
Mirage — Disco Inferno
Steel Path build. Prism lasers plus Prism Guard so the ball follows you. Strength and Range. This is the caster config, not the clone one.
Codex Checked · Compared against current game data for this update. · Update 43.5 · 5 Sept 2026 · PC · Current
Star Chart speedruns, people who like the disco ball, Energy-rich tiles
Wrong drop or mechanic?
Why this build?
Steel Path for Star Chart speedruns, people who like the disco ball, Energy-rich tiles
Health: Not yet — Helminth, Steel Path, or Archon Hunts still closed. Play the Starter.
- Prism is fun and outscaled as a Steel Path nuke. Bring it to Star Chart and fissures, not level cap.
- Prism Guard is mandatory. Without it you throw a ball into a wall and jog after it.
- Hall of Mirrors still belongs here. You can play disco and clones at once.
Don’t use this for: Steel Path endurance · level-cap content · solo level-cap
Stronger mods, Arcanes, real synergy
You don’t need the shards to run the loop. They are a later ceiling, not a gate.
Bring: Energy support — Prism drains while it flies. Zenurik, Arcane Energize, or a squad Wisp. The clones can still shoot; the ball is the identity here.
Alternative if…
- Star Chart only → First Audience
- This is too much Forma / cost → First Audience — Star Chart
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 · required — 0/9 named
- Forma 0/4 · required — 4 on the card. Codex does not track installed Forma.
- Helminth · optional — Not required
- Arcanes · recommended — 0/2 recommended
- Shards · optional — Optional unless the card says a breakpoint
Investment: 4 Forma · Reactor · 2 shards · 2 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
Experimental. Interesting interaction — less proven or more demanding. Not the same as untested. Verification is separate: Codex Checked against Update 43.5.
Your next step
Next: Hall Pass — Optimised
Unlock Helminth, Steel Path, or Archon Hunts before this upgrade is honest.
Hall Pass — OptimisedPlan
Today → next → later
Inventory unknown — mark “I own this” on a few mods. Until then this is a plan, not a score of zero.
- NextGet Energy SiphonNightwave / alerts
- After that4 FormaOne slot at a time. Rank 30 after each polarize.
- LaterAmber · Casting SpeedHelminth and shards are the last rungs. They are not the Starter.
- FinalDisco InfernoSteel Path · Advanced · 4 Forma
Upgrade from here
Hall Pass — Optimised
Locked behind Helminth, Steel Path, or Archon Hunts. Tick those on Progress first.
Open Hall Pass — OptimisedFarm the gap
- Mirage augments — Hall of Malevolence · Total Eclipse · Prism Guard · Explosive Legerdemain
Helminth & shards
What to put on the body
- 2 Amber · Energy / casting speed — Keep the ball fed.Archon locked
- 2 Crimson · Strength — Laser numbers.Archon locked
Tonight
What is actually up
30 minutes, one hour, or two — matched to this loadout, not a dump of the Origin System.
30 minutes
Farm Energy Siphon
One named gap. Nightwave / alerts
60 minutes
Energy Siphon, then Forma
Finish the missing named card, then spend a Forma if a polarity is still fighting you.
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.
- Farm Energy Siphon
Nightwave / alerts
Who this is for
Play this build from zero
You bought Prism Guard because you like lasers.
- Time to a playable copy
- After Prism Guard and a drain plan (Zenurik / Energize).
- First mission to practice in
- A Star Chart Survival. Not Steel Path endurance.
2 button drills · 13 parts · tick the lists as you go
Before you start
0 of 3 done
Put it on the Warframe
0 of 4 done
Keep this up
Disco loop
Pocket card. Stick this on a second screen; the long version is the mission below.
- 1Hall of Mirrors (1) anyway. Free extra lasers from clones if they copy Prism's chaos, and extra gun.
- 2Prism (4). Prism Guard keeps it on you. Walk through a packed tile.
- 3Recast 4 to detonate a blind when you want the room to stop shooting.
- 4Eclipse tap if you are eating fire. This config is not the hold-Eclipse gun platform.
First mission — press these buttons
- 1
Throw the ball, walk
44. Guard keeps it on you. Lasers hit the tile.
You will know it worked when: A prism glued to you. Beams everywhere.
- 2
Detonate for the blind
4 again. Then recast if you still want lasers.
Common mistakes
Taking this to level cap
Lasers fall off. Hall Pass is the cap config.
When this feels easy
- 1EnergizeWithout it the drain eats you.
Parts checklist
0 of 13 owned. Tap How on anything you still need.
Dependencies
16 dependencies
Frame → mods → unlocks. Tick Collection and Progress. This is a decision graph, not a wiki tree.
- 1●mirageframe
- 2○Energy Siphonmod
- 3○Cunning Driftmod
- 4○Prism Guardaugment
- 5○Blind Ragemod
- 6○Overextendedmod
- 7○Stretchmod
- 8○Streamlinemod
- 9○Primed Flowmod
- 10○Intensifymod
- 11○Arcane Energizearcane
- 12○Molt Augmentedarcane
- 13○Amber · Casting Speedshard
- 14○Crimson · Strengthshard
- 15○Steel Pathunlock
- 16○Archon Hunts (shards optional)unlock
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
- Energy Siphon
missing · Nightwave / alerts
Cunning Driftmissing · Lua Halls of Ascension
- Prism Guard
missing · Arbiters of Hexis / Cephalon Suda · 25,000 standing
Prism follows you. The augment that makes 4 usable.
Blind Ragemissing · Run Orokin Vaults
Overextendedmissing · Orokin Vaults
Stretchmissing · Enemy drops

Primed Flowmissing · Baro Ki'Teer

Recommended
Arcane Energizemissing · Buy 20–40 Platinum worth
Prism is a drain ability. This is not optional at high levels.

Optional
Strength
~250% laser damage
Duration
min-max: some Duration so it lives, not so much that you cannot recast-detonate
Range
200%+ laser reach and blind radius
Recast Prism to detonate a blind. Prism Guard tethers it to you so you stop losing the ball in a hallway.
From the mods
Live power
Additive from max-rank Codex mods. Efficiency clamped 15–175%. Umbral set is +11% Strength per extra piece.
- Strength
- 169%
- Duration
- 100%
- Range
- 250%
- Efficiency
- 75%
- Energy
- +281%
- Capacity
- 47 / 67
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
- AuraEnergy SiphonNightwave / alerts
- Exilus
Cunning DriftLua Halls - 1Prism GuardPrism follows you. The augment that makes 4 usable.Arbiters / Cephalon Suda · 25k
- 2
Blind RageOrokin Vaults - 3
OverextendedOrokin Vaults - 4
StretchEnemy drops - 5
StreamlineDrain. Prism is hungry.Enemy drops - 6
Primed FlowBaro / relics - 7
IntensifyOffset Overextended so the lasers still sting.Mercury / Venus
| Slot | Mod | Source | How |
|---|---|---|---|
| Aura | Energy Siphon | Nightwave / alerts | |
| Exilus | Cunning Drift | Lua Halls | |
| 1 | Prism Guard Prism follows you. The augment that makes 4 usable. | Arbiters / Cephalon Suda · 25k | |
| 2 | Blind Rage | Orokin Vaults | |
| 3 | Overextended | Orokin Vaults | |
| 4 | Stretch | Enemy drops | |
| 5 | StreamlineDrain. Prism is hungry. | Enemy drops | |
| 6 | Primed Flow | Baro / relics | |
| 7 | IntensifyOffset Overextended so the lasers still sting. | Mercury / Venus |
Energy support
Prism drains while it flies. Zenurik, Arcane Energize, or a squad Wisp. The clones can still shoot; the ball is the identity here.
Arcanes
Arcane Energize
Prism is a drain ability. This is not optional at high levels.
Eidolon hunts
Molt Augmented
Strength for laser damage.
Zariman
Archon shards
- 1
Amber · Energy / casting speedKeep the ball fed.2 · EDA - 2
Crimson · StrengthLaser numbers.2 · Netracells
| # | Shard | Qty | Source | How |
|---|---|---|---|---|
| 1 | Amber · Energy / casting speedKeep the ball fed. | 2 | EDA | |
| 2 | Crimson · StrengthLaser numbers. | 2 | Netracells |