Win % is how often Mirage wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Mirage games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Mirage players count, so a lucky streak can’t make the list.

Lane · Tier 1 · 800 souls

Early mid game · Tier 2 · 1,600 souls

Mid game · Tier 3 · 3,200 souls

Late game · Tier 4 · 6,400 souls

Situational / optional

Fewer Mirage players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.

Popular, but behind the rest of their tier

Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Mirage players who buy these win less than those who buy something else at that point.

How this build is chosen

Source: deadlock-api.com item results for Mirage, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Mirage players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.

How Mirage plays

Strengths

  • Best-in-class split pressure: a global teleport means he is never out of position on the macro map.
  • Fire Scarabs Fire Scarabs 35s Cooldown Mirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal. Crowd Control No CC, but the damage reduction on the infested target is a meaningful soft… Damage Drains 8 health per second at base rank (deadlock.one). Defensive The life steal plus the enemy damage reduction is a double-sided defensive… 1 Upgrade tiers raise the drain and duration; sustain plus Dust Devil Dust Devil 20m Range36s Cooldown Mirage becomes a whirlwind that travels forward, damaging enemies in its path, slowing their movement and lifting them into the air. Crowd Control Movement slow plus a knockup/lift on enemies caught in the path. Damage 65 base damage (deadlock.one). Mobility A committed forward travel — he cannot change direction mid-tornado, which… 1 +60 damage. 2 -12s cooldown, +30% evasion. 5 recast within 6s, increased spirit scaling. evasion makes him far stickier in brawls than his 730 HP suggests.
  • Djinn's Mark Djinn's Mark 2.8s Cooldown Mirage's shots leave marks on enemies, with a per-target cooldown on application. Crowd Control None at base. T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s… Damage 11 spirit damage per mark at base, with a doubling effect per stack… 1 fading 48% slow for 0.8s on proc. 2 +20 base damage, +3s multiplier duration. 5 -0.75s cooldown, +1 max mark, 0.5s stun at max marks. detonation gives a slow-firing pistol hero real burst, with a Stun attached at T3.
  • Dust Devil Dust Devil 20m Range36s Cooldown Mirage becomes a whirlwind that travels forward, damaging enemies in its path, slowing their movement and lifting them into the air. Crowd Control Movement slow plus a knockup/lift on enemies caught in the path. Damage 65 base damage (deadlock.one). Mobility A committed forward travel — he cannot change direction mid-tornado, which… 1 +60 damage. 2 -12s cooldown, +30% evasion. 5 recast within 6s, increased spirit scaling. 's lift is a genuine multi-target initiation tool, not just a dash.

In lane

  • 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit.
  • Fire Scarabs Fire Scarabs 35s Cooldown Mirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal. Crowd Control No CC, but the damage reduction on the infested target is a meaningful soft… Damage Drains 8 health per second at base rank (deadlock.one). Defensive The life steal plus the enemy damage reduction is a double-sided defensive… 1 Upgrade tiers raise the drain and duration; gives him a sustain edge that lets him stay in lane through trades most pistol heroes would lose.
  • Dust Devil Dust Devil 20m Range36s Cooldown Mirage becomes a whirlwind that travels forward, damaging enemies in its path, slowing their movement and lifting them into the air. Crowd Control Movement slow plus a knockup/lift on enemies caught in the path. Damage 65 base damage (deadlock.one). Mobility A committed forward travel — he cannot change direction mid-tornado, which… 1 +60 damage. 2 -12s cooldown, +30% evasion. 5 recast within 6s, increased spirit scaling. is both a lane escape and a way to punish a lane partner who steps too far forward.

Power spikes

  • Fire Scarabs Fire Scarabs 35s Cooldown Mirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal. Crowd Control No CC, but the damage reduction on the infested target is a meaningful soft… Damage Drains 8 health per second at base rank (deadlock.one). Defensive The life steal plus the enemy damage reduction is a double-sided defensive… 1 Upgrade tiers raise the drain and duration; + Djinn's Mark Djinn's Mark 2.8s Cooldown Mirage's shots leave marks on enemies, with a per-target cooldown on application. Crowd Control None at base. T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s… Damage 11 spirit damage per mark at base, with a doubling effect per stack… 1 fading 48% slow for 0.8s on proc. 2 +20 base damage, +3s multiplier duration. 5 -0.75s cooldown, +1 max mark, 0.5s stun at max marks. early (laning 0-10min) — This opening pair records a 60.9% win rate per deadlocklabs.gg and is how he snowballs the lane.
  • Dust Devil Dust Devil 20m Range36s Cooldown Mirage becomes a whirlwind that travels forward, damaging enemies in its path, slowing their movement and lifting them into the air. Crowd Control Movement slow plus a knockup/lift on enemies caught in the path. Damage 65 base damage (deadlock.one). Mobility A committed forward travel — he cannot change direction mid-tornado, which… 1 +60 damage. 2 -12s cooldown, +30% evasion. 5 recast within 6s, increased spirit scaling. T2 (mid game) — -12s cooldown and +30% evasion make his engages repeatable rather than once-per-fight.
  • Traveler Traveler 140s Cooldown Mirage designates a spot on the minimap and, after a short wait, teleports there. Damage No damage. 140s cooldown per deadlock.io. Mobility Global relocation, the defining split-pressure tool in his kit. Defensive T2 grants a 400 barrier that scales with spirit on arrival, so a late-game… 1 +3m move speed and +20% fire rate for 12s on arrival. 2 400 barrier that scales with Spirit. unlock — Global presence — he can farm a distant lane and still contest every objective, which is his highest-value trait.
  • Late game with Ricochet Ricochet 6,400 souls Tier 4WeaponPassive +65% Ricochet Damage +18% Fire Rate and Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing — Ricochet Ricochet 6,400 souls Tier 4WeaponPassive +65% Ricochet Damage +18% Fire Rate spreads Djinn's Mark Djinn's Mark 2.8s Cooldown Mirage's shots leave marks on enemies, with a per-target cooldown on application. Crowd Control None at base. T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s… Damage 11 spirit damage per mark at base, with a doubling effect per stack… 1 fading 48% slow for 0.8s on proc. 2 +20 base damage, +3s multiplier duration. 5 -0.75s cooldown, +1 max mark, 0.5s stun at max marks. applications across a whole team, turning his detonation from single-target burst into a teamfight nuke.

Weak points to cover

  • Currently the weakest hero in this group by measured performance: deadlocklabs.gg records 43.8% win rate at 1.4% pick, D tier.
  • Traveler Traveler 140s Cooldown Mirage designates a spot on the minimap and, after a short wait, teleports there. Damage No damage. 140s cooldown per deadlock.io. Mobility Global relocation, the defining split-pressure tool in his kit. Defensive T2 grants a 400 barrier that scales with spirit on arrival, so a late-game… 1 +3m move speed and +20% fire rate for 12s on arrival. 2 400 barrier that scales with Spirit. is cancelled by any damage at all, making his ultimate the easiest to deny in the game.
  • Very low durability (730 HP) with no barrier of his own until Traveler Traveler 140s Cooldown Mirage designates a spot on the minimap and, after a short wait, teleports there. Damage No damage. 140s cooldown per deadlock.io. Mobility Global relocation, the defining split-pressure tool in his kit. Defensive T2 grants a 400 barrier that scales with spirit on arrival, so a late-game… 1 +3m move speed and +20% fire rate for 12s on arrival. 2 400 barrier that scales with Spirit. T2.

Next

Mirage’s hardest matchups

Best teammates

  • Paige Paige SupportControllerMid rangeSpirit damage Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 54.1% duo win
  • Ivy Ivy SupportInitiatorMid rangeHybrid damage True flight — she can go places no other hero in this group can reach, with an ally in tow Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 50.3% duo win
  • Dynamo Dynamo SupportControllerMid rangeSpirit damage Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 49.9% duo win

More on Mirage