Theorylytics

Mirage Prime

Malevolent Hall

Hall of Malevolence

Forma
2
Playstyle
Helminth
Keep 1 · Hall of Malevolence

Hall of Malevolence Mirage - stack clone damage on kills while Eclipse keeps the hologram firing line lethal on Steel Path. Mirage Prime's extra polarities cut Forma versus base Mirage for the same polarity story.

Build dossier · Malevolent Hall

2 Forma

Loadout

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

Arsenal

Playstyle

Hall of Malevolence first — kill to ramp clone damage, keep Eclipse up, let holograms draw fire and delete.

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: Hall of Malevolence. Total Eclipse still strongly recommended.

Mod breakdown

Strength / Duration

Clone damage floor and buff windows.

Archon shards

  • Strength
  • Duration
  • Casting Speed

Helminth

Keep Hall of Mirrors. Nourish over Prism.

Mission Usefulness

  • Steel Path Survival / Defense / Disruption

    Excellent

    Hall of Malevolence stacks turn holograms into SP shredders under Eclipse.

  • Mobile Defense / Excavation

    Excellent

    Clones hold the point and draw fire.

  • Exterminate / Capture Speed Runs

    Excellent

    Four guns clear rooms.

  • Spy / Rescue / Nightmare

    Weak

    Not stealth.

  • Open World / Bounties

    Strong

    Clone camps.

  • Long-Range Gunplay / Eidolon-Style Content

    Situational

    Clones help; aim is offset.