Mirage and Paige
The No. 73 duo in Deadlock right now: they win more together than either one's own record predicts.
On the same team
- Duo Win %
- 54.1%
- Expected from their own win rates
- 50.8%
- Above expected
- +3.3 points
- Games together
- 4,122
Mirage on their own: 44.7% · Paige on their own: 56.9%. Matches in City Never Sleeps on patch 09-29-2026, updated 14 October. Source: deadlock-api.com.
Why it works
- Rooted for the marks.
Djinn's Mark
Djinn's Mark 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 from Mirage's slow pistol shots, so every dodged bullet is a lost mark.
Captivating Read
Captivating Read 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. slows and then roots enemies in place, giving him the time to land a full stack before he detonates. - Armor for a fragile carry. Mirage has very low durability and no barrier of his own early.
Plot Armor
Plot Armor Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. gives him a barrier and more weapon damage while it holds, and at tier one more fire rate, so his marks build faster too. - Spirit shred and peel.
Captivating Read
Captivating Read 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. at tier three strips Spirit Resist, and
Djinn's Mark
Djinn's Mark 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. and
Fire Scarabs
Fire Scarabs 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; are Spirit Damage. In return,
Dust Devil
Dust Devil 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. lifts divers off Paige, who has no movement ability at all.
Written from both heroes' ability data on patch 09-29-2026; the numbers above are the measured results.
Mirage's other best partners
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Ivy
Ivy 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, +1.4 duo → -
Dynamo
Dynamo 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, +1.3 duo → -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) — 52.4% duo win, +1.1 duo → -
Seven
Seven Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) — 51.0% duo win, +1.0 duo →
Paige's other best partners
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Dynamo
Dynamo 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) — 62.7% duo win, +8.0 duo → -
Haze
Haze Highest single-target sustained DPS in the roster once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) — 62.6% duo win, +6.7 duo → -
Graves
Graves Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) — 63.2% duo win, +6.6 duo → -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) — 63.4% duo win, +6.0 duo → -
Ivy
Ivy 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) — 61.0% duo win, +6.0 duo →

