Alright, settle down, settle down! So, some aspiring legends think they have what it takes to walk the path of the one, the only, Elliott Witt – better known as Mirage, the Holographic Trickster. It's not just about looking good (though that's a big part of it, obviously); it's about playing chess while everyone else is stuck on checkers, with more explosions and better hair. This guide is for those ready to graduate from sending out a decoy that just runs into a wall to orchestrating a symphony of bamboozles that will leave opponents questioning their own sanity, and probably their life choices. Prepare for a deep dive into the art of deception, where strategy meets showmanship, and every fight is a chance to put on a performance.
Mirage's Bag of Tricks: Understanding Your Abilities (No, Seriously, Understand Them)
Before a player can bamboozle with the best of 'em, they need to know what's in the ol' trick bag. Mirage's abilities are all about misdirection and creating opportunities through confusion.1 He's not just throwing out pretty lights; these are tools for psychological warfare.
Passive Ability: Now You See Me...
This passive is where Mirage's supportive side (and his dramatic flair) truly shines.
- Downed Invisibility & Decoy: When Mirage gets knocked down, he doesn't just lie there waiting for the inevitable. Instead, he automatically deploys a decoy that dramatically mimics him dying, while the real Mirage turns invisible for five seconds.2 This brief window is crucial for crawling to safety, ideally behind cover or even off a ledge to break line of sight.2 Pro tip: resist the urge to immediately flash that Knockdown Shield, as it'll give away the real Mirage's position during this invisible escape.2
- Revive & Respawn Cloaking: Here's where the "Support" class designation really kicks in. When Mirage revives a teammate or uses a Respawn Beacon (standard or mobile), both he and the revived/respawning teammate become invisible.2 This cloak lasts for the duration of the revive/respawn and for three seconds after a revive is completed, unless a weapon is drawn or an ability is activated.5 This is an incredibly powerful tool for safer resets in dangerous situations. While cloaked after a revive, Mirage also gains increased speed.5
- Healing Cloak: A more recent addition to his passive is that Mirage will also cloak when using a healing item. Taking damage, using abilities, or stopping the heal will cancel this cloak. After the cloak ends, there's a five-second cooldown before it can be used again.5 This adds another layer to his survivability, allowing for safer heals mid-fight if he can break line of sight.
- Limitations: It's important to note that Mirage's holo emitters are visible to enemies within 5 meters while he's cloaked, so it's not perfect invisibility up close.5 Taking damage while cloaked (except when downed) will cause him to flicker.5 Certain abilities, like Revenant's Silence, can prevent the cloak 6, and scans from abilities like Bloodhound's Eye of the Allfather can cause flickering or partial reveals.2
Tactical Ability: Psyche Out
This is Mirage's bread-and-butter, the cornerstone of his bamboozling empire.

- Deployment & Control: Mirage sends out a holographic decoy that mimics his actions.1 It travels in a straight line to the targeted location, replicating Mirage's stance (walking, running, crouching) and momentum if used mid-air.6 The decoy has 45 HP and lasts for 60 seconds or until another is deployed.3 Crucially, players can take control of the decoy by pressing the utility action button, making it mirror Mirage's current movements like sliding, jumping, aiming, and even emoting.6 Controlled decoys are far more convincing.
- Intel Gathering: If an enemy shoots the decoy, they get a "BAMBOOZLED" notification on their HUD, and their location is revealed to Mirage and his entire squad for 3.5 seconds, including a distance marker.6 This makes Psyche Out a valuable scouting tool.
- Cooldown: A relatively short 15-second cooldown allows for frequent use.3
- Decoy Behavior: Decoys cannot climb walls or ride ziplines.6 They will perform an "inspect weapon" animation if left idle at their destination unless controlled.6 They can be destroyed by any damage source.2 Sending out a decoy while unarmed makes it run noticeably slower; holding a grenade while deploying makes it appear to sprint.2
Ultimate Ability: Life of the Party
This is where the real party starts, and by party, we mean utter chaos for the enemy team.
- Mass Decoy Deployment: Upon activation, Mirage deploys a team of five controllable decoys that mirror his movements.1 This creates a confusing swarm of Mirages, making it incredibly difficult for enemies to identify the real one.3
- Brief Invisibility: Mirage himself turns invisible for 1 second upon activation, and then blinks in and out of cloak for another second.6 This brief window is perfect for repositioning or initiating a flank. His holo emitters are visible to players less than 5 meters away during this initial invisibility.6
- Decoy Health & Duration: Each decoy has 45 HP, just like the tactical decoy.3 The ultimate has a quick 60-second cooldown, encouraging frequent use.6
- Support Class Perk - Ultimate Cooldown: While not explicitly stated as a direct reduction for Mirage in the snippets, general support class benefits might influence this, or specific perks. The "Renaissance Man" perk mentioned in 22 for a Mirage/Bangalore/Sparrow comp is listed as a Blue tier Mirage upgrade, but 6 (PC specific) lists "Ultimate Cooldown" as a blue perk for Mirage, which reduces his ultimate's cooldown. This is more likely the intended perk for faster ult uptime.
Mirage's Perks 6
Perks significantly augment Mirage's deceptive capabilities:
Perk Name | Type | Effect |
---|---|---|
Goes Down Smooth | Basic | When a Decoy is shot, it drops a Holo Spray. A fun little taunt. |
At Witt's End | Basic | Being revived (by a teammate) cloaks both Mirage and his squadmate. This extends his passive's benefit when he's the one being picked up. |
Look Over There! | Basic | Automatically deploys a decoy when Mirage's Health falls below 50%. An automatic defensive reaction. |
Battle Adaptation | Finisher | Using a Finisher adds 100 points to Mirage's Evo Shield. |
Deadly Momentum | Finisher | Using a Finisher reduces Mirage's Ultimate's cooldown by 50%. This encourages aggressive plays and finisher usage for more ults. |
Air-Tight Alibi | Finisher | Using a Finisher creates a Decoy and cloaks Mirage for 2 seconds or until he shoots. Great for escaping after a risky finisher. |
For My First Impression... | Ability | Mirage's Ultimate creates Decoys of one of his Squadmates. This can be incredibly confusing, as enemies won't just be looking for Mirages. |
Decoy See, Decoy Do | Ability | Decoys ping enemies within a certain distance but cannot be controlled. This turns decoys into passive scanners but sacrifices manual misdirection. |
Bamboozle Cloak | Ability | Losing a Decoy (tactical or ultimate) turns Mirage invisible for 2 seconds or until he shoots. This is a powerful perk, offering frequent, short bursts of invisibility for repositioning or aggression. |
Decoys 101: Intel Agent or Master Distractor? (Or Both? Yeah, Both.)
Mirage's tactical ability, "Psyche Out," is a beautifully versatile tool. Is it for gathering intel or for making enemies look foolish while they shoot at thin air? The answer, much like Mirage himself, is a delightful "yes." The true skill lies in knowing which hat the decoy should wear in any given situation.
The Decoy as an Intel Agent: "Go See What They're Up To, Pal!"
Before barging into a building like an Octane with a death wish, a smart Mirage sends in a scout.
- Scouting Ahead: The most straightforward use. Sending a decoy into a building, around a blind corner, or towards a suspicious piece of cover can draw fire or simply spot an enemy.7 If that decoy takes a hit, the shooter's position is pinged for the whole squad for 3.5 seconds.6 This transforms Mirage from a solo trickster into a genuine intel provider for his team, a crucial aspect often overlooked but vital for coordinated play.
- Checking Chokepoints & High Ground: That narrow hallway look a little too quiet? That sniper ridge a bit too inviting? Let the decoy be the guinea pig. It's better for a 45HP hologram to take a Kraber shot than a legend.2
- Baiting Shots to Reveal Positions: Sometimes enemies are dug in like ticks. A well-placed decoy, perhaps one controlled to peek from cover, can coax them into revealing their hidey-hole.3 This is especially effective against players holding defensive angles who might get trigger-happy at the first sign of movement.
The Decoy as a Master Distractor: "Look! Something Shiny! (It's Me... Or Is It?)"
When it's time to make some noise and confuse the enemy, the decoy is ready for its starring role.

- Drawing Fire & Wasting Ammo: The classic bamboozle. Make them empty their clips into a hologram while the real Mirage lines up a shot or slips away.3
- Creating Openings for Flanks/Pushes: This is where the decoy enables aggressive plays. Send it one way to draw enemy attention, then the real Mirage (and hopefully the team) can exploit the opening from another angle.3 The momentary confusion is often all that's needed.
- Covering Retreats: When a fight goes south, a decoy sent in the opposite direction of the escape path can buy precious seconds. It's simple but surprisingly effective.
- Buying Time: Need to pop a shield cell, reload, or start a revive? A decoy can provide a brief window of opportunity by drawing focus.
- Skydiving Shenanigans: Deploying tactical decoys while skydiving from the dropship or a jump tower can create the illusion of a full squad landing elsewhere, potentially deterring enemies from contesting a landing spot or scattering their initial looting paths.3 If Mirage is with his squad in flight, sending out a tactical decoy will deploy a full decoy squad.6
The decision to use a decoy for intel versus distraction is highly contextual.
- Early Game/Rotation: Intel is often paramount. Knowing where other teams are landing or rotating can prevent early, unfavorable engagements.
- Mid-Fight: This is where the lines blur. A decoy sent for intel can instantly become a distraction if an enemy engages it, creating an offensive opportunity. The ability to switch roles on the fly is key.
- Defensive/Resetting: Distraction is usually the priority to create space for healing, reviving, or disengaging.
Your Goal | Decoy's Job | How to Deploy Your Decoy | Likely Enemy Reaction to Exploit |
---|---|---|---|
Scout Unseen Area | Intel | Send towards suspicious cover, into buildings, around corners. | Shoots decoy, revealing position; or ignores, confirming area is clear. |
Create Flanking Opportunity | Distraction | Send one way while the player moves another; control to mimic push. | Focuses decoy, allowing player flank; divides attention. |
Escape a Bad Fight | Distraction | Send towards enemies or in a different escape path. | Chases/shoots decoy, giving player room to disengage. |
Check a Dangerous Chokepoint | Intel | Send through choke before team pushes. | Takes fire, revealing ambush; or passes, suggesting it's safe. |
Buy Time to Heal/Revive | Distraction | Deploy nearby, control to draw attention. | Shoots decoy, delaying push on player. |
Mislead Enemies During Drop | Distraction | Deploy while skydiving towards an alternate area. | Enemy team may avoid player's true landing spot or split focus. |
Bait Out Sniper/Hidden Enemy | Intel/Distraction | Control decoy to peek common sniper nests or cover. | Sniper shoots decoy, revealing position and wasting a shot. |
The Art of the Bamboozle: Advanced Decoy Techniques & Mind Games
Merely sending out a decoy is amateur hour. True masters of Mirage understand that the decoy is an extension of their will, a puppet in their grand play of psychological warfare. This is about making the decoys not just present, but convincing.
Controlling Your Doppelgänger: Making Them Dance to Your Tune
The ability to take control of a tactical decoy and have it mirror the player's actions is what separates a good bamboozle from a great one.6
- Mimicking Complex Actions: Don't just have the decoy run. Make it slide, jump, crouch, peek corners, and even mimic the animation of aiming down sights or holding a grenade.7 The more human-like its movements, the more likely an enemy is to hesitate or fire upon it.
- The "Stop and Stare": A controlled decoy that runs to a piece of cover and then simply stands there, looking around as if holding an angle, can be surprisingly effective. Enemies might waste time and utility trying to flush out a non-existent threat.
- The "Hesitation Hop": Program the decoy to start moving from cover, then quickly duck back in. This can bait out shots from trigger-happy opponents, revealing their position and intent.
- Running with a Purpose (Even if it's Fake): A critical detail often missed is that decoys run noticeably slower if sent out while Mirage is unarmed.6 Conversely, if Mirage is holding a grenade when he deploys the decoy, it will appear to sprint much faster.2 This can be used to sell a fake aggressive push or a panicked retreat.
"The Decoy Gambit": Becoming the Hologram
One of the most potent mind games is to make the enemy believe the real Mirage is the decoy.
- What Decoys Don't Do: Holograms can't use healing items, fire weapons, reload, or swap weapons.7 They also cannot climb objects.6 If a player is trying to pass as a decoy, they must adhere to these limitations until the moment is right to strike.
- The Straight Run into a Wall: A classic. Run in a straight line, maybe even bump into a wall for a moment before correcting course. Experienced players, conditioned to expect more fluid movement, might dismiss this as a poorly programmed decoy.12
- The "Oops, Wrong Way" Post-Ultimate: After activating "Life of the Party," briefly run in one direction, then sharply turn and merge with the pack of decoys, mimicking their general pathing. This can throw off anyone trying to track the original Mirage through the initial chaos. Players have found success running awkwardly against buildings or jumping against rocks without climbing to sell the illusion.12
Environmental Bamboozles: Using the World to Your Advantage
The environment is another canvas for Mirage's artistry.

- Door Play: Sending a decoy towards a closed door can make enemies believe an entry is imminent or that the door is being held. Conversely, sending it through an open door that is then closed can create confusion.
- Corner Peeks (Real and Fake): A decoy peeking a corner can scout for danger. If it's shot, intel is gained. If not, the real Mirage can consider peeking from a different angle or pushing.
- Gravity Cannons & Jump Pads: Decoys can activate Gravity Cannons 2, faking a rotation or an aggressive push. Similarly, sending them over jump pads can misdirect opponents.13 One player recounted sending a decoy onto a jump pad to bait a rush, allowing for an easy flank.13
- Decoys Near Death Boxes/Care Packages: A timeless bait. A decoy appearing to loot can draw out greedy or unsuspecting players.3
- The Cliffhanger Decoy: Sending a decoy running off a cliff might make enemies think the player has fallen or is attempting a desperate escape, drawing their attention while the real Mirage repositions.
Advanced Baiting: The Revive Ruse & More
Mirage's kit allows for some particularly cunning baits.
- Modern Revive Bait: While Mirage himself is invisible during a revive due to his passive 2, any active decoys (from his ultimate or a recently deployed tactical) can continue to move and draw fire away from the sound of the revive.3 The key is that the actual revive is cloaked, but other decoys provide a layer of misdirection. Historically, decoys could mimic the revive animation, which caused immense confusion, though this specific animation feature has been subject to changes.14
- The "Hype Man" Emote Double Decoy: A highly situational but incredibly stylish trick involves using the "Hype Man" emote while controlling a tactical decoy. This can, under certain conditions, spawn an additional decoy, briefly creating even more visual clutter.8 While not always practical, it's a testament to the depth of potential trickery.
Ultimate Shenanigans: Turning Fights with "Life of the Party"
Mirage's ultimate, "Life of the Party," isn't just an escape button; it's a fight-altering, chaos-inducing, "now you see six of me" extravaganza.1 With a swift 60-second cooldown, it's meant to be used often and decisively.6
Offensive Ultimates: "Party's Here! You're All Invited... To Lose!"
When it's time to crash the enemy's party, Mirage's ultimate is the perfect way to make an entrance.
- The Grand Entrance: Activating "Life of the Party" before pushing into a room or engaging a team instantly floods the area with decoys, sowing immediate confusion.3 Combining this with a tactical decoy ("Psyche Out") further amplifies the visual clutter, making it nearly impossible for enemies to get an accurate read on the situation.3
- Flanking Maneuvers: The 1-second of invisibility granted upon activation is a golden opportunity.6 Use it to break line of sight and swiftly reposition for a flank while the decoys surge forward, drawing enemy fire.15 This is particularly effective for surprising entrenched enemies.
- Aggressive Resets: If a player downs an enemy but their teammates are closing in, the ultimate can create the necessary confusion to reload, apply shields, or find a better angle for the next engagement.
- Creating Crossfires: By directing decoys one way while the real Mirage moves another, enemies are forced to split their attention, making them vulnerable from multiple angles. One player described using the ultimate to get behind an enemy focused on their teammates, leading to an easy squad wipe.13
Defensive Ultimates: "Gotta Go! My เอ่อ... Pork Chops are Burning!"
Sometimes, the best offense is a good... disappearance act.
- The Great Escape: When cornered, outnumbered, or caught in a third-party situation, "Life of the Party" is an excellent disengagement tool. The key is to move unpredictably during the initial 1-second cloak to create distance and break enemy tracking.2
- Covering Revives/Healing: Activating the ultimate while reviving a teammate or healing can provide a crucial layer of misdirection.2 The five decoys, each with 45 HP, can absorb stray bullets and distract enemies long enough to complete the action.3
- Breaking Enemy Focus: If a teammate is taking heavy fire, Mirage's ultimate can draw aggro, giving the focused teammate a chance to escape or recover.
- The Mid-Air Ult Escape: A clever technique involves activating the ultimate mid-jump. This causes the decoys to land somewhat erratically, making it harder for enemies to track the real Mirage's landing spot and aiding in a clean getaway.12
That fleeting moment of true invisibility during the ultimate's activation is pivotal.
- Break Line of Sight Immediately: Don't just stand still. Use that second to slide behind cover, sharply change direction, or duck into an unexpected spot.2
- Avoid Predictable Paths: If enemies see the activation, they might anticipate a straight retreat. Subvert this by moving erratically or even towards them briefly before veering off.
- The "Back and Forth" Convergence: A high-skill maneuver involves moving back and forth into the ultimate's activation point, causing all decoys to converge on that spot. This can further confuse enemies who thought they had a bead on the original Mirage, though its general utility can be situational.2
- Ulting Too Late: Using it as a last-ditch effort when already one-shot is often a waste. Proactive use is far more effective.12
- Standing Still After Ulting: This makes the real Mirage an easy target, as all decoys will be moving identically from that static point of origin. Movement is key.
- Running in a Straight Line Directly Away: This predictability negates much of the confusion. Incorporate slides, jumps, and directional changes.
- Forgetting Decoys Mimic Actions: If Mirage immediately starts healing or reloading in the open after ulting, and the decoys just stand there, the real one becomes obvious since decoys don't perform these actions.7
- Using it When Scanned: Activating the ultimate while under the effects of a scan from Bloodhound or Seer can be counterproductive, as it may highlight only the real Mirage, negating the entire purpose of the decoys.10
"Life of the Party" fundamentally alters the tempo of a fight. Offensively, it forces enemies to hesitate and react to multiple perceived threats, disrupting their coordination. Defensively, it buys crucial time and space. The sudden appearance of multiple targets creates a psychological pause, a window where a skilled Mirage can dictate the next phase of the engagement.
Positioning Like a Ghost: Now You See Me, Now You REALLY Don't
Mirage's effectiveness is amplified by clever positioning. It's not just about where the decoys are, but where the real Mirage is in relation to them and the enemy. The goal is to be where opponents least expect.

- The Art of the Misdirection Flank: This is a cornerstone of Mirage's offensive positioning. Send a decoy, or the wave of decoys from "Life of the Party," to create a diversion on one flank or directly at the enemy. While they are occupied, the real Mirage silently repositions to attack from an undefended or unexpected angle.3 The brief invisibility from the ultimate or the "Bamboozle Cloak" perk (2 seconds of invisibility when a decoy is destroyed 6) can be invaluable for covering this movement.
- Controlling Sightlines with Holograms: A decoy placed in a position that would offer a strong sightline can force enemies to respect that angle, even if it's fake. They might waste utility or expose themselves trying to deal with the perceived threat. This allows the real Mirage to control other sightlines or approach from an area the enemy now deems "safe" because their attention is elsewhere.
- High Ground? Low Ground? Who Can Tell with All These Mirages!: Verticality adds another layer to Mirage's mind games. A decoy sent to high ground can make enemies look up, while the real attack comes from below, or vice-versa. However, a crucial detail is that decoys cannot climb.6 If Mirage ults and then immediately climbs a wall, the real one is instantly revealed to observant enemies. This knowledge can be used defensively (don't climb if trying to blend in) or offensively (climb to make enemies think the decoys below are the real threat, or send decoys to a lower level while taking the high ground).
- Playing "Where's Waldo?" in Chaotic Fights: Multi-team engagements are where Mirage can truly thrive. The inherent chaos is amplified by his decoys, making it difficult for anyone to track who is real and who is shooting whom.3 This allows Mirage to pick off distracted or isolated enemies, or to safely reposition amidst the bedlam.
Mirage excels by creating an information overload for opponents, especially under pressure. In the fast-paced environment of Apex Legends, players rely on quick reads of enemy positions. Mirage's abilities, particularly his ultimate, flood these sensory channels.3 Effective positioning ensures that when the enemy is disoriented, the real Mirage is in the most advantageous and often least anticipated spot.
Even if an enemy suspects a decoy, they often must treat it as a potential threat until confirmed otherwise. This creates a "threat bubble" around decoys that can be used to control space, halt pushes, or bait out enemy resources, all while the real Mirage maneuvers. Unlike legends who excel at holding static positions, Mirage's strength lies in his ability to dynamically and deceptively reposition mid-fight, constantly shifting engagement angles to stay one step ahead.3
The Trickster's Arsenal: Best Weapons for a Bamboozle Lifestyle
A master bamboozler needs the right tools to capitalize on the confusion they create. Mirage often finds himself in close to mid-range engagements, where the chaos of his decoys is most effective. Weapon choices should complement this aggressive, disorienting playstyle.
General Weapon Philosophy for Mirage:
- Close-Quarters Dominance: When enemies are frantically trying to distinguish the real Mirage from the fakes, weapons that excel up close are paramount. Shotguns (EVA-8 Auto, Peacekeeper, Mastiff) and Submachine Guns (R-99, C.A.R. SMG, Volt, Prowler) allow for quick takedowns on disoriented targets.2
- Mid-Range Versatility: Assault Rifles (R-301 Carbine, Flatline, VK-47 Flatline, Nemesis Burst AR, Hemlok Burst AR) offer flexibility for engagements that start outside immediate decoy range, allowing Mirage to poke and then close in once an opportunity arises.3 The Flatline, with its solid hip-fire and damage, is a frequent recommendation.3
- High Burst Damage: Weapons capable of delivering significant damage in a short window are ideal for punishing bamboozled foes. The Wingman, if shots are landed, is a prime example.2
Weapon Name | Weapon Type | Why It's a Great Pick for Mirage | Ideal Attachments |
---|---|---|---|
R-99 | SMG | Extreme rate of fire for melting confused close-range targets. | Laser Sight, Extended Light Mag, Stock |
C.A.R. SMG | SMG | Ammo flexibility (Light/Heavy), high DPS for close encounters. | Laser Sight, Extended Mag, Stock |
Peacekeeper | Shotgun | High burst damage, excellent for peek shots around decoys. | Shotgun Bolt, Disruptor Rounds (if available) |
Mastiff Shotgun | Shotgun | Consistent damage, horizontal spread useful in ult chaos. | Shotgun Bolt, Stock |
Wingman | Heavy Pistol | High skill, high reward; devastating headshots on distracted foes. | Skullpiercer Rifling (if available), Extended Heavy Mag |
VK-47 Flatline | Assault Rifle | Solid damage, good hip-fire, versatile for mid to close range. | Extended Heavy Mag, Anvil Receiver (for single-fire poke) |
EVA-8 Auto | Shotgun | Forgiving auto shotgun, great for spamming in chaotic ult fights. | Shotgun Bolt, Double Tap Trigger (if available) |
Loadout Synergies:
- SMG/Shotgun + Assault Rifle: This combination covers most engagement ranges, allowing Mirage to adapt his approach based on how the bamboozle unfolds.17
- Wingman + SMG/Shotgun: A high-skill, high-reward loadout designed to heavily punish disoriented opponents.3
Attachments to Prioritize:
- Digital Threat Optics: While these can help Mirage see through smoke if paired with a Bangalore, it's crucial to remember that decoys do not share this benefit, which could be a tell for observant enemies. However, some suggest it can help the player navigate the visual clutter of their own ultimate.15
- Shotgun Bolts / Extended SMG Magazines: Faster firing or larger capacity helps maximize damage output during the brief windows of enemy confusion.
- Laser Sights: Improved hip-fire accuracy is vital for SMGs and shotguns in close-quarters combat, where aiming down sights might be too slow or reveal the real Mirage.
Meta Musings & Marvelous Mates: Mirage in the Current Game
Is Mirage merely a flashy pick for casual matches, or does the Holographic Trickster have a place in the more demanding arenas of Apex Legends? The truth, like a well-placed decoy, is more nuanced than it first appears.
The Support Class Advantage
This classification is a significant boon for Mirage and his squad:
- Crafting Expired Banners: Mirage can retrieve teammate banners even after they've expired and craft them at a Replicator, offering a crucial second chance for the team, especially valuable in ranked modes.1
- Access to Blue Extended Supply Bins: These bins contain extra healing and survival items, further bolstering his team support capabilities.
Team Compositions: Who to Bamboozle With?
Mirage thrives with teammates who can either amplify his chaos or capitalize on the openings it creates.
Aggressive Synergies:
- Her Smoke Launcher, combined with Mirage's decoys (especially his ultimate), creates an environment of near-total sensory deprivation for enemies.
- They can't see through the smoke, and when visibility returns, they're greeted by multiple Mirages.10
- A Digital Threat optic on Mirage's weapon becomes particularly potent here.
- The "Mirage, Revenant, and Octane" trio focuses on hyper-aggressive, disorienting pushes.20
- Revenant's ultimate (Forged Shadows, which refreshes on knockdowns 4, or his older Death Totem concept) combined with Octane's Launch Pad to propel the team into a fight.
- Mirage's ultimate adds layers of confusion upon impact, can overwhelm opponents.20
Intel/Control Synergies:
- Bloodhound / Seer: While their scans can expose the real Mirage if timed poorly by the enemy 10, they can also be used to confirm which of the many targets is the actual enemy after Mirage has deployed his ultimate. A scan on a group of enemies confused by decoys can give Mirage's team a clear advantage in target prioritization.10
- Catalyst: Her Dark Veil ultimate can provide cover for Mirage's cloaked revives or segment the battlefield, creating more manageable, confusing engagements. Her Piercing Spikes can funnel enemies into decoy traps or disadvantageous positions.10
Support Synergies:
- Conduit: The temporary shields from Radiant Transfer can allow Mirage to play more aggressively with his decoys or provide extra protection during cloaked revives.10
- Lifeline: Her D.O.C. Heal Drone can provide healing while Mirage is cloaked (though his emitters might be visible up close 6), and her Care Package can improve the team's gear. Both legends excel at "resetting" fights through revives.22

Understanding Mirage's Counters (And How to Play Around Them):
Their abilities can instantly differentiate the real Mirage from his decoys.21
Playaround: Avoid using "Life of the Party" if a scan is active or anticipated. Use tactical decoys to bait out scans. If caught in a scan, use the brief moment of reveal to reposition drastically, as enemies will expect the real Mirage to be where the scan pinpointed.
Their abilities can damage multiple decoys and the real Mirage simultaneously, or flush him from cover.21
Playaround: Be cautious about deploying the ultimate in confined spaces against these legends. Prioritize mobility to escape area-of-effect damage.
While Mirage's position on tier lists may shift with game updates 19, his fundamental strength—psychological disruption—remains a valuable asset. He attacks an opponent's decision-making process, not just their health pool. Furthermore, his Support class designation 7 provides tangible team benefits like banner crafting, giving a "practical" justification for including him in a team, even if a player simply enjoys his trickster playstyle.
Psychological Warfare: Pro-Level Deception & Getting in Their Heads
This is where Mirage transcends being just a legend with clone abilities and becomes a master of psychological operations. It's about conditioning opponents, exploiting their ingrained habits, and turning their own reactions against them. This is the deep-level bamboozlery that separates the pros from the pretenders.
Conditioning Your Opponents: The Long Game of Deception
True mastery of Mirage involves playing the long game within a match, or even across multiple encounters with the same enemies.
- Vary Your Tactics: If a player always sends a decoy right before peeking a corner, observant enemies will learn to anticipate the real peek.11 The key is unpredictability. Sometimes send two decoys. Sometimes peek without one. Sometimes, be the decoy that runs out first.
- The "Cry Wolf" Effect: By using decoys frequently and in diverse ways, players can instill a sense of paranoia in their opponents. Enemies might start hesitating to shoot anything resembling Mirage, giving the real one an edge. Conversely, they might become overly aggressive towards any decoy, constantly wasting ammo and revealing their position. As one player noted, "It takes some time but eventually you get the feel for how people are reading you vs decoys".12 Constant movement and sending decoys from different directions keeps people confused.11
Exploiting Common Player Reactions and Habits:
Human players, for all their adaptability, are creatures of habit.
- Thirst for Kills: The allure of finishing a downed enemy or a low-health target often leads to tunnel vision. Mirage can use decoys (or even himself, pretending to be vulnerable) to exploit this.
- Sound Cues: Enemies heavily rely on auditory information like footsteps. Decoys generate these sounds, making them perfect for baiting an enemy to look the wrong way or anticipate a push from an empty direction.11
- Loot Greed: A decoy appearing to loot a deathbox or a care package is prime bait. The promise of better gear can make even cautious players take risks.3
- The "Panic Reflex": Many players react to sudden, unexpected threats by shooting first and thinking later. Mirage's decoys are designed to be that sudden (false) threat, drawing fire and attention.11
Advanced "Chess, Not Checkers" Plays: Multi-Layered Bamboozles
These are the plays that make opponents want to uninstall.
- The Feint and Flank: Send decoys (tactical or ultimate) to simulate a strong push from one direction. As the enemy team rotates or commits resources to counter this perceived threat, the real Mirage and his squad attack from a now-undefended or weakened angle.
- The Decoy "Sacrifice" for Intel: Intentionally send a decoy into an obvious sniper lane or a suspected trap, not expecting it to survive, but purely to get the "BAMBOOZLED" ping and confirm the enemy's presence and position.
- "Herding" with Decoys: Subtly use decoys to apply pressure and guide enemies into less advantageous terrain, towards environmental hazards, or into the crosshairs of waiting teammates, all without them realizing they're being manipulated.
- The "Invisible Man" Play (with Bamboozle Cloak Perk): The "Bamboozle Cloak" perk grants 2 seconds of invisibility when a decoy is destroyed.6 A player can intentionally get a decoy shot to trigger this, then use that brief window for an aggressive, unexpected maneuver like sliding through an enemy squad to a better position or safely grabbing teammate banners.
- The "holding door bamboozle" that led to an enemy player disconnecting in frustration.
- Using a decoy as a visual distraction to land a critical headshot, then immediately using the ultimate to clean up the confused squad.
- A double bamboozle in Arenas: first baiting with a decoy, then using the finisher animation on the first downed enemy to confuse the second.
Using Emotes and Animations to Enhance Deception:
- The "Hype Man" Double Decoy: As mentioned, using this specific emote while controlling a tactical decoy can sometimes spawn an extra decoy, adding to the visual noise.8
- Weapon Inspect Animation: Uncontrolled decoys perform an "inspect weapon" animation when idle.6 The real Mirage can briefly mimic this to sell the "I'm just a harmless decoy" act.
- Finisher Bait: Using a finisher, especially after activating the ultimate, can confuse nearby enemies who might shoot at the invulnerable player performing the finisher or the surrounding decoys.13 The "Air-Tight Alibi" perk further enhances this by creating a decoy and cloaking Mirage post-finisher.6
- Running Unarmed vs. Grenade Sprint: Decoys run slower if deployed while Mirage is unarmed.6 Conversely, holding a grenade makes them (and Mirage) appear to sprint faster.2 These subtle speed differences can be used to make decoys more or less convincing depending on the desired effect.
Psychological warfare with Mirage is about denying the enemy reliable information and overloading their cognitive resources. Constantly having to differentiate real from fake, predict unpredictable movements, and avoid falling for baits is mentally taxing.11 This leads to hesitation, mistakes, and frustration—all of which benefit Mirage's team.
Playing Mirage at this level is a performance; the player is actively trying to sell a lie through movement, decoy control, and an understanding of enemy psychology.2 As opponents adapt to simpler tricks, the Mirage player must escalate the complexity of their bamboozles, always aiming to be one step ahead.
Common Blunders: Don't Get Bamboozled by Your Own Mistakes!
Even the most gifted Holographic Trickster can stumble. Avoiding common pitfalls is crucial to ensuring the bamboozles land on the enemy, not on the Mirage player themselves.
The Cardinal Sin: Reactive Ability Usage
The most frequent error is using abilities, especially the ultimate, only when already taking significant damage or when an enemy has a clear line of sight.12 At this point, the enemy is already zeroed in, and the decoys are far less likely to deceive.
Predictable Decoy Syndrome (PDS)
Decoys that behave like, well, dumb decoys, are easily ignored.
- Sending tactical decoys in a straight line directly in front every single time.
- Never taking control of decoys, allowing them to run into walls or stand motionless in the open.
- Deploying decoys while unarmed (making them run slower) without accounting for this speed difference when trying to blend in or create a believable distraction.6
Ultimate Activation Fails
"Life of the Party" can be a game-changer, or a spectacular dud if misused.
- Activating the ultimate in plain sight of an enemy without immediately using the 1-second invisibility to break line of sight or drastically change direction.7 That invisibility is a cue to move.
- After ulting, running back towards the exact spot of activation, as all decoys will converge there, making the real Mirage easier to pinpoint.12
- Remaining stationary after ulting. A still Mirage among moving decoys is an obvious target.
- Forgetting that holo emitters are visible to enemies at very close range (under 5 meters) even during the cloak.6
Giving Away the Real You
The illusion shatters if the real Mirage acts in ways decoys cannot.
- Climbing, reloading, healing, or swapping weapons while trying to "act like a decoy".7 These are dead giveaways.
- Shooting immediately after deploying decoys or activating the ultimate. This negates the confusion just created. Allow a moment for the enemy to commit to the wrong target.12
- Using the Knockdown Shield when downed. This makes the real Mirage visible through the passive invisibility cloak.2
Ignoring Your Support Role
With the shift to the Support class, Mirage brings more to the team than just holograms.
- Forgetting the ability to craft expired teammate banners at Replicators or neglecting to check blue extended supply bins for extra resources for the team is a missed opportunity.1
Conclusion: Go Forth and Bamboozle! (And Maybe Grab Some Pork Chops)
Mirage is more than just a legend who makes copies of himself; he's an artist of deception, a conductor of chaos, and a master of outsmarting opponents, all while ensuring he looks impeccable doing it.1 He is the quintessential "mind games" character in Apex Legends, offering a playstyle that is as rewarding as it is entertaining. His true strength lies not just in the holograms themselves, but in the hesitation, confusion, and outright panic they can instill in enemy squads.
To truly excel as Mirage, one must embrace the trickster lifestyle. Playing him is a performance.12 The more enjoyment derived from the art of the bamboozle, the more intuitive the deceptions will become. It's about understanding his kit—the 45HP decoys 6, the 15-second tactical cooldown 7, the 60-second ultimate 7—and then layering that knowledge with psychological tactics and creative flair.

Remember the core of his being: Elliott Witt, the youngest of four brothers, perfected the art of fooling around to get attention.1 He took his mother Evelyn Witt's holo-technology, a craft she, a famed holographic engineer, introduced him to, and turned it into his signature in the Apex Games.1 He does it all for her, his biggest fan, who struggles with dementia, hoping she sees her son, her "little inchworm," shining on screen.23 His heirloom, a trophy of himself, isn't just narcissism; it's so his mom can always recognize him.24 This heart beneath the humor adds depth to every "You got bamboozled!".6
So, to all aspiring Mirages: study the craft, practice the deceptions, and learn from every confused enemy. Use those decoys to gather intel, create distractions, and open pathways for victory. Pop that ultimate with confidence, whether to charge headfirst into glorious chaos or to vanish like a ghost with a penchant for witty one-liners.26
Now, get out there and make 'em see double... or triple... or, you know, a whole party's worth. Make them question everything. Go be a legend. Or don't. Your call. But you probably should. For the glory, for the squad, and definitely, definitely for the pork chops.29 Because as Mirage himself would say, "Winning. Pork chops. Winning and pork chops. That's what I'm about." (Okay, he might not say exactly that, but it's close enough).