profile-full-mirage This build centers around Hall of Mirrors and the Hall of Malevolence augment mod. The focus of this build is to allow you to deal a high amount of damage to either bosses or a large group of enemies.This build leaves 4 points available and an open slot for customization.

Health 240 Power Strength +184%
Shields 240 Power Efficiency -55%
Armor 65 Power Duration +101.5%
Power 450 Power Range -66%
Sprint Speed Knockdown Recovery

Recommended Mods

These are the core mods required for an optimal build.

mods-aura-energy-siphon mods-wf-strength-Intensify mods-wf-duration-Narrow-Minded mods-wf-duration-Continuity mod-blank
mods-wf-strength-Blind-Rage mods-wf-strength-Transient-Fortitude mods-wf-Flow mods-augment-mirage-hall-of-malevolence
  • Energy Siphon
  • Blind Rage/Intensify/ Transient Fortitude – Maximize the damage of Hall of Mirrors and the bonus from Eclipse.
  • Narrow Minded/Continuity – Increases duration to reduce the need for energy efficiency.
  • Flow – Expands your energy pool, allowing you to freely cast without having too much worry about power costs.
  • Hall of Malevolence – Boosts HoM clone damage.

Optional Mods

If the Warframe is forma’ed, optional mods allow for a wider mod selection and different preferences.

mods-wf-duration-Primed-Continuity mods-wf-Primed-Flow mods-wf-quick-thinking  mods-aura-rifle-amp
  • Primed Mods – Offer greater benefits over their non-prime counterparts.
  • Quick Thinking – Can offer more survivability with a large energy pool. You won’t expend that much energy on skills, so it’s a great option.
  • Rifle Amp – Can offer a decent boost to damage in you’re not concerned about energy.

Ability Breakdown

ability_icons_mirage_hall_of_mirrors Hall of Mirrors: Costs 38.75 Energy, summons four holograms for 50.4 seconds that deal 56.8% of your weapon’s damage.

Augmented – Clones deal a max of 85% of your weapon’s damage, after killing 10 enemies to full stack the augment bonus.

ability_icons_mirage_slight_of_hand Sleight of Hand: Costs 77.5 energy, turns all applicable objects into traps within 13.6m for 36.3 seconds.
ability_icons_mirage_eclipse Eclipse: Costs 38.75 energy, lasts 40.3 seconds. Grants 568% damage bonus in light and 95% damage resistance in shadow.
ability_icons_mirage_prism Prism: Costs 77.5 energy to activate and 15.5 per second after. Deals 710 Radiation damage per tick in 10.2m range. Lasts up to 24.2 seconds. Blinds all enemies within 8.5m for 30.2 seconds on detonation.


  • Decent survivability when energy is available, due to Hall of Mirrors and Eclipse.
  • Can deal high damage with any weapon you choose to use.
  • Relatively low energy costs for two main skills, even with Blind Rage.
  • Passively increased mobility contributes to her ability to survive.


  • Prism is unusable for anything other than a blind when really needed.
  • Can be incredibly fragile when energy isn’t available.