A guide to Mirage's Abilities for Apex Legends: Mirage Edition on PC



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A guide to Mirage's Abilities

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Mirage has 3 different abilities which make his character unique. All of which are related to his holographic skills, there is a passive ability, a tactical ability as well as an ultimate ability.

Now you see me ability 
The first of Mirage’s abilities is “now you see me” which is his passive ability. This ability lasts for 5 seconds and allows Mirage to spawn a decoy and cloak himself when he is knocked down or reviving a teammate. When knocked down, the decoy drops to its knees and pretends to be dying.

This ability works well in a noisy and chaotic environment where enemies will find it difficult to notice you. Mirage and his teammate will both turn invisible when being revived or using a respawn beacon.

If Mirage uses this beacon inside the ring he will flicker.

The holo emitters will be visible to players less than 5m away as well as when being healed by lifelines D.O.C heal drone.

In order to stay hidden when clocked, don't use your knockdown shield and avoid movement on dirt.

Psyche out ability 
The second of Mirage’s abilities is “Psyche Out” which is the tactical ability. This enables him to spawn a holographic decoy that confuses the enemy.

The holograph will replicate whatever motion Mirage was in when spawned, whether it be walking, running or crouching. If he uses the ability in mid-air it will imitate the same momentum as Mirage. However, the holograph is unable to ride zip lines, climb walls or block open doors.

Decoys are unable to go through domes of protection and dimensional rifts.

The decoy has 45 HP and once damaged, Mirage and his squad will receive an icon stating where and how far away the enemy damaged it.

Once the decoy’s health is depleted it will say “you got bamboozled” before vanishing.

The decoy can be affected by gunshots, grenades, perimeter security, nox gas traps, defensive bombardment, and rolling thunder.

Unless another decoy is spawned, the holograph will automatically vanish after 60 seconds.

When in flight with your squad this ability will spawn a full decoy squad and can be activated twice while skydiving from the dropshift or jump towers.

The decoy’s tracks can’t be left for the bloodhound but they can be highlighted for “eye of the allfather” and “beast of the hunt.”

The Vanishing Act ability 
The last of Mirage’s unique abilities, his ultimate ability, is "The Vanishing Act." Mirage is able to cloak himself using this ability while spawning 5 decoys that mimic his movements to distract the enemy.

Once activated Mirage will become invisible for 1 second before the decoys are deployed and his halo emitters will be visible to anyone less than 5m away. This time of invisibility is perfect to change direction so that the enemy will find it more difficult to differentiate between the real Mirage and the decoys. Mirage will then blink in and out of the cloak for 1 second.

Once the decoys are spawned they have 45 HP.

Imitating the actions of decoys, by running in odd directions or into walls, will also confuse enemies as to who the real Mirage is.

If the enemy has figured out the real Mirage, running back through the point where the ability was activated will cause Mirage and the decoys to converge.

Here is a video that goes into details on using Mirage's Ultimates