Mirage
Mirage builds
Hall Pass — Endgame
Endgame4–5 FormaEndgameMedium confidenceSteel PathShards optional

MirageHall Pass

Endgame build. Hall of Malevolence plus Hall of Mirrors. Clones scale as you kill. This is 2026 Mirage.

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

endgame / endurance, AoE weapons, anyone who came here to be a crowd

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 endgame / endurance, AoE weapons, anyone who came here to be a crowd

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

Play this in Steel Path
  • Hall of Mirrors plus Malevolence is the 2026 Mirage. Prism has not been the nuke for years.
  • Keep Duration honest. A 8-second clone window is a recast hobby.
  • If the squad's FPS dies, swap to a hitscan. You can still be four Somas.

Don’t use this for: Star Chart only · new accounts · ability-nuke as the damage

Specialised investment for hard content

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

Bring: AoE / multishot primaryKuva Bramma, Torid Incarnon, Felarx, a beam. Clones copy the projectile. If the gun already lags a squad, four of them will. Pick something the session can survive.

Alternative if…

My test

Did this still work for you?

Your note, in this browser. Separate from Codex verification — the stamp on the card is editorial, this is yours.

Readiness

Inventory unknown

Not checked — add your collection. You have not failed a test.

  • Required mods 0/9 · required0/9 named
  • Forma 0/5 · required5 on the card. Codex does not track installed Forma.
  • Helminth · optionalNot required
  • Arcanes · recommended0/2 recommended
  • Shards · optionalOptional unless the card says a breakpoint

Investment: 5 Forma · Reactor · 3 shards · 5 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 that4–5 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. FinalHall Pass — EndgameEndgame · Endgame · 4–5 Forma

Farm the gap

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

Helminth & shards

What to put on the body

  • 3 Tauforged Crimson · StrengthClone damage and hold-Eclipse.Archon locked
  • 1 Tauforged Amber · Casting SpeedRecast 1 on tempo.Archon locked
  • 1–2 Tauforged Violet · Primary crit / electricThe gun is still the gun.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

    One Archon Hunt

    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

Steel Path. Malevolence is on. You brought an AoE gun the session can survive.

Time to a playable copy
After Hall of Malevolence and Blind Rage.
First mission to practice in
SP Exterminate. Packed rooms.

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

Malevolence loop

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

  1. 1Hall of Mirrors (1). Malevolence is now charging on every kill.
  2. 2Hold Eclipse (3) for the weapon buff. Tap only if you are actually dying.
  3. 3Empty the gun. Recast 1 before the clones vanish or Malevolence resets.
  4. 4Sleight of Hand and Prism are optional. Most of this config never presses 2 or 4.

First mission — press these buttons

  1. 1

    Mirrors on, keep them on

    1

    1. Kill. Malevolence stacks. If 1 drops, the stacks drop.

  2. 2

    Hold Eclipse

    3

    3 held. Then dump the gun.

Common mistakes

  • Letting 1 expire to 'save energy'

    Malevolence is the energy. Recast.

When this feels easy

  1. 1Strength shardsClones and Eclipse both scale.
  2. 2Roar over 2Eclipse-weapon config if you want a second multiplier.

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

Recommended

  • Molt Augmented

    missing · Unlock the Zariman

    Strength stacks. Clones and Eclipse both eat it.

  • Arcane Rage

    missing · Eidolon / trade

    Primary damage. Four copies of that.

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.

Strength

~250%

Duration

180%+ clone uptime

Range

100–145%

Hall of Malevolence adds clone damage per kill while Mirrors is up. Keep 1 locked on.

From the mods

Live power

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

Strength
313%
Duration
128%
Range
100%
Efficiency
45%
Energy
+275%
Capacity
54 / 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
  • 1Hall of MalevolenceClone damage grows with kills. The reason this config is the identity.Arbiters / Cephalon Suda · 25k
  • 2Blind RageOrokin Vaults
  • 3Transient FortitudeOrokin Vaults
  • 4Umbral IntensifyThe Sacrifice
  • 5Primed ContinuityBaro Ki'Teer
  • 6Primed FlowBaro / relics
  • 7Rolling GuardArbitrations

AoE / multishot primary

Kuva Bramma, Torid Incarnon, Felarx, a beam. Clones copy the projectile. If the gun already lags a squad, four of them will. Pick something the session can survive.

Arcanes

Molt Augmented

Strength stacks. Clones and Eclipse both eat it.

Zariman

Arcane Rage

Primary damage. Four copies of that.

Eidolon / trade

Archon shards

  • 1Tauforged Crimson · StrengthClone damage and hold-Eclipse.3 · Netracells
  • 2Tauforged Amber · Casting SpeedRecast 1 on tempo.1 · EDA
  • 3Tauforged Violet · Primary crit / electricThe gun is still the gun.1–2 · EDA
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