Mirage: Difference between revisions

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Updated abilities, gathering icons
Line 37: Line 37:
| ability_name    = Mirage_tornado.png
| ability_name    = Mirage_tornado.png
| name            = Tornado
| name            = Tornado
| radius          = 3.5m
| duration        = 0.75s
| duration        = 2s
| cooldown        = 32s
| cooldown        = 30s
| description    = Transform yourself into a tornado that travels forward, '''damaging enemies''' and '''lifting them up in the air'''. After emerging from the tornado you gain '''bullet evasion'''.
| description    = Send out a tornado that '''damages enemies''' and '''lifts them up in the air''' While they're up in the air, targets '''will fully evade all bullets'''.
| effect1        = '''70''' Damage {{ss|0.7}}
| effect1        = '''Damage:''' 60 {{ss|1}}
| effect2        = '''1.5s''' Lift Duration
| effect2        = '''Lift Duration:''' 1.25s
| effect3        = '''30%''' Bullet Evasion Chance
| effect3        = '''Radius:''' 3.5m
| upgrade1        = '''+0.5s''' Lift Duration
| upgrade1        = '''+0.75s''' Lift Duration.
| upgrade2        = '''-14s''' Cooldown
| upgrade2        = '''-14s''' Cooldown
| upgrade3        = '''-15%''' Spirit Resist
| upgrade3        = '''+20%''' Bullet Evasion Chance
}}
}}


Line 52: Line 51:
{{Ability card
{{Ability card
| ability_name    = Mirage_fire_beetles.png
| ability_name    = Mirage_fire_beetles.png
| name            = Fire Beetles
| name            = Fire Scarabs
| radius          = 4m
| description    = Start launching fire beetles. Each beetle can be '''launched separately''', stealing '''max health from enemies''' and applying '''bullet resist reduction'''. Cannot apply multiple scarabs to the same enemy. The health gain from hitting heroes is 3x as effective as against non-heroes.
| cooldown        = 35s
| effect1        = '''90''' Max Health Steal {{ss|0.9}}
| description    = Start launching fire beetles. Each beetle can be '''launched separately''', applying a '''lifesteal over time''' to enemies they hit. Once the launch window ends, this ability goes on cooldown.
| effect2        = '''-10%''' Bullet Resist
| effect1        = '''Charges:''' 3
| effect3        = '''5s''' Launch Window
| effect2        = '''DPS:''' 20 {{ss|0.3}}
| effect4        = '''14s''' Debuff Duration
| effect3        = '''Heal vs Heroes:''' 40%
| effect5        = '''32s''' Cooldown
| effect4        = '''Debuff Duration:''' 4s
| effect6        = '''25%''' Heal vs Non-Heroes
| effect5        = '''Launch Window:''' 15s
| upgrade1        = '''-15s''' Cooldown
| effect6        = '''Heal vs Non-Heroes:''' 15%
| upgrade2        = '''-15%''' Bullet Resist
| upgrade1        = '''+2''' Charges
| upgrade3        = '''+70''' Max Health Steal
| upgrade2        = '''+40%''' Heal vs Heroes
| upgrade3        = '''+40''' DPS
}}
}}


Line 70: Line 67:
{{Ability card
{{Ability card
| ability_name    = Mirage_Dervish.png
| ability_name    = Mirage_Dervish.png
| name            = Tempest Ward
| name            = Djinn's Mark
| description    = Passive: Your next shot is amplified with '''Spirit Damage'''. Each amplified shot that hits the same target increases the Spirit Damage dealt.<br><br>You become enveloped in a whirlwind that provides '''bullet evasion''' and '''movement speed'''.
| description    = Passive: Your shots '''apply an increasing multiplier''' on the target. When the multiplier on a target expires or you reach the max, it's consumed and the target suffers '''Spirit Damage''' and is briefly '''revealed on the map'''. The final damage is the base damage times the multiplier.
| effect1        = '''Spirit Damage''': 20 {{ss|0.2}}
Active: '''Consume multiplier''' on Djinn's Mark to deal its damage now.
| effect2        = '''Escalating Spirit Damage''':15 {{ss|0.2}}
| effect1        = '''16''' Base Damage {{ss|0.4}}
| effect3        = '''Proc Cooldown''':2s
| effect2        = '''8x''' Max Multiplier
| effect4        = '''Max Stacks''': 5
| effect3        = '''2.5s''' Cooldown Between Multiplier
| effect5        = '''Bullet Evasion Chance''': 50%
| effect4        = '''4.5s''' Multiplier Duration
| effect6       = '''Duration''': 3.5s
| effect5        = '''2s''' Reveal Duration
| effect7        = '''Cooldown''': 37s
| upgrade1       = Apply 80% Slow for 0.5s whenever you increase the multiplier.
| upgrade1       = '''+30%''' Bullet Evasion Chance
| upgrade2       = '''+4s''' Multiplier Duration and '''+10''' Base Damage.
| upgrade2        = '''+10''' Escalating Spirit Damage
| upgrade3        = '''+4''' Max Multiplier
| upgrade3        = '''-19s''' Cooldown
}}
}}


|-|(4) Djinn Bomb=
|-|(4) Djinn Bomb=
{{Ability card
{{Ability card
| ability_name    = Charged_Shot.png
| name            = Djinn Bomb
| name            = Djinn Bomb
| radius          = 11m
| description    = Channeled. Target an ally or visible enemy hero on the minimap, then '''teleport''' to where they were when your channel started. After teleporting, you gain '''movement speed''' as well as '''fire rate until your next reload'''.
| description    = Launch a slow projectile that you can activate anywhere along its path to detonate it, dealing damage to enemies caught in its radius. Deals bonus damage for each additional hero hit.
| cooldown        = 130s
| cooldown        = 74s
| effect1        = '''2.5s''' Channel Duration
| effect1        = '''Damage:''' 225 {{ss|2.2}}
| effect2        = '''+2m/s''' Move Speed
| effect2        = '''Bonus Damage Per Hero''': 60 {{ss|0.6}}
| effect3        = '''+20%''' Fire Rate
| effect3         = '''Lifetime''': 8s
| effect4         = '''4s''' Move Speed Duration
| upgrade1        = '''-28s''' Cooldown
| upgrade1        = '''-20s''' Cooldown
| upgrade2        = '''+40''' Bonus Damage Per Hero
| upgrade2        = '''+2m/s''' Move Speed
| upgrade3        = '''+150''' Damage
| upgrade3        = '''+20%''' Fire Rate
}}
}}
</tabber>
</tabber>

Revision as of 23:09, 26 September 2024

{{{BASEPAGENAME}}}
Weapon:
"Hero Not Found"


BASE STATS

Weapon Stats
DPS: 70
Bullet Damage: 4.7
Ammo:

16

Bullets per sec:

3.7

Reload Time:

Hero Not Founds

Bullet Velocity:

Hero Not Foundm/s

Light Melee: 63
Heavy Melee: 116
Falloff Range: 22m → 58mm
Vitality Stats
Health:

550

Health Regen:

2

Bullet Resist:

0%

Spirit Resist:

0%

Move Speed:

7m/s

Sprint Speed:

0m/s

Stamina:

3


Mirage is an agile, wind-based Hero with powerful abilities and disruption. By throwing out Tornadoes and Fire Beetles, Mirage can damage, lift up, and steal life from his targets while encasing himself in a Whirlwind that enhances his weapon attacks. When the time is right, he can detonate a Djinn Bomb to deal damage to grouped-up enemies.

An emissary of the Djinn ambassador Nashala Dion, Mirage is a diplomatic bodyguard who is charged with carrying and protecting the djinn's vessel.

Abilities

Tornado

Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion.

Duration:
0.75s
Cooldown:
32s
70 Damage x0.7
1.5s Lift Duration
30% Bullet Evasion Chance
Ability Point 1+0.5s Lift Duration
Ability Point 2-14s Cooldown
Ability Point 5+20% Bullet Evasion Chance

Fire Scarabs

Start launching fire beetles. Each beetle can be launched separately, stealing max health from enemies and applying bullet resist reduction. Cannot apply multiple scarabs to the same enemy. The health gain from hitting heroes is 3x as effective as against non-heroes.

90 Max Health Steal x0.9
-10% Bullet Resist
5s Launch Window
14s Debuff Duration
32s Cooldown
25% Heal vs Non-Heroes
Ability Point 1-15s Cooldown
Ability Point 2-15% Bullet Resist
Ability Point 5+70 Max Health Steal

Djinn's Mark

Passive: Your shots apply an increasing multiplier on the target. When the multiplier on a target expires or you reach the max, it's consumed and the target suffers Spirit Damage and is briefly revealed on the map. The final damage is the base damage times the multiplier. Active: Consume multiplier on Djinn's Mark to deal its damage now.

16 Base Damage x0.4
8x Max Multiplier
2.5s Cooldown Between Multiplier
4.5s Multiplier Duration
2s Reveal Duration
Ability Point 1 • Apply 80% Slow for 0.5s whenever you increase the multiplier.
Ability Point 2+4s Multiplier Duration and +10 Base Damage.
Ability Point 5+4 Max Multiplier

Djinn Bomb

Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain movement speed as well as fire rate until your next reload.

Cooldown:
130s
2.5s Channel Duration
+2m/s Move Speed
+20% Fire Rate
4s Move Speed Duration
Ability Point 1-20s Cooldown
Ability Point 2+2m/s Move Speed
Ability Point 5+20% Fire Rate

Background

The Djinn are one of the more curious groups of people in the modern world. Possessing great power in controlled doses, Djinn are incapable of maintaining corporeal form for longer than 48 minutes without resting within a vessel. As a result, most Djinn employ human bodyguards for transport, protection, and companionship.

Mirage is one such bodyguard. Employeed by Djinn ambassador Nashala Dion, Mirage is in New York on a diplomatic mission. It's the hope of the Djinn that they can negotiate with the US government for a sale of part of Wyoming so that they can build a sovereign nation for their people.

A FATE'S TALE

Update history

Trivia

Heroes

Hero Labs

Abrams

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Bebop

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Dynamo

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Grey Talon

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Haze

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Infernus

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Ivy

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Kelvin

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Lady Geist

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Lash

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McGinnis

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Mirage

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Mo & Krill

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Paradox

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Pocket

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Seven

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Shiv

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Vindicta

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Viscous

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Warden

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Wraith

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Yamato

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Calico

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Fathom

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Holliday

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Magician

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Trapper

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Viper

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Wrecker