Theorylytics

Mirage Prime

Light Prism

Prism Guard Blind

Forma
2
Playstyle
Helminth
Keep 4 · Prism Guard

Prism Guard Mirage - attach the blinding disco ball and walk Steel Path packs into blindness while mirrors and Eclipse still DPS. Mirage Prime's extra polarities cut Forma versus base Mirage for the same polarity story.

Build dossier · Light Prism

2 Forma

Loadout

Aura + Exilus on top, then eight general slots in two rows of four.

Arsenal

Playstyle

Prism Guard — attach the disco ball, blind packs while moving, mirrors and Eclipse still carry DPS.

Passive abilities

Hall of Mirrors clones draw fire and deal weapon damage. Eclipse multiplies damage in light or DR in dark — invert tap/hold so damage is the tap. Total Eclipse shares the buff with clones and allies.

Active abilities

  • 1 Hall of MirrorsSpawn holograms. Hall of Malevolence ramps clone damage on kills.
  • 2 Sleight of HandBooby-trap objects. Explosive Legerdemain turns pickups into bombs.
  • 3 EclipseDamage in light / DR in dark. Total Eclipse shares with clones and allies.
  • 4 PrismBlinding disco ball. Prism Guard attaches it to you. Common Helminth slot.
  • Augment: Prism Guard on Prism. Watch energy drain.

Mod breakdown

Duration / Efficiency

Prism drain comfort and blind uptime.

Range / Strength

Blind coverage and Eclipse / clone damage.

Archon shards

  • Duration
  • Efficiency / Energy
  • Strength

Helminth

Keep Prism for the augment. Flex Sleight of Hand for Roar if you skip traps.

Mission Usefulness

  • Steel Path Survival / Defense / Disruption

    Strong

    Prism Guard blinds and chips while mirrors and Eclipse still DPS.

  • Mobile Defense / Excavation

    Excellent

    Blind the point wave under Prism Guard.

  • Exterminate / Capture Speed Runs

    Strong

    Blind clears help speed.

  • Spy / Rescue / Nightmare

    Weak

    Loud disco — not stealth.

  • Open World / Bounties

    Strong

    Mobile Prism Guard.

  • Long-Range Gunplay / Eidolon-Style Content

    Weak

    Blind kit, not hunts.