Psyche Out Tactical Q/LB/L1/LB
Psyche Out
Description Send out a holographic decoy to confuse the enemy. Press to control the decoy.
Cooldown 15 seconds

  • When used, a hologram duplicate of Mirage is sent in a straight line to wherever the real Mirage targeted.
    • When spawned, the decoy will replicate whether Mirage was walking, running, or crouching, and if used in midair will have the same momentum as Mirage. It cannot climb walls or ride zip lines.
    • Upon reaching the targeted location, the decoy stands still and performs the 'inspect weapon' animation unless the player takes control of it.
  • The decoy can be controlled by pressing the utility action button (default H/Down/Down), and it will mimic Mirage's actions.
  • The decoy has 45 HP, and only takes damage from gunfire and melee attacks.
  • When shot, the enemy who damaged it is tracked with a marker for 3.5 seconds. This enemy will see 'BAMBOOZLED' on their HUD.
  • The decoy will also automatically vanish after 60 seconds or manually by deploying another decoy.
  • This ability may be activated twice while skydiving, and if you are with your squad in flight it will send out a full decoy squad.
    • decoys will fly off at that direction and angle at a constant speed of 149.

  • As the tactical is fast charging, always have your clones out. They serve well as an early warning.
  • Have decoys stand in front of death boxes or front of windows with a sniper rifle since these are the most natural places for a player to stand completely still.
  • If you're off on your own and suddenly start getting shot from a distance, put a decoy in front of you to instantly show your teammates where to shoot.
  • The best way to fool smarter players is to act like you're the decoy. Direct a decoy in one direction and then run in a straight line in a different direction or start controlling it. That way, enemies won't know which is which.
  • If your enemy is smart enough not to shoot decoys, act as a decoy to get behind them.
  • If you look up into the air without any barriers (trees, roofs, etc.) then your decoy will run in a straight line with no end until they reach cover.
  • If you slide-jump, then while you're mid-air you send out your decoy, it will become extremely fast.
  • If you hold a grenade while sending out your decoy, it will show a unique animation while running. Use this if there is an enemy sniper nearby.
  • Send a decoy into a room with an enemy and immediately follow. They'll likely be briefly distracted by your decoy, giving you time to start shooting them.
  • Send decoys towards replicators and care packages when you're using/looting them, to reduce your chance of being shot if an enemy notices you.
  • Decoys will always have factory issue weapon skins, so if you don`t care about cosmetics too much, it might be worth it to unequip all skins you have for guns.
  • Send a decoy towards a door to make an enemy on the other side think you're blocking it, then flank around them.
  • Or place a decoy in front of a door when healing to reinforce the door (requires 3-4 attacks if attempted close range). Against Wrecking Ball Wrecking Ball set this Decoy to Control mode to avoid receiving its stun effect

  • Some small rocks or other rough surfaces that your decoy should be able to pass through can easily destroy it.
  • The decoy will run noticably slower if you send it out while unarmed.

  • When used, a hologram duplicate of Mirage is sent in a straight line to wherever the real Mirage targeted.
    • When spawned, the decoy will replicate whether Mirage was walking, running, or crouching, and if used in midair will have the same momentum as Mirage. It cannot climb walls or ride zip lines.
    • Upon reaching the targeted location, the decoy stands still and performs the 'inspect weapon' animation unless the player takes control of it.
  • The decoy can be controlled by pressing the utility action button (default H/Down/Down), and it will mimic Mirage's actions.
  • The decoy has 45 HP, and only takes damage from gunfire and melee attacks.
  • When shot, the enemy who damaged it is tracked with a marker for 3.5 seconds. This enemy will see 'BAMBOOZLED' on their HUD.
  • The decoy will also automatically vanish after 60 seconds or manually by deploying another decoy.
  • This ability may be activated twice while skydiving, and if you are with your squad in flight it will send out a full decoy squad.
    • decoys will fly off at that direction and angle at a constant speed of 149.

  • As the tactical is fast charging, always have your clones out. They serve well as an early warning.
  • Have decoys stand in front of death boxes or front of windows with a sniper rifle since these are the most natural places for a player to stand completely still.
  • If you're off on your own and suddenly start getting shot from a distance, put a decoy in front of you to instantly show your teammates where to shoot.
  • The best way to fool smarter players is to act like you're the decoy. Direct a decoy in one direction and then run in a straight line in a different direction or start controlling it. That way, enemies won't know which is which.
  • If your enemy is smart enough not to shoot decoys, act as a decoy to get behind them.
  • If you look up into the air without any barriers (trees, roofs, etc.) then your decoy will run in a straight line with no end until they reach cover.
  • If you slide-jump, then while you're mid-air you send out your decoy, it will become extremely fast.
  • If you hold a grenade while sending out your decoy, it will show a unique animation while running. Use this if there is an enemy sniper nearby.
  • Send a decoy into a room with an enemy and immediately follow. They'll likely be briefly distracted by your decoy, giving you time to start shooting them.
  • Send decoys towards replicators and care packages when you're using/looting them, to reduce your chance of being shot if an enemy notices you.
  • Decoys will always have factory issue weapon skins, so if you don`t care about cosmetics too much, it might be worth it to unequip all skins you have for guns.
  • Send a decoy towards a door to make an enemy on the other side think you're blocking it, then flank around them.
  • Or place a decoy in front of a door when healing to reinforce the door (requires 3-4 attacks if attempted close range). Against Wrecking Ball Wrecking Ball set this Decoy to Control mode to avoid receiving its stun effect

  • Some small rocks or other rough surfaces that your decoy should be able to pass through can easily destroy it.
  • The decoy will run noticably slower if you send it out while unarmed.

  • When used, a hologram duplicate of Mirage is sent in a straight line to wherever the real Mirage targeted.
    • When spawned, the decoy will replicate whether Mirage was walking, running, or crouching, and if used in midair will have the same momentum as Mirage. It cannot climb walls or ride zip lines.
    • Upon reaching the targeted location, the decoy stands still and performs the 'inspect weapon' animation unless the player takes control of it.
  • The decoy can be controlled by pressing the utility action button (default H/Down/Down), and it will mimic Mirage's actions.
  • The decoy has 45 HP, and only takes damage from gunfire and melee attacks.
  • When shot, the enemy who damaged it is tracked with a marker for 3.5 seconds. This enemy will see 'BAMBOOZLED' on their HUD.
  • The decoy will also automatically vanish after 60 seconds or manually by deploying another decoy.
  • This ability may be activated twice while skydiving, and if you are with your squad in flight it will send out a full decoy squad.
    • decoys will fly off at that direction and angle at a constant speed of 149.

  • As the tactical is fast charging, always have your clones out. They serve well as an early warning.
  • Have decoys stand in front of death boxes or front of windows with a sniper rifle since these are the most natural places for a player to stand completely still.
  • If you're off on your own and suddenly start getting shot from a distance, put a decoy in front of you to instantly show your teammates where to shoot.
  • The best way to fool smarter players is to act like you're the decoy. Direct a decoy in one direction and then run in a straight line in a different direction or start controlling it. That way, enemies won't know which is which.
  • If your enemy is smart enough not to shoot decoys, act as a decoy to get behind them.
  • If you look up into the air without any barriers (trees, roofs, etc.) then your decoy will run in a straight line with no end until they reach cover.
  • If you slide-jump, then while you're mid-air you send out your decoy, it will become extremely fast.
  • If you hold a grenade while sending out your decoy, it will show a unique animation while running. Use this if there is an enemy sniper nearby.
  • Send a decoy into a room with an enemy and immediately follow. They'll likely be briefly distracted by your decoy, giving you time to start shooting them.
  • Send decoys towards replicators and care packages when you're using/looting them, to reduce your chance of being shot if an enemy notices you.
  • Decoys will always have factory issue weapon skins, so if you don`t care about cosmetics too much, it might be worth it to unequip all skins you have for guns.
  • Send a decoy towards a door to make an enemy on the other side think you're blocking it, then flank around them.
  • Or place a decoy in front of a door when healing to reinforce the door (requires 3-4 attacks if attempted close range). Against Wrecking Ball Wrecking Ball set this Decoy to Control mode to avoid receiving its stun effect

  • Some small rocks or other rough surfaces that your decoy should be able to pass through can easily destroy it.
  • The decoy will run noticably slower if you send it out while unarmed.

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Now You See Me... Passive
Now You See Me...
Description Automatically cloak when using Respawn Beacon Respawn Beacons, healing and reviving teammates. Spawn a decoy and cloak when downed.
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  • When downed, Mirage spawns a decoy that falls to its knees and dramatically pretends to be dying. He also turns invisible for 5 seconds, allowing for a quick escape.
  • Entering cloak takes 1 second no matter the usage of the passive.
  • When invisible taking any kind of damage will cause you to flicker in and out of cloak.
    • When downed taking damage will removed the cloak completely.
  • When using a consumable healing item ( Ultimate Accelerant Ultimate Accelerant excluded) Mirage cloaks until the healing item is consumed, cloak is removed by damage, ability use, or dropping the heal action.
    • Cloak has a 5 sec cooldown that begins after exiting the cloaked state.
    • This cooldown does not affect cloaking when reviving a teammate, using Respawn Beacon or Mobile Respawn Beacon Mobile Respawn Beacon.
  • When reviving a squadmate and using a Respawn Beacon or Mobile Respawn Beacon Mobile Respawn Beacon, Mirage and the squadmate will become invisible.
    • After a revive, Mirage and his squadmate will remain invisible for 3 seconds, unless they draw their weapons.
    • After being revived by a squadmate Mirage gains cloak for about 2-3 seconds.
    • After a revive, Mirage has increased speed while cloaked.
  • Mirage’s Holo Emitters are visible to players who are less than 5 meters away while cloaked.
  • Mirage will also flicker if he’s using this ability outside the Ring.

  • Cloak prevents and removes being highlighted by:

The Motherlode The Motherlode,Beast of the Hunt Beast of the Hunt,Black Hole Black Hole,Warlord's Ire Warlord's Ire, Spotter's Lens Spotter's Lens,Sniper's Mark Sniper's Mark,Surveillance Drone Surveillance Drone, Neurolink Neurolink, Nox Vision Nox Vision,Assassin's Instinct Assassin's Instinct,Phase Breach Phase Breach,Void Passage Void Passage,Void Nexus Void Nexus, Into the Void Into the Void,Dimensional Rift Dimensional Rift, Smoke Launcher Smoke Launcher, Threat Vision and Digital Threat optics.

  • Once you are downed and this activates, if you are near a ledge or fall-off, try to go down. It'll cover a greater distance and hopefully throw the enemy off of your trail long enough for a potential revive.
  • Do not use your knockdown shield unless you are being shot at intentionally, since using it will give you away.
  • Movement on dirt and waters also causes dust particles and water splash when crawling, and can give you away while cloaked.
  • Do not underestimate Mirage's invisibility when reviving. In a noisy or chaotic environment, enemies will find it difficult to find or notice you.
  • Sometimes reviving midfight can be worth it just for the invisibility, for example inside The Motherlode The Motherlode enemies won't know exactly where you are unless they get very close, use it to your advantage and then strike by surprise.

  • When downed, Mirage spawns a decoy that falls to its knees and dramatically pretends to be dying. He also turns invisible for 5 seconds, allowing for a quick escape.
  • Entering cloak takes 1 second no matter the usage of the passive.
  • When invisible taking any kind of damage will cause you to flicker in and out of cloak.
    • When downed taking damage will removed the cloak completely.
  • When using a consumable healing item ( Ultimate Accelerant Ultimate Accelerant excluded) Mirage cloaks until the healing item is consumed, cloak is removed by damage, ability use, or dropping the heal action.
    • Cloak has a 5 sec cooldown that begins after exiting the cloaked state.
    • This cooldown does not affect cloaking when reviving a teammate, using Respawn Beacon or Mobile Respawn Beacon Mobile Respawn Beacon.
  • When reviving a squadmate and using a Respawn Beacon or Mobile Respawn Beacon Mobile Respawn Beacon, Mirage and the squadmate will become invisible.
    • After a revive, Mirage and his squadmate will remain invisible for 3 seconds, unless they draw their weapons.
    • After being revived by a squadmate Mirage gains cloak for about 2-3 seconds.
    • After a revive, Mirage has increased speed while cloaked.
  • Mirage’s Holo Emitters are visible to players who are less than 5 meters away while cloaked.
  • Mirage will also flicker if he’s using this ability outside the Ring.

  • Cloak prevents and removes being highlighted by:

The Motherlode The Motherlode,Beast of the Hunt Beast of the Hunt,Black Hole Black Hole,Warlord's Ire Warlord's Ire, Spotter's Lens Spotter's Lens,Sniper's Mark Sniper's Mark,Surveillance Drone Surveillance Drone, Neurolink Neurolink, Nox Vision Nox Vision,Assassin's Instinct Assassin's Instinct,Phase Breach Phase Breach,Void Passage Void Passage,Void Nexus Void Nexus, Into the Void Into the Void,Dimensional Rift Dimensional Rift, Smoke Launcher Smoke Launcher, Threat Vision and Digital Threat optics.

  • Once you are downed and this activates, if you are near a ledge or fall-off, try to go down. It'll cover a greater distance and hopefully throw the enemy off of your trail long enough for a potential revive.
  • Do not use your knockdown shield unless you are being shot at intentionally, since using it will give you away.
  • Movement on dirt and waters also causes dust particles and water splash when crawling, and can give you away while cloaked.
  • Do not underestimate Mirage's invisibility when reviving. In a noisy or chaotic environment, enemies will find it difficult to find or notice you.
  • Sometimes reviving midfight can be worth it just for the invisibility, for example inside The Motherlode The Motherlode enemies won't know exactly where you are unless they get very close, use it to your advantage and then strike by surprise.

  • When downed, Mirage spawns a decoy that falls to its knees and dramatically pretends to be dying. He also turns invisible for 5 seconds, allowing for a quick escape.
  • Entering cloak takes 1 second no matter the usage of the passive.
  • When invisible taking any kind of damage will cause you to flicker in and out of cloak.
    • When downed taking damage will removed the cloak completely.
  • When using a consumable healing item ( Ultimate Accelerant Ultimate Accelerant excluded) Mirage cloaks until the healing item is consumed, cloak is removed by damage, ability use, or dropping the heal action.
    • Cloak has a 5 sec cooldown that begins after exiting the cloaked state.
    • This cooldown does not affect cloaking when reviving a teammate, using Respawn Beacon or Mobile Respawn Beacon Mobile Respawn Beacon.
  • When reviving a squadmate and using a Respawn Beacon or Mobile Respawn Beacon Mobile Respawn Beacon, Mirage and the squadmate will become invisible.
    • After a revive, Mirage and his squadmate will remain invisible for 3 seconds, unless they draw their weapons.
    • After being revived by a squadmate Mirage gains cloak for about 2-3 seconds.
    • After a revive, Mirage has increased speed while cloaked.
  • Mirage’s Holo Emitters are visible to players who are less than 5 meters away while cloaked.
  • Mirage will also flicker if he’s using this ability outside the Ring.

  • Cloak prevents and removes being highlighted by:

The Motherlode The Motherlode,Beast of the Hunt Beast of the Hunt,Black Hole Black Hole,Warlord's Ire Warlord's Ire, Spotter's Lens Spotter's Lens,Sniper's Mark Sniper's Mark,Surveillance Drone Surveillance Drone, Neurolink Neurolink, Nox Vision Nox Vision,Assassin's Instinct Assassin's Instinct,Phase Breach Phase Breach,Void Passage Void Passage,Void Nexus Void Nexus, Into the Void Into the Void,Dimensional Rift Dimensional Rift, Smoke Launcher Smoke Launcher, Threat Vision and Digital Threat optics.

  • Once you are downed and this activates, if you are near a ledge or fall-off, try to go down. It'll cover a greater distance and hopefully throw the enemy off of your trail long enough for a potential revive.
  • Do not use your knockdown shield unless you are being shot at intentionally, since using it will give you away.
  • Movement on dirt and waters also causes dust particles and water splash when crawling, and can give you away while cloaked.
  • Do not underestimate Mirage's invisibility when reviving. In a noisy or chaotic environment, enemies will find it difficult to find or notice you.
  • Sometimes reviving midfight can be worth it just for the invisibility, for example inside The Motherlode The Motherlode enemies won't know exactly where you are unless they get very close, use it to your advantage and then strike by surprise.

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Interactions
Tips

The Motherlode The Motherlode,Beast of the Hunt Beast of the Hunt,Black Hole Black Hole,Warlord's Ire Warlord's Ire, Spotter's Lens Spotter's Lens,Sniper's Mark Sniper's Mark,Surveillance Drone Surveillance Drone, Neurolink Neurolink, Nox Vision Nox Vision,Assassin's Instinct Assassin's Instinct,Phase Breach Phase Breach,Void Passage Void Passage,Void Nexus Void Nexus, Into the Void Into the Void,Dimensional Rift Dimensional Rift, Smoke Launcher Smoke Launcher, Threat Vision and Digital Threat optics.

The Motherlode The Motherlode,Beast of the Hunt Beast of the Hunt,Black Hole Black Hole,Warlord's Ire Warlord's Ire, Spotter's Lens Spotter's Lens,Sniper's Mark Sniper's Mark,Surveillance Drone Surveillance Drone, Neurolink Neurolink, Nox Vision Nox Vision,Assassin's Instinct Assassin's Instinct,Phase Breach Phase Breach,Void Passage Void Passage,Void Nexus Void Nexus, Into the Void Into the Void,Dimensional Rift Dimensional Rift, Smoke Launcher Smoke Launcher, Threat Vision and Digital Threat optics.

Life of the Party Ultimate Z/LB+RB/L1+R1/LB+RB
Life of the Party
Description Mirage deploys a team of controllable decoys to distract enemies.
Charge time 1 minute

  • When activated, Mirage summons 5 decoys around him that mimic his movements. He also briefly gains a burst of movement speed.
  • Turns invisible for 1 second before deploying decoys. During this time, his Holo Emitters will be visible to players who are less than 5 meters away.
  • Afterwards, Mirage will blink in and out of cloak for 1 second.
  • The decoys have 45 HP.

  • While invisible, Mirage won't activate Caustic's Nox Gas Trap Nox Gas Traps.
  • Decoys are destroyed by Wrecking Ball Wrecking Ball but can cause wrecking ball to explode leaving a window in which it cannot stun the user.

  • Try combining this ability with your passive ability when attempting to revive a downed teammate. The clones will appear with your teammate in the holograms. It will throw off the enemy's direction, and confuse them enough to fire at the clones as you revive.
  • It's a good idea to use the second of invisibility you get while casting this ability to change directions unexpectedly to make it more difficult to distinguish you from your decoys.
  • Running back through the point where you activate this ability will cause you and the decoys to converge, making it difficult for enemies to identify the real you if they've already figured it out.
  • Use this ability to escape dire situations, but try to avoid escaping in the direction the enemies expect.
  • Run into walls or in odd directions to make enemies think you're one of the decoys, if you find yourself in danger.
  • Don't use this ability after being hit with Focus of Attention Focus of Attention. You'll still be scanned, and your decoys won't be, so it'll be obvious to enemies which Mirage is the real one.
  • You can cancel Shield Battery animation with ultimate. If combined with the Faide Slide (or crouch slide) technique the user can perform a near instant crouch slide from healing position

  • When activated, Mirage summons 5 decoys around him that mimic his movements. He also briefly gains a burst of movement speed.
  • Turns invisible for 1 second before deploying decoys. During this time, his Holo Emitters will be visible to players who are less than 5 meters away.
  • Afterwards, Mirage will blink in and out of cloak for 1 second.
  • The decoys have 45 HP.

  • While invisible, Mirage won't activate Caustic's Nox Gas Trap Nox Gas Traps.
  • Decoys are destroyed by Wrecking Ball Wrecking Ball but can cause wrecking ball to explode leaving a window in which it cannot stun the user.

  • Try combining this ability with your passive ability when attempting to revive a downed teammate. The clones will appear with your teammate in the holograms. It will throw off the enemy's direction, and confuse them enough to fire at the clones as you revive.
  • It's a good idea to use the second of invisibility you get while casting this ability to change directions unexpectedly to make it more difficult to distinguish you from your decoys.
  • Running back through the point where you activate this ability will cause you and the decoys to converge, making it difficult for enemies to identify the real you if they've already figured it out.
  • Use this ability to escape dire situations, but try to avoid escaping in the direction the enemies expect.
  • Run into walls or in odd directions to make enemies think you're one of the decoys, if you find yourself in danger.
  • Don't use this ability after being hit with Focus of Attention Focus of Attention. You'll still be scanned, and your decoys won't be, so it'll be obvious to enemies which Mirage is the real one.
  • You can cancel Shield Battery animation with ultimate. If combined with the Faide Slide (or crouch slide) technique the user can perform a near instant crouch slide from healing position

  • When activated, Mirage summons 5 decoys around him that mimic his movements. He also briefly gains a burst of movement speed.
  • Turns invisible for 1 second before deploying decoys. During this time, his Holo Emitters will be visible to players who are less than 5 meters away.
  • Afterwards, Mirage will blink in and out of cloak for 1 second.
  • The decoys have 45 HP.

  • While invisible, Mirage won't activate Caustic's Nox Gas Trap Nox Gas Traps.
  • Decoys are destroyed by Wrecking Ball Wrecking Ball but can cause wrecking ball to explode leaving a window in which it cannot stun the user.

  • Try combining this ability with your passive ability when attempting to revive a downed teammate. The clones will appear with your teammate in the holograms. It will throw off the enemy's direction, and confuse them enough to fire at the clones as you revive.
  • It's a good idea to use the second of invisibility you get while casting this ability to change directions unexpectedly to make it more difficult to distinguish you from your decoys.
  • Running back through the point where you activate this ability will cause you and the decoys to converge, making it difficult for enemies to identify the real you if they've already figured it out.
  • Use this ability to escape dire situations, but try to avoid escaping in the direction the enemies expect.
  • Run into walls or in odd directions to make enemies think you're one of the decoys, if you find yourself in danger.
  • Don't use this ability after being hit with Focus of Attention Focus of Attention. You'll still be scanned, and your decoys won't be, so it'll be obvious to enemies which Mirage is the real one.
  • You can cancel Shield Battery animation with ultimate. If combined with the Faide Slide (or crouch slide) technique the user can perform a near instant crouch slide from healing position

Info
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Tips

Main article: Legend Upgrades