Theorylytics

Hall Of Mirrors

Used by Mirage

Ability1
Energy25

Hall Of Mirrors

Mirage creates an entourage of doppelgangers to confuse and distract the enemy.

Introduced in Update 14.0 (2014-07-18)

Ability stats

Strength
  • See in-game / wiki ability card for rank values
Duration
  • See in-game / wiki ability card for rank values
Range
  • See in-game / wiki ability card for rank values
Misc
  • Mirage creates an entourage of doppelgangers to confuse and distract the enemy.

Info

  • Hall Of Mirrors is Mirage’s ability 1.
  • Mirage creates an entourage of doppelgangers to confuse and distract the enemy.
  • Use it with the rest of the kit — especially Sleight Of Hand, Eclipse — instead of casting it in isolation.
  • Ability Strength, Duration, Range, and Efficiency each matter differently; check Mod Scaling below before dumping all four.

Augment

9

Hall Of Malevolence

Hall of Mirrors Augment: The damage of your doppelgangers is increased by 5% every time you kill an enemy.

Mirage
Open augment →
Hall Of Malevolence

Hall of Mirrors Augment: The damage of your doppelgangers is increased by 5% every time you kill an enemy.

Max rank drain ~9; see rank table on the augment page.

Open full augment page →

Cast Changes

  1. Modifies Hall Of Mirrors with: Hall of Mirrors Augment: The damage of your doppelgangers is increased by 5% every time you kill an enemy.
  2. Rank up the augment to unlock the full effect values.
  3. Costs a mod slot (and capacity) — only equip it when the change matters for your loop.

Worth the Slot?

  1. Worth it when the augment’s change is central to how you play Mirage.
  2. Skip it if the base Hall Of Mirrors already does what you need and you’d rather keep the slot for survivability or strength.

Tips & Tricks

  • Read the battlefield first — cast Hall Of Mirrors when it actually solves the room, not on cooldown habit.
  • Pair Hall Of Mirrors with movement and energy economy so you’re not stranded after a big spend.
  • On Steel Path, confirm whether Hall Of Mirrors still carries without strip, Viral, or a squad buff.
  • If you never press 1, it’s the first Helminth candidate on Mirage.

Ability dossier · Hall Of Mirrors

Verified 2026-07-22

Synergies

  • Hall Of MirrorsSleight Of Hand

    Use Hall Of Mirrors to set up Sleight Of Hand, or follow Sleight Of Hand with Hall Of Mirrors while enemies are vulnerable.

  • Hall Of MirrorsEclipse

    Use Hall Of Mirrors to set up Eclipse, or follow Eclipse with Hall Of Mirrors while enemies are vulnerable.

  • Hall Of MirrorsPrism

    Use Hall Of Mirrors to set up Prism, or follow Prism with Hall Of Mirrors while enemies are vulnerable.

Mod Scaling

Strength

Strength matters if Hall Of Mirrors scales effect power; otherwise dump it for other stats.

Duration

Duration is low priority on Hall Of Mirrors unless an augment or lingering effect needs it.

Range

Range is usually dumpable on Hall Of Mirrors unless you feel the hitbox is too tight.

Efficiency

Hall Of Mirrors costs energy each cast — Efficiency (or strong regen) keeps the loop comfortable on long missions.

Priority

Stack the stats that actually move this ability’s needle, then Efficiency for uptime.

Mission Use Cases

MissionHow to Use It
Steel Path Survival / Defense / DisruptionTest whether Hall Of Mirrors still clears or enables clear when enemies are dense and overlevelled.
Mobile Defense / ExcavationUse Hall Of Mirrors to control or delete the swarm on the objective, then reposition.
Exterminate / Capture Speed RunsCast Hall Of Mirrors only when it saves time — skip it on empty tiles.
Spy / Rescue / Quiet RoutesIf Hall Of Mirrors is loud or forces combat, save it for after the vault; if it’s stealth-friendly, use it to stay safe.

Comparisons

  • VS

    Vs similar tools on other frames — Hall Of Mirrors is tuned for Mirage’s loop — don’t judge it as a standalone subsume without the rest of the kit.

Other Mirage abilities