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Mirage Live

Mirage

~55.6% WR ~4.9% pick
Moderate Pistol BodyguardTravellerFocused

Mirage can envelop himself in a violent tornado to catch up to enemies and lift them up. His scarabs help him sustain against multiple enemies, and he's always ready to help an ally or punish an enemy anywhere.

Signature abilities4
Fire Scarabs Dust Devil Djinn's Mark Traveler ult at lvl 6
Ability 1
Fire Scarabs
35s
Instant cast

Infest an enemy with fire scarabs, stealing life from them and causing them to deal reduced damage.

2
Charges
1s
Charge cooldown
0.05s
Cast delay
8↑0.1
DPS
1AP DPS +7
2AP +2 Charges — Charges +2
5AP -20% Damage Penalty Increased Spirit scaling — Outgoing Damage Penalty Percent -15%, DPS +0.17
Ability 2
Dust Devil
36s
Instant cast

Transform yourself into a whirlwind that travels forward, damaging enemies, slowing their move speed and lifting them up in the air. After emerging from the tornado you gain bullet evasion.

0.1s
Cast delay
20m
Cast range
4m
Radius
65↑0.3
Damage
1AP +65 Damage — Damage +60
2AP 36s Cooldown +30% Evasion — Cooldown -12s, Whirlwind Evasion Chance +30%
5AP Recast within 0s. +0.3s Lift Duration Increases spirit scaling. — Recast Window +6, Damage +1, Hold In Place Duration +0.3s
Ability 3
Djinn's Mark
3s
Instant cast

Active: Consume all Djinn Mark's to deal its damage now.

11↑0.35
Proc Damage Base
2%
DMark Multiplier Per Stack
4
Max stacks
1AP On Proc: Apply a fading 0% Slow for 0%s — Move speed slow +60%, Slow duration +0.8%
2AP +11 Base Damage and +5s Multiplier Duration — Proc Damage Base +20, Victim Stack Duration +3s
5AP 3s Cooldown +DMark Max Marks Max Marks Stun Victim for 0s on Max Marks — Cooldown -1s, Proc cooldown -1s, Stun duration +0.5s, Max stacks +1
Ability 4
Traveler
120s
Press

Target a location on the minimap. After a brief wait, teleport to that location. Taking damage during the wait period causes the teleport to be interrupted.

2s
Teleport Completed Time
1AP +0m Move Speed and +0% Fire Rate for 0s — Move speed +3m, Fire Rate +20%, Movement Speed Bonus Duration +12s
2AP 0 Barrier that scales with Spirit — Combat barrier +400, Combat barrier +0.6
5AP Cooldown -80s
Guidehow to play

Mirage is a hybrid pistol carry who leans spirit: his gun is the delivery system that stacks Djinn's Mark, and the detonation is the kill. Fire Scarabs sustain wins the lane, Dust Devil lifts and slows clustered enemies, and Traveler gives him global gank and split-push presence no other carry has. Pick him if you like scaling into a hyper-carry and reading the whole map, not just your lane — complexity is only 2/5 to shoot, but Tornado timing and mark discipline are what separate good Mirages.

Early game

Open Fire Scarabs first — roughly 160 self-heal solo and 220+ in a duo lane on a ~20s cooldown, which lets you out-trade almost anyone in the early sustain war. Last-hit and deny with the pistol (16-round clip, huge 7000 range) and poke with high-velocity bullets to start chipping Djinn's Mark onto the enemy. The highest-winrate skill order is Scarabs, Scarabs, then Djinn's Mark. First buys are High-Velocity Rounds, Monster Rounds and Restorative Shot, which buffed this patch and stacks with Scarabs into a near-unkillable lane. Mirage is middle-of-the-road early, not a bully — respect burst and lockdown laners who can punish you before Scarabs heals back.

Mid game

Mirage comes online once Ricochet, a cooldown item and a leveled Djinn's Mark land together. This is his spike. In a fight: Dust Devil into the cluster to lift and slow, dump a full clip to load marks — Ricochet's bounces spread them to every hero — then manually detonate Djinn's Mark for the burst. Out of fights, use Traveler off cooldown to gank side lanes, clear jungle, or answer a dive across the map. Take farm aggressively, because his teamfight presence only scales with souls; don't sit idle waiting for the next 5v5.

Late game

This is the real hyper-carry window. Boundless Spirit and Spiritual Overflow make both your bullets and your detonations scary, while Inhibitor and Siphon Bullets let you stand in the lift and brawl. Use Traveler as a flank, save or split tool: pressure a lane, then teleport straight onto a contested Urn capture. The Urn rework into a king-of-the-hill circle rewards exactly his global rotation — Traveler in, Dust Devil to lift everyone off the circle, detonate. Your win condition is converting every teamfight into a Tornado-lift to mark-load to detonate chain.

Combos & tricks

Core combo: Dust Devil into a group to lift and slow, spray a full clip while they're airborne to stack Djinn's Mark, then manually pop the mark — Escalating Exposure and Mystic Vulnerability multiply the hit. Ricochet is near-mandatory because its bounces apply marks to multiple heroes, so one detonation hits the whole fight. Traveler gank: tag an ally's fight on the minimap, teleport in behind them; arrival grants move and fire-rate, so immediately Tornado-lift and start marking — it's brutal with lockdown allies like Dynamo, Mo & Krill or Wraith. Echo Shard can double-cast Dust Devil for a second lift or re-Traveler you out of a collapse. Emerging from Dust Devil grants bullet evasion, so use that window to dive gun backliners like Haze or Vindicta and brawl with reduced incoming bullets, then teleport away.

Buildsbuy order matters
Laning1600

Range and falloff to poke and seed marks, creep damage for clean last-hits, and on-hit heal that stacks with Fire Scarabs to win the sustain war.

Mid game3200

Ricochet is the core — it spreads Djinn's Mark to the whole group for AoE detonations. Toxic Bullets cuts heal and keeps marks loading, cooldown spams Scarabs and Tornado, and the spirit-vuln items fatten every pop.

Late game6400

Boundless Spirit is the biggest scaling jump for max-size detonations, Spiritual Overflow rewards the hybrid so bullets and marks both scale, and Inhibitor plus Siphon let you lock and survive in the brawl. Transcendent Cooldown spams Tornado and detonates twice a fight.

Situational

Ethereal Shift dodges burst and baits combos from Seven or Graves; Spellbreaker answers heavy spirit comps; Echo Shard double-casts Tornado or re-Travelers you out; Crippling Headshot hard-counters Abrams and lifesteal stacks; Debuff Reducer protects your Traveler channel from CC.

Tips & tricks
Don't auto-detonate — hold Djinn's Mark until you've lifted and clip-fed a full group, then pop it for the AoE burst.
Buy Ricochet before any pure-damage item: it turns single-target marking into whole-fight marking.
Taking any damage during the Traveler channel cancels the teleport — start it from safety, not mid-fight.
Use the bullet evasion you get leaving Dust Devil to dive gun carries; you take less from their return fire.
Max Fire Scarabs early for the lane spike, then push Djinn's Mark — at max it grants extra stacks and shorter cooldown between multipliers.
Treat Traveler as a global gank and split-push tool, not a fight-starter in your own lane.
Common questions

Is Mirage a weapon or spirit hero?

A spirit-leaning hybrid. Buy gun items to apply Djinn's Mark fast (High-Velocity Rounds, Ricochet, Toxic Bullets) and spirit plus cooldown (Boundless Spirit, Escalating Exposure, Superior and Transcendent Cooldown) so detonations and ability uptime do the carrying. Pure gun underperforms.

What do I max first on Mirage?

Fire Scarabs early for the sustain spike that wins lane, then push Djinn's Mark. At max it grants extra stacks and lowers the cooldown between multipliers, which is his entire carry scaling.

Is Mirage good for beginners?

Mechanically yes — the pistol is forgiving and his complexity is only 2/5 — but he's currently around C-tier and demands good Dust Devil timing and map reads on Traveler. Pick him in a comp that covers his weak burst and lockdown matchups like Graves, Seven and McGinnis.

How do I play Traveler well?

As a global gank, save and split tool, not a fight-starter in your lane. Coordinate with a lockdown ally so you arrive into a setup, and never take damage during the channel — any hit cancels the teleport.

Profilevs roster
Health 22 Mobility 59 Burst 20 Sustain 28 Range 70 Ammo 45
Health 730
Regen 1.5/s
Move speed 7 m/s
Stamina 3
Burst DPS 40.3
Sustained 27.9
Range 58 m
Ammo 16
Primary weapon
Promises Kept
Pistol
40.3
DPS
14.8
Bullet damage
2.7rps
Fire rate
16
Ammo
2.6s
Reload
27.9
Sustained DPS
53
Shots to down
26.92s
Time to kill
32
Weak-spot shots
237
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m57.5m177.8m
Melee 50Light 116Heavy
Matchups

The Djinn are one of the more curious groups of people in the modern world. Possessing great power in controlled doses, Djinn are incapable of maintaining corporeal form for longer than 48 minutes without resting within a vessel. As a result, most Djinn employ human bodyguards for transport, protection, and companionship.

Mirage is one such bodyguard. Employed by Djinn ambassador Nashala Dion, Mirage is in New York on a diplomatic mission. It's the hope of the Djinn that they can negotiate with the US government for a sale of part of Wyoming so that they can build a sovereign nation for their people.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history30
  • Updated Djinn's Mark visuals
  • Base health regen reduced from 2 to 1.5
  • Fire Scarabs duration reduced from 8s to 7s
04-10-2026 UpdateApr 11, 2026
  • Fire Scarabs Health Steal per second reduced from 9 to 8
  • Fire Scarabs Health Steal per second spirit scaling reduced from 0.12 to 0.1
  • Djinn's Mark spirit scaling reduced from 0.38 to 0.35
03-25-2026 UpdateMar 26, 2026
  • Fire Scarabs Health Steal Per Sec reduced from 10 to 9
  • Fire Scarabs T1 reduced from +8 Health Steal Per Sec to +7
  • Fire Scarabs T3 spirit scaling reduced from +0.23 to +0.17
  • Dust Devil cooldown increased from 32s to 36s
  • Dust Devil T2 cooldown increased from -8s to -12s
03-21-2026 UpdateMar 21, 2026
  • Fire Scarabs no longer does max health steal
  • Fire Scarabs now drains life from the enemy, dealing DPS to the enemy and healing you for 8s.
  • Fire Scarabs no longer applies +10% Damage Amp
  • Fire Scarabs now reduces enemy damage output by 20% (and +15% in T3)
  • Dust Devil radius increased from 3.5m to 4m
  • Bullet damage reduced from 15.2+0.5 to 14.8+0.3
  • Fire Scarabs no longer have a limited duration to launch each one. Functions as a normal charged ability.
  • Fire Scarabs collision and model size increased a bit
  • Fire Scarabs base charges reduced from 4 to 2
  • Fire Scarabs spirit scaling reduced from 1.0 to 0.8
01-30-2026 UpdateJan 30, 2026
  • Traveler Cooldown reduced from 155s to 60s
12-16-2025 UpdateDec 16, 2025
  • Move speed reduced by 0.2
  • Bullet damage per boon reduced from 0.616 to 0.5
  • Djinn's Mark cooldown increased from 2.5s to 2.6s
  • Djinn's Mark max range from 45m to 40m
  • Traveler cooldown increased from 145s to 155s
Raw data & APIopen JSON from the client
mirageslug52heroIdmiragecodeName2complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt