Patch 09-16-2026 Data researched 2026-09-21 What changed
MR Mirage — carry frame

Mirage

CarrySkirmisherInitiator mid range hybrid damage late-game Low difficulty

Measured 43.7% win rate, 1.3% pick rate on patch 09-16-2026 across 31,060 matches.

Strengths

  • Best-in-class split pressure: a global teleport means he is never out of position on the macro map.
  • Fire Scarabs sustain plus Dust Devil evasion makes him far stickier in brawls than his 730 HP suggests.
  • 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.

Weaknesses

  • Currently the weakest hero in this group by measured performance: deadlocklabs.gg records 43.8% win rate at 1.4% pick, D tier.
  • Traveler is cancelled by any damage at all, making his ultimate the easiest to deny in the game.
  • Very low durability (730 HP) with no barrier of his own until Traveler T2.
  • Hard-countered by zone control — McGinnis (-2.1%) and Paige (-1.0%) are his worst matchups per deadlocklabs.gg because he cannot get to 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.

Weapon

pistol (Promises Kept). A slow, heavy-hitting hitscan pistol: 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 — which is why Ricochet is a core late item on him.

Abilities

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.

What it is for: 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 (deadlock.one). 35s cooldown with 2 charges per deadlock.io.
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, and it is his primary reason for surviving fights.

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.
  • It is the highest-win-rate opening skill alongside Djinn's Mark (60.9% WR per deadlocklabs.gg).
  • Anti-heal items cut the drain, which is the standard answer to him.
Upgrade tiers
  • Upgrade tiers raise the drain and duration; specific tier values not sourced on the pages checked. Deadlocklabs.gg notes it as a priority skill in the winning opener.

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.

What it is for: 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 (deadlock.one). T1 adds +60 damage. 36s cooldown per deadlock.io.
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.
  • deadlocklabs.gg summarises his whole plan around this: 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.

What it is for: 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 (deadlock.one). T2 adds +20 base damage and +3s multiplier duration. 3s cooldown with up to 4 stacks per deadlock.io.
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 is described as essential on him (deadlock.io) because it 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 short wait, teleports there. Taking damage during the wait cancels the teleport.

What it is for: 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.

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 Traveler lands into a fight already shielded.

How to play against it

  • 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 placed on him specifically.

Interactions

  • The channel is cancelled by ANY damage, including a single chip tick — trooper damage and DoTs both count.
  • 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, Paradox's Time Wall at T2) prevent the cast entirely.
Upgrade tiers
  • T1: +3m move speed and +20% fire rate for 12s on arrival.
  • T2: 400 barrier that scales with Spirit.

Laning strengths

  • 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit.
  • Fire Scarabs gives him a sustain edge that lets him stay in lane through trades most pistol heroes would lose.
  • Dust Devil is both a lane escape and a way to punish a lane partner who steps too far forward.

Laning weaknesses

  • 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. deadlocklabs.gg records McGinnis as his worst matchup at -2.1% win-rate delta, and Paige at -1.0% — both zone-control heroes who never let him into pistol range.

Power spikes

  • 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.
  • 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, which is his highest-value trait.
  • 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.

Playing against Mirage

  • Break Traveler with any damage. A single poke shot into his channel deletes a 140-second ultimate — assign someone to watch for the cast.
  • Buy anti-heal before he gets two Fire Scarabs charges online; the drain is his whole reason for being able to brawl.
  • Dust Devil 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 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 and Paige's Captivating Read both deny the approach he needs, which is why they are his statistical worst matchups.
  • 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.

Bait these first

  • 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 3s-cooldown active.
  • Bait Traveler by faking a play on a distant objective, then punish him the moment he channels — you either cancel the ult with one shot or win the fight he left.

What Mirage does to you

  • 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 +20% fire rate and a 400 barrier at T2.
  • With Ricochet his marks land on your whole team at once, so the detonation is an area burst rather than a single-target hit.

Punish windows

  • The Traveler channel — any damage cancels it and costs him 140 seconds of cooldown for nothing.
  • 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.

Hardest matchups for Mirage

Ranked by how far below Mirage's own baseline each pairing measures — not by raw win rate.

Graves 36.6% -7.1 pts
Victor 38.4% -5.3 pts
Paige 38.6% -5.1 pts
Kelvin 39.4% -4.3 pts
Seven 39.9% -3.8 pts
Mo & Krill 40.6% -3.1 pts
Ivy 41.0% -2.7 pts
Lash 41.8% -1.9 pts

Best matchups for Mirage

Same measure, other direction.

Sinclair 50.1% +6.4 pts
Bebop 47.7% +4.0 pts
Holliday 47.3% +3.6 pts
Infernus 45.8% +2.1 pts
Rem 45.4% +1.7 pts
Lady Geist 45.2% +1.5 pts
Billy 44.9% +1.2 pts
Vyper 44.5% +0.8 pts

Every Mirage matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Mirage
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

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