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Rat King portrait Mirage portrait

Rat King vs Mirage

Low threat

Written for the Rat King player. Playing Mirage? See Mirage vs Rat King →

Rat King is favoured. Rat King wins 63.7% of 49,633 games against Mirage (+5.9 points vs Rat King’s usual 57.8%).

How to win as Rat King

  1. RuleDo not commit before 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 gone. 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. first. It is his only gap-closer and his only escape; bait it with a fake overextend and he has 36 seconds of being a 730 HP pistol hero with no mobility.
  2. Watch out 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. closes distance and lifts you into the air, and while airborne you cannot dash away from the marks and pistol shots that follow.
  3. Your edgeYou survive the opening and they cannot (Rat King Rat King New hero Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 2/3 against Mirage 1/3).
  4. Buy Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. Relevant here because of Mirage.
The numbers: lane, whole match and Oracle and above
GamesRat King winsvs Rat King's usualSample
Whole match 63.7% +5.9 pts (57.8% overall) 49,633 games
Sharing a lane 63.8% +6.0 pts (57.8% overall) 15,968 games
Oracle and above 63.0% +7.1 pts (55.9% at Oracle+) 2,864 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 63.7% of these, which is 5.9 points above your overall win rate (49,633 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.

Why Rat King counters Mirage

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, and Rat Swarm Rat Swarm 50m Range6s Duration24s Cooldown Rat King calls a swarm of rats to a spot up to 50m away. Damage 8 spirit damage per bite (+0.08 Spirit scaling), one bite per attached rat… 1 +1 charge (8s between charges) 2 a larger swarm and +4s debuff duration 5 +8 damage and an extra -1% bullet resist per bite can be called onto a spot far away where the rats keep biting for Spirit Damage. Royal Pestments Royal Pestments 6s Duration22s Cooldown Rat King puts on scrap armour that gives him a barrier worth a share of his maximum health. Damage Reflected bullets return their full damage to the shooter. Defensive Barrier equal to 15% of his max health for 6s on a 22s cooldown. 1 +4s duration 2 -8s cooldown and +15% bullet return chance 5 +10% max health as barrier, and no single hit deals more than 250 while it holds reflects bullets while its barrier holds, which punishes Mirage's slow, heavy pistol and its 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. shots. Scrap Grenade Scrap Grenade 26s Cooldown Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow 's three slowing detonations also catch him after a straight 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. commits him to a spot.

Written from both heroes' ability data; the win rates above are the measured results.

What should I do right now?

Do

  • Plan for Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop.
  • Know what 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. looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Mirage's engage range.

Do

  • 2.72 shots per second is slow; a high-fire-rate laner out-trades him raw if he does not have scarabs running.
  • 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. takes time to build, so his burst is not available in the first seconds of a trade.
  • Scrap Grenade Scrap Grenade 26s Cooldown Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early

Avoid

  • 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.

Do

  • Their first real spike is 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) — respect it from that point, not before.
  • Your spike is ult unlock: Rule, Ratannia! Rule, Ratannia! 10s Duration160s Cooldown Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival

Avoid

  • Taking an even fight against Mirage on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for 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. . It travels in a straight line he cannot steer — dash or strafe perpendicular to his approach and the whole tornado whiffs.
  • Break 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. with any damage. A single poke shot into his channel deletes a 140-second ultimate — assign someone to watch for the cast.

Avoid

  • Spending your own escape before 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 on cooldown.

Mirage’s abilities

  • 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. Ability 2

    Being moved is the damage here, because of what follows it: movement slow plus a Knockup/lift on enemies caught in the path.

    • It travels in a straight line he cannot steer — dash or strafe perpendicular to his approach and the whole tornado whiffs.
    • Do not stand in a corridor when he has it up; take fights in open ground where you have a lateral escape.
    • If he lifts you, the follow-up is his pistol and his marks — a cleanse or a stamina-dash the moment you land denies the mark detonation window.
  • 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. Ultimate

    Map presence rather than combat power. It lets him farm a side lane and still arrive for a fight across the map, defend an objective he is nowhere near, or collapse on a gank — and after upgrades it arrives with a barrier and a speed buff.

    • Any damage cancels it. A single poke shot, a DoT, or a trooper aggro while he is channelling wastes a 140s ultimate — this is by far the cheapest counter in the game.
    • Warding and watching his lane tells you when he is about to arrive; the wait period is long enough to reposition.
    • Silencing him prevents the cast outright, which is worth a cleanse-denial or a Time Wall Time Wall 5.1m Range5.5s Duration25s Cooldown Paradox raises a wall of warped time that halts every enemy bullet and projectile that touches it, while speeding up and empowering friendly bullets passing through. Crowd Control Brief slow plus a silence on contact (2.3s silence at T2). Damage No direct damage. T2 grants +35% weapon damage to friendly bullets passing… Defensive Stops enemy bullets and projectiles outright — against a projectile-heavy… 1 +3.5s duration, +3m width, +1m height. 2 2.3s silence duration, +35% weapon damage for friendly bullets. 5 +2 ability charges. placed on him specifically.
  • 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. Ability 3

    Nothing to respect until the upgrade lands, and then T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s Stun when detonating at max marks.

    • Watch your debuff bar for stacks. At 3+ marks, breaking line of sight or dashing out of his detonation range before he fires the active is a direct damage save.
    • Spirit Resist blunts the whole payload, since all mark damage is spirit regardless of how it was applied.
    • Deny the application: his pistol fires only 2.72 times per second, so every bullet you dodge is a full mark he does not get.
  • 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; Ability 1

    His sustain engine and his single-target debuff. Against multiple infested targets he heals continuously, which is what lets him stay in a brawl he otherwise has no durability for, and the damage reduction blunts whoever is trying to kill him.

    • Apply anti-heal ( Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill / Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing ) — the ability's value is entirely the heal-back, and cutting the rate removes his ability to brawl.
    • Break line of sight and disengage for the duration rather than trading through it; feeding him the drain is how he wins attrition.
    • Since the damage reduction lands on whoever he infests, have a different teammate take the damage-dealing role for those seconds.
  1. 1 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.

    Dust Devil first. It is his only gap-closer and his only escape; bait it with a fake overextend and he has 36 seconds of being a 730 HP pistol hero with no mobility.

  2. 2 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;

    Fire Scarabs charges second — force him to spend both on tanks or troopers, then engage while his sustain is offline.

  3. 3 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.

    Do not bait Djinn's Mark; instead deny its application by dodging his low-fire-rate shots, which is easier than baiting a 3s-cooldown active.

The matchup in detail

  • Currently the weakest hero in this group by measured performance: deadlocklabs.gg records 43.8% win rate at 1.4% pick, D tier. Strong evidence
  • 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. Strong evidence
  • 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. Strong evidence
  • 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. closes distance and lifts you into the air, and while airborne you cannot dash away from the marks and pistol shots that follow. Strong evidence
  • 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. builds silently off his normal shooting and then detonates all stacks at once with a multiplier — at max marks T3 also stuns you for 0.5s so you cannot answer. Strong evidence
  • 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; drains 8+ HP/sec off you directly into his health bar while simultaneously reducing your damage output, so a 1v1 tilts even if you land more shots. Strong evidence
  • 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. means he can be farming the far side of the map and still arrive for the fight you started because he was absent — with +20% fire rate and a 400 barrier at T2. Strong evidence
  • With Ricochet Ricochet 6,400 souls Tier 4WeaponPassive +65% Ricochet Damage +18% Fire Rate his marks land on your whole team at once, so the detonation is an area burst rather than a single-target hit. Strong evidence
  • Break 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. with any damage. A single poke shot into his channel deletes a 140-second ultimate — assign someone to watch for the cast. Strong evidence
  • Buy anti-heal before he gets two 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; charges online; the drain is his whole reason for being able to brawl. Strong evidence
  • 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 a straight, unsteerable path — dash perpendicular when he commits and he arrives next to nobody with his engage on a 36s cooldown. Strong evidence
  • Track your 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. stack count and break line of sight at 3+ stacks; a detonation on a target he cannot see is wasted. Strong evidence
  • Play zone-control heroes into him. McGinnis' Spectral Wall Spectral Wall 50m Range6s Duration50s Cooldown Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. and Paige's Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. both deny the approach he needs, which is why they are his statistical worst matchups. Strong evidence
  • Stack Spirit Resist. His scarabs and his marks are both spirit; his 14.8-per-bullet pistol alone is not enough to kill through it. Strong evidence
  • You cannot out-move Mirage's gun, so the answer is the item that changes what their bullets do rather than where you stand. Plated Armor Plated Armor 6,400 souls Tier 4ArmorPassive +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration , Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing and Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing stacks landing on you. If 6,400 is too far away, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +18% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience Bullet Resilience 3,200 souls Tier 3ArmorPassive +30% Bullet Resist +3 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence
  • You are the one standing in front of Mirage's gun, which makes the fire-rate items pay for you in a way they do not for your backline. Juggernaut Juggernaut 6,400 souls Tier 4ArmorPassive +25% Melee Resist +50% Slow Resist +40% Fire Rate +8 Health Regen +4s Duration Builds from Enduring Speed cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and Return Fire Return Fire 1,600 souls Tier 2ArmorInstantCast +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. Strong evidence
  • The 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. channel — any damage cancels it and costs him 140 seconds of cooldown for nothing. Strong evidence
  • Immediately after 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. ends, before T3 grants the 6s recast: he is grounded, close, and has no exit. Strong evidence
  • His 2.6s pistol reload — at 2.72 shots per second he burns a 16-round clip quickly and cannot build marks while reloading. Strong evidence
  • 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; on cooldown with no charges: his sustain and his damage-reduction debuff both come from that one ability. Strong evidence
  • Right after a 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, when his stacks are reset to zero and he needs many slow shots to rebuild them. Strong evidence
  • Being stunned by Mirage now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Mirage specifically, because your projectile has travel time and their hitscan does not. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant they win every time. Strong evidence
  • Mirage closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
  • 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit. Strong evidence
  • 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. Strong evidence
  • 2.72 shots per second is slow; a high-fire-rate laner out-trades him raw if he does not have scarabs running. Strong evidence
  • 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. takes time to build, so his burst is not available in the first seconds of a trade. Strong evidence
  • Scrap Grenade Scrap Grenade 26s Cooldown Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early Strategic
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Mirage can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
  • Mirage trades map for fights, and the reason that is more dangerous than it looks is item slots. Walker kills are reported to unlock an extra item slot for the destroying team, which means every structure they take while you win a fight elsewhere buys their whole team build flexibility you do not have. Count Walkers, not kills, when deciding whether a split is going your way. The slot mechanic is single-sourced — treat the direction as sound and the exact rule as unconfirmed. Uncertain
  • Fire Scarabs + Djinn's Mark early (laning 0-10min) — This opening pair records a 60.9% win rate per deadlocklabs.gg and is how he snowballs the lane. Strong evidence
  • 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. Strong evidence
  • 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. Strong evidence
  • 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. Strong evidence
  • Rule, Ratannia! Rule, Ratannia! 10s Duration160s Cooldown Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction unlock — Rule, Ratannia! Rule, Ratannia! 10s Duration160s Cooldown Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival Strategic
  • Scrap Grenade Scrap Grenade 26s Cooldown Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow T2 — 140 damage per detonation turns the grenade from wave clear into a real trade — three hits for 420 before weapon scaling Strategic
  • Against Mirage's knockups, Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health is a live answer where it used to be a dead one: Knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius -style effects going the other way still cannot be shortened at all. Documented
  • You deal Bullet Damage, so Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing is your anti-heal route against Mirage — Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill keys off Spirit Damage and will barely apply for you. Note that melee hits do not build the bullet route. Strong evidence
  • If Mirage buys Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence
  • Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. Relevant here because of Mirage. Documented
  • Divine Barrier Divine Barrier 6,400 souls Tier 4ArmorPress +45s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward (vitality T4) — This lineup gets its backline assassination from Mirage. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Documented
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Mirage is where this lineup’s gap closers and escapes comes from. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
  • The instinct here is to buy Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate as your answer to Mirage and then find it greyed out at the exact moment you need it. Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate cannot be cast while you are stunned or asleep, and it cannot remove a Stun at all — it purges what comes with the Stun, not the Stun itself. Against Mirage the item you actually want is the pre-cast kind ( Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer , which also cannot be activated once you are already stunned) or the automatic kind ( Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier , which cleanses the next Hard CC with no input from you). Documented
  • Anti-heal against Mirage is bought correctly and applied at the wrong moment. Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 's reduction runs for 8 seconds from your Spirit Damage and Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing ' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence

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Sources and method for this page

Everything on this page is generated for Deadlock patch 09-29-2026 from Mirage's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Mirage's kit and counterplay were compiled from 5 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Rat King's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

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