Mirage
Mirage builds
Hold for Damage
Endgame4 FormaEndgameMedium confidenceSteel PathHelminthShards optional

MirageHold for Damage

Endgame build. Roar or Nourish over Sleight of Hand. Hold Eclipse. Total Eclipse if the squad should share. Clones still on.

Codex Checked · Compared against current game data for this update. · Update 43.5 · 5 Sept 2026 · PC · Current

Incarnon platforms, snipers, squad buff Mirage, people who picked her for Eclipse not Prism

Wrong drop or mechanic?

Don’t build this yet

First Audience first

This loadout sits at Endgame. It wants Forma, Helminth, or shards you may not have. Play the Starter until those systems are open — then this page is the upgrade, not the homework.

Open First Audience

Why this build?

Endgame for Incarnon platforms, snipers, squad buff Mirage, people who picked her for Eclipse not Prism

Health: Not yetHelminth, Steel Path, or Archon Hunts still closed. Play the Starter.

Play this in Steel Path
  • Eclipse is a weapon platform now, not a lighting puzzle.
  • Sleight of Hand is the Helminth slot on almost every 2026 gun Mirage.
  • Total Eclipse is optional. Solo players would rather have Rolling Guard.

Don’t use this for: ability-nuke as the damage · players without Helminth

Specialised investment for hard content

You don’t need the shards to run the loop. They are a later ceiling, not a gate.

Bring: The actual gunPhenmor, Laetum, a sniper, an Incarnon. Clones copy it. Eclipse hold multiplies it. Two multipliers is the point.

Alternative if…

My test

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Readiness

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  • Required mods 0/9 · required0/9 named
  • Forma 0/4 · required4 on the card. Codex does not track installed Forma.
  • Helminth 0/1 · requiredSubsume Roar (Rhino) or Nourish (Grendel)
  • Arcanes · recommended0/2 recommended
  • Shards · optionalOptional unless the card says a breakpoint

Investment: 4 Forma · Reactor · Helminth (Roar (Rhino) or Nourish (Grendel)) · 2 shards · 4 specialised mods. Typical farm ~4–6 hours. Trade if a route is vaulted.

Codex Checked · Compared against current game data for this update. · Update 43.5 · 5 Sept 2026 · PC · Current

Medium confidence. A solid recommendation with more situational dependencies. Confidence is not verification. Verification is separate: Codex Checked against Update 43.5.

Plan

Today → next → later

Inventory unknown — mark “I own this” on a few mods. Until then this is a plan, not a score of zero.

  1. TodayPlay First AudienceThe Starter is the loadout you can actually take into a mission tonight.
  2. NextGet Growing PowerThe Silver Grove quest
  3. After that4 FormaOne slot at a time. Rank 30 after each polarize.
  4. LaterCrimson · StrengthHelminth and shards are the last rungs. They are not the Starter.
  5. FinalHold for DamageEndgame · Endgame · 4 Forma

Farm the gap

  • Mirage augmentsHall of Malevolence · Total Eclipse · Prism Guard · Explosive Legerdemain

Helminth & shards

What to put on the body

Roar (Rhino) or Nourish (Grendel) over Sleight of Hand (2)

Sleight of Hand is a trap / jewel. Roar stacks with hold-Eclipse. Nourish is Viral plus energy. Total Eclipse still shares tap-DR / hold-damage with the squad if you keep the augment.

Helminth is locked. Tick it on Progress before you subsume.

  • 3–4 Crimson · StrengthHold-Eclipse is a Strength ability.Archon locked
  • 1 Amber · Casting SpeedHold-3 then 1 then Roar.Archon locked

Tonight

What is actually up

30 minutes, one hour, or two — matched to this loadout, not a dump of the Origin System.

  1. 30 minutes

    Farm Growing Power

    One named gap. The Silver Grove quest

  2. 60 minutes

    Growing Power, then Forma

    Finish the missing named card, then spend a Forma if a polarity is still fighting you.

  3. 120 minutes

    Subsume Roar (Rhino) or Nourish (Grendel)

    If you are logging off after this, stop at the named component. Do not start a second Forma session tired.

Who this is for

Play this build from zero

You subsumed Roar or Nourish over Sleight of Hand. You want squad Eclipse.

Time to a playable copy
After the Helminth and Total Eclipse.
First mission to practice in
A squad SP mission. You want allies inside Total Eclipse range.

2 button drills · 14 parts · tick the lists as you go

Before you start

0 of 3 done

Put it on the Warframe

0 of 5 done

Keep this up

Eclipse loop

Pocket card. Stick this on a second screen; the long version is the mission below.

  1. 1Hall of Mirrors (1).
  2. 2Hold Eclipse (3). If Total Eclipse is on, the squad just got a damage buff too.
  3. 3Roar or Nourish (2).
  4. 4Shoot. Recast Eclipse and Mirrors on cooldown. Tap 3 only as a panic DR.

First mission — press these buttons

  1. 1

    Buff stack

    3

    1, hold 3, 2. Then shoot.

  2. 2

    Tap 3 only when dying

    Tap overwrites the hold buff with DR. Do not panic-tap in a DPS window.

Common mistakes

  • Tapping Eclipse all mission

    You wanted damage. Hold.

When this feels easy

  1. 1Drop Total Eclipse soloRolling Guard is better when nobody is there to share with.

Parts checklist

0 of 14 owned. Tap How on anything you still need.

Depends on

What this loadout needs

Required is a gate. Recommended is a ceiling. Optional is a later farm — don’t stall the card for it.

Required

  • Growing Power

    missing · The Silver Grove quest

  • Power Drift

    missing · Unlock Lua

  • Total Eclipse

    missing · Arbiters of Hexis / Cephalon Suda · 25,000 standing

    Squad shares tap-DR or hold-damage. Drop it if you are solo and need the slot.

  • Blind Rage

    missing · Run Orokin Vaults

  • Umbral Intensify

    missing · Finish The Sacrifice

  • Narrow Minded

    missing · Orokin Vaults

    Eclipse and Mirrors duration.

  • Primed Continuity

    missing · Wait for Baro Ki'Teer

  • Primed Flow

    missing · Baro Ki'Teer

  • Hall of Malevolence

    missing · Arbiters of Hexis / Cephalon Suda · 25,000 standing

  • Roar (Rhino)

    missing · Own Rhino

    Sleight of Hand is a trap / jewel. Roar stacks with hold-Eclipse. Nourish is Viral plus energy. Total Eclipse still shares tap-DR / hold-damage with the squad if you keep the augment.

  • Nourish

    missing · Helminth

    Sleight of Hand is a trap / jewel. Roar stacks with hold-Eclipse. Nourish is Viral plus energy. Total Eclipse still shares tap-DR / hold-damage with the squad if you keep the augment.

Recommended

  • Molt Augmented

    missing · Unlock the Zariman

    Strength for Eclipse / Roar.

  • Arcane Rage

    missing · Eidolon / trade

    Primary. Or Precision if the dump is a secondary.

Optional

Watch it played

YouTube for this loadout

All videos
The kitTheKengineer · Aug 2021

Mirage triple build guide for damage!

Hall of Mirrors, Eclipse, Prism. Three damage configs.

Helminth

Subsume Roar (Rhino) or Nourish (Grendel) over Sleight of Hand (2)

Sleight of Hand is a trap / jewel. Roar stacks with hold-Eclipse. Nourish is Viral plus energy. Total Eclipse still shares tap-DR / hold-damage with the squad if you keep the augment.

Strength

~250% Eclipse and Roar

Duration

200%+ so Eclipse and Mirrors stay up

Range

145% if Total Eclipse should reach allies

Tap Eclipse = DR. Hold Eclipse = weapon damage. Total Eclipse shares whichever you cast with the squad.

From the mods

Live power

Additive from max-rank Codex mods. Efficiency clamped 15–175%. Umbral set is +11% Strength per extra piece.

Strength
258%
Duration
254%
Range
34%
Efficiency
45%
Energy
+275%
Capacity
53 / 67

1 Umbral piece

Open slots

Weapon HUD

Arsenal numbers

Base × damage mods × crit expectation × fire rate × multishot. No faction, no quantization. Galvanized kill stacks are a slider, not assumed.

Damage
35
Crit
12% × 2.00
Status
26%
Fire rate
9.58
Multishot
1.00
Avg hit
39
Arsenal DPS
376

Toggle common mods

Mirage mods

  • AuraGrowing PowerSilver Grove specters
  • ExilusPower DriftVaults / Lua
  • 1Total EclipseSquad shares tap-DR or hold-damage. Drop it if you are solo and need the slot.Arbiters / Cephalon Suda · 25k
  • 2Blind RageOrokin Vaults
  • 3Umbral IntensifyThe Sacrifice
  • 4Narrow MindedEclipse and Mirrors duration.Orokin Vaults
  • 5Primed ContinuityBaro Ki'Teer
  • 6Primed FlowBaro / relics
  • 7Hall of MalevolenceArbiters / Cephalon Suda · 25k

The actual gun

Phenmor, Laetum, a sniper, an Incarnon. Clones copy it. Eclipse hold multiplies it. Two multipliers is the point.

Arcanes

Molt Augmented

Strength for Eclipse / Roar.

Zariman

Arcane Rage

Primary. Or Precision if the dump is a secondary.

Eidolon

Archon shards

  • 1Crimson · StrengthHold-Eclipse is a Strength ability.3–4 · Netracells
  • 2Amber · Casting SpeedHold-3 then 1 then Roar.1 · EDA
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