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Mirage

CarrySkirmisherInitiator Hybrid Damage Late Game Low Difficulty

Patch 10-30-2026, 139,608 matches. Updated daily.

How to counter and play Mirage

Items to buy

  • vs healing and lifesteal Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing
  • vs backline assassination Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Disarming Hex Disarming Hex 3,200 souls Tier 3TechPress +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds from Rusted Barrel
  • vs stuns and hard cc Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit
  • Break Traveler Traveler 140s Cooldown Mirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier. Damage No damage. 140s cooldown. Mobility Global relocation, the split-pressure tool in his kit. Defensive Every Traveler grants a 400 barrier on arrival, so he lands into a fight… 1 +3m move speed and +20% fire rate for 12s on arrival (the 12s now comes from the base… 2 -65s cooldown. 5 damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling. with any damage before T3, or with a Stun, immobilize, sleep or slowing hex at any tier. That only locks it for 5s, so keep watching: he will try again.
  • 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. Defensive The life steal plus the enemy damage reduction is a double-sided defensive… 1 +7 DPS. 2 increased spirit scaling. charges online; the drain is his whole reason for being able to brawl.
  • 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. T1 adds +60 damage. 36s cooldown. 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.
  • 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.
  • 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. 30s cooldown. 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.
  • 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.
  • Dust Devil closes distance and lifts you into the air, and while airborne you cannot dash away from the marks and pistol shots that follow.
  • Djinn's Mark 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.
  • Fire Scarabs 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.
  • Traveler means he can be farming the far side of the map and still arrive for the fight you started because he was absent — with a 400 barrier, and +20% fire rate at T1.
  • 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.
  • 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.
  • Fire Scarabs charges second — force him to spend both on tanks or troopers, then engage while his sustain is offline.
  • Do not bait Djinn's Mark; instead deny its application by dodging his low-fire-rate shots, which is easier than baiting a 2.75s-cooldown active.
  • Bait Traveler by faking a play on a distant objective, then punish him the moment he channels — you either delay the ult with one shot or win the fight he left.
  • The 3s Traveler channel — before T3 any damage cancels it, and the crowd control that cancels it at any tier leaves him stuck where he is.
  • Immediately after Dust Devil ends, before T3 grants the 6s recast: he is grounded, close, and has no exit.
  • His 2.6s pistol reload — at 2.72 shots per second he burns a 16-round clip quickly and cannot build marks while reloading.
  • Fire Scarabs on cooldown with no charges: his sustain and his damage-reduction debuff both come from that one ability.
  • Right after a Djinn's Mark detonation, when his stacks are reset to zero and he needs many slow shots to rebuild them.

Plan a game against Mirage and the rest of their team →

Good at

  • Global-teleport split pressure: Traveler means he is rarely out of position on the macro map.
  • Fire Scarabs sustain plus Dust Devil evasion help him survive brawls despite 730 HP.
  • Djinn's Mark detonation gives a slow-firing pistol hero real burst, with a Stun attached at T3.
  • Dust Devil's lift is a genuine multi-target initiation tool, not just a dash.

Weak to

  • Before T3 Traveler is cancelled by any damage at all, and at every tier by stuns, immobilizes, sleep and slowing hex, so his 3s channel is easy to delay.
  • Low durability (730 HP) with no barrier of his own except the one Traveler gives on arrival.
  • Zone control such as McGinnis and Paige keeps him from reaching pistol range.
  • Djinn's Mark burst is telegraphed by the stack count on your debuff bar, so an attentive opponent always sees the detonation coming.

In lane, good at

  • 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit.
  • Fire Scarabs heals him through trades, letting him stay in lane.
  • Dust Devil is both a lane escape and a way to punish a lane partner who steps too far forward.

In lane, weak to

  • 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 takes time to build, so his burst is not available in the first seconds of a trade.
  • No answer to being zoned; zone-control heroes such as McGinnis and Paige never let him into pistol range.
  • Fire Scarabs + Djinn's Mark early (laning 0-10min) — Fire Scarabs gives him sustain and Djinn's Mark gives his pistol a detonation, so he can take trades in lane.
  • Dust Devil T2 (mid game) — -12s cooldown and +30% evasion make his engages repeatable rather than once-per-fight.
  • Traveler unlock — Global presence — he can farm a distant lane and still contest every objective.
  • Late game with Ricochet and Toxic Bullets — Ricochet spreads Djinn's Mark applications across a whole team, turning his detonation from single-target burst into a teamfight nuke.

Pistol (Promises Kept)

Medium RangeHeavy Hitter

40.3 DPS

Falloff Range 20m 58m

A slow, heavy-hitting pistol with fast 828 m/s bullets: roughly 14.8 damage per bullet at 2.72 shots/sec for about 40 DPS, 16-round clip, 2.6s reload, 20m-58m falloff. Low fire rate means each bullet matters, and every bullet is a Djinn's Mark applicator.

  • 14.80 Bullet Damage
  • 1 Pellets per Shot
  • 2.72 Bullets per sec
  • 16 Ammo
  • 2.60s Reload Time
  • 828m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 730 Health
  • 1.50 Health Regen
  • 7m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Mirage wins most with, against what their two win rates would predict.

  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 50.6% together +1.2% above expected

Every Mirage duo →

Every Mirage matchup

Mirage wins 43.5% of games overall. Who counters Mirage and who Mirage counters: all 43 opponents, from Mirage's hardest to easiest, with how far each sits from that average. Mirage struggles Mirage does well

Graves and Paige are strong against almost every hero this patch, so they sit near the top here too. The counters that are about Mirage in particular: Baba (Mirage wins 37.6%).

Only matches whose average rank was Oracle and above, where Mirage wins 42.1% overall.

Abilities

Pick an ability to see what it does and how to play around it.

Fire Scarabs

Ability 1 · Targeted Damage-over-Time Debuff with Life Steal

Mirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal.

Purpose: 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.

Damage
Drains 8 health per second at base rank. 35s cooldown with 2 charges.
Crowd control
No CC, but the damage reduction on the infested target is a meaningful soft debuff.
Defensive
The life steal plus the enemy damage reduction is a double-sided defensive effect.

How to play against it

  • Apply anti-heal (Healbane / Toxic Bullets) — 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.

Interactions

  • Two charges means he can infest two heroes and double the drain; his sustain scales with how many enemies he can touch.
  • Anti-heal items cut the drain, which is the standard answer to him.
Upgrade tiers
  • T1: +7 DPS.
  • T3: increased spirit scaling.

Dust Devil

Ability 2 · Self-Transforming Forward Dash Tornado with Lift

Mirage becomes a whirlwind that travels forward, damaging enemies in its path, slowing their movement and lifting them into the air. When he exits the tornado he gains bullet evasion.

Purpose: His engage, his initiation and his defensive reset. It closes distance, catches multiple enemies in a lift they cannot dash out of, and hands him evasion on the way out.

Damage
65 base damage. T1 adds +60 damage. 36s cooldown.
Crowd control
Movement slow plus a Knockup/lift on enemies caught in the path.
Mobility
A committed forward travel — he cannot change direction mid-tornado, which is the main way to avoid it.
Defensive
Bullet evasion on exit (+30% at T2) makes the seconds after his engage surprisingly survivable.

How to play against it

  • 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.

Interactions

  • Lift plus Djinn's Mark is his core combo — the lift guarantees the bullets that build marks connect.
  • T3 allows a recast within 6s, which converts it from an engage into an engage-and-exit.
  • His plan around it is to catch up, lift, then punish.
Upgrade tiers
  • T1: +60 damage.
  • T2: -12s cooldown, +30% evasion.
  • T3: recast within 6s, increased spirit scaling.

Djinn's Mark

Ability 3 · Passive on-Hit Stacking Mark, Active Detonation

Mirage's shots leave marks on enemies, with a per-target cooldown on application. Activating the ability consumes all accumulated marks at once for their Spirit Damage, and stacked marks multiply their effect.

Purpose: His burst. Marks accumulate quietly through normal shooting, then all pay out on a single button, which is how a hero with 40 gun DPS suddenly removes a squishy.

Damage
11 Spirit Damage per mark at base, with a doubling effect per stack. T2 adds +20 base damage and +3s multiplier duration. 2.75s cooldown with up to 4 stacks.
Crowd control
None at base. T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s Stun when detonating at max marks.

How to play against it

  • 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.

Interactions

  • Ricochet spreads marks across an entire fight rather than one target.
  • Dust Devil's lift buys the seconds needed to land the shots that build stacks.
  • T3's max-mark Stun turns the detonation into a genuine pickup, not just damage.
Upgrade tiers
  • T1: fading 48% slow for 0.8s on proc.
  • T2: +20 base damage, +3s multiplier duration.
  • T3: -0.75s cooldown, +1 max mark, 0.5s Stun at max marks.

Traveler

Ultimate · Global Channelled Teleport

Mirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier. Taking damage during the wait, or being stunned, immobilized, put to sleep or hit by a slowing hex, cancels the teleport.

Purpose: 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 it always arrives with a barrier, plus a speed buff after upgrades.

Damage
No damage. 140s cooldown.
Mobility
Global relocation, the split-pressure tool in his kit.
Defensive
Every Traveler grants a 400 barrier on arrival, so he lands into a fight already shielded; it only scales with spirit from T3, at 0.8.

How to play against it

  • Before T3 any damage cancels it. A single poke shot, a DoT, or a trooper aggro while he is channelling locks it for 5s and buys your team the time — a cheap counter. Against T3, use a Stun, immobilize, sleep or slowing hex instead.
  • 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.

Interactions

  • Before T3 the 3s channel is cancelled by ANY damage, including a single chip tick — trooper damage and DoTs both count. T3 removes that weakness.
  • Stuns, immobilizes, sleep and slowing hex cancel the channel at every tier.
  • A cancel locks Traveler for only 5s, so it delays him rather than wasting the ultimate.
  • Pairs with his farming pattern: he can safely hold a distant lane because he can always be in the fight.
  • Silence effects (Mina's Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat, multiplied by the number of accumulated bats. Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 +1.9 damage. 2 -45s cooldown. 5 on hit, deal an additional 0.5% of current health as damage. , Paradox's Time Wall at T2) prevent the cast entirely.
Upgrade tiers
  • T1: +3m move speed and +20% fire rate for 12s on arrival (the 12s now comes from the base ability).
  • T2: -65s cooldown.
  • T3: damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling.

Mirage's win rate by game length

Game length changes little for Mirage compared with other heroes: #35 of 44 in games under 25 minutes, #44 of 44 from 25 to 40, #44 of 44 past 40. The "Late Game" tag at the top is about how the kit comes online; on this patch the results do not show Mirage passing other heroes in long games.

35% 40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 51.4% over 864 games (few games, read with care) 51.4% 15–20 min: 48.4% over 1,609 games 48.4% 20–25 min: 41.4% over 4,073 games 41.4% 25–30 min: 39.3% over 13,549 games 39.3% 30–35 min: 40.4% over 30,928 games 40.4% 35–40 min: 43.3% over 37,293 games 43.3% 40–45 min: 45.7% over 26,449 games 45.7% 45–50 min: 47.1% over 14,309 games 47.1% 50–55 min: 46.8% over 6,892 games 46.8% 55–60 min: 48.1% over 2,778 games 48.1% 60+ min: 48.7% over 1,461 games 48.7% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 51.4% +7.9% 864
15–20 48.4% +4.9% 1,609
20–25 41.4% −2.1% 4,073
25–30 39.3% −4.2% 13,549
30–35 40.4% −3.1% 30,928
35–40 43.3% −0.2% 37,293
40–45 45.7% +2.2% 26,449
45–50 47.1% +3.6% 14,309
50–55 46.8% +3.3% 6,892
55–60 48.1% +4.6% 2,778
60+ 48.7% +5.2% 1,461

"vs usual" is against Mirage's 43.5% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.

Each point is how often Mirage won games that ended at that length, not the chance of winning at that minute. Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games. Games under 10 minutes are left out. Every hero by game length →

Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.

Difficulty rating: deadlock.io rates Mirage complexity 2/5, mechanically beginner-friendly, while noting he demands good timing and map awareness.