Mirage - Disenchanter Mirage

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Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Direct damage.

Designed for:


A tanky PvP Mirage build primarily made to 1v1.

Archive note: fell out of use after several nerfs and the dominance of its Chrono counterpart.



Slot changes


For the optional slot:

  • - damage and CC.
  • - stun break and mobility.



Superior Sigil of Annulment
Superior Sigil of Annulment.pngSuperior Sigil of Annulment
Your next attack after swapping to this weapon while in combat will remove 2 boons from your target.
Superior Sigil of Energy
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Courage
Superior Sigil of Courage.pngSuperior Sigil of Courage
On hit gain might for 10 seconds. (Cooldown: 2s)
Superior Sigil of Energy
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of Leadership
Superior Rune of Leadership.pngSuperior Rune of Leadership
(1): +8 to All Stats (2): +2% Boon Duration (3): +12 to All Stats (4): +3% Boon Duration (5): +16 to All Stats (6): +5% Boon Duration; when you use an elite skill, convert up to 2 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Ferocity

Equipment Changes


  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
    focuses more on Might stacking and adds another damage modifier.


Elite specialization basics

  • Dodge rolling is replaced by Mirage Cloak, which is more or less the same thing but allows you to cast skills and grants access to ambush attacks for its duration: for Sword and for Staff. Ambush skills replace the autoattack of the weapons for 1.5 seconds and can only be used once per Mirage Cloak activated.
  • Pressing dodge grants Superspeed Superspeed, breaks stun, and removes a condition thanks to the trait .
    • Dodging out of a CC effect will however completely halt your endurance regeneration for 3 seconds, so sometimes it's beneficial to just wait out the short duration, less dangerous ones instead of breaking out.
  • You can stomp, rez, or even channel buffs on Temple of the Silent Storm while dodging.


  • The build doesn't have any mass cleanses, but has a couple of tools that remove one condition at a time (sometimes more if we count Fear and Taunt), these are and the aforementioned Elusive Mind powered dodge.
  • Use and for mobility while traveling between capture points or if you have to disengage. Phase Retreat teleports you in the opposite direction of where you're facing, so in order to teleport "forward" turn around to use it and then turn back. We recommend you set up a bind for about face to do this in a fluid manner ((Options ⇒ Control Options ⇒ Movement). Make sure you don't have an enemy targeted while using any of these skills for movement purposes!
  • Using your healing skill can trigger a . Remember that it's a Chaos combo field, always try to use at least 1 leap finisher in it to combo before the skill runs out.
  • Every shatter skill grants Stability Stability and one other boon via .
  • is a very strong part of a Mesmer's kit. Use it to move your team around the map, mitigate your losses by dropping a portal at a capture point you've just lost before running away, or simply to bail out when you run out of defensive CDs. These are just some of the possible applications, so get creative!
  • When a phantasm dies you get all its boons thanks to .


  • Might Might stacking and phantasms are the primary sources of your damage. Keep in mind that Might applied to the caster also empowers phantasm damage.
  • Might stacking is something that just happens passively as a byproduct, even spamming random skills in random oder can get you to 25 stacks so no need to stress it. There are some things to note however:
    • Both sets are perfectly capable of stacking Might, but it's primarily done by Staff. summons 2 phantasms, and after they become clones you gain 4 stacks from . The auto attacks (both player and clone) can grant might, and the ambush skill applies another 3 stacks.
      Superior Sigil of Courage Superior Sigil of Courage
      Superior Sigil of Courage.pngSuperior Sigil of Courage
      On hit gain might for 10 seconds. (Cooldown: 2s)
      will also keep generating it.
    • On Sword you can get a total of 20 stacks by using + .
  1. Cast the phantasm in melee range, as the first 4 stacks are applied if you hit the target, not the phantasm! It does however spawn with its own 8 stacks.
  2. Being in melee also means that the swordsman will be close enough to get the 3 stacks from , bringing its total stacks to 11.
  3. When the phantasm dies it transfers its boons back to you + 2 Might Might stacks, so 13 total. By this time you'll have at least 7 stacks if all went well, 13 + 7 = 20.
    • grants 3 stacks, regardless of the number of clones shattered.
  • Note that while you may lose out on a few stacks, it's generally better to use from a safe distance.
  • Once you have 15+ stacks you can start unloading your heavy hitters, most notably , , and anything on the sword set including the ambush skill. Even can be added to the burst for some extra instant damage.

Top Streamers


  • Condition Daredevil can spike you hard enough to make it impossible to recover, especially if you were already in a duel and got +1'd by it. Usually your cleanses just can't keep up with its condition variety and quick application.
Build rating - 5 stars
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8 Ratings
5 stars
CGSN gave this build 5 stars March 2018

After playing it for a bit, I'm personally still fond of the Chrono variant over this one by the smallest margin due to preferring Chronophantasma+Continuum Split+Shield over Jaunt+Mirage Thrust+Elusive Mind (but man are both good).

That being said, this build has completely sold me on Sword/Sword as a weaponset for mesmer. The damage provided by Sword5 is absolutely nutty and pairs well with Sword3's immobilize. This variant of the build is fairly vulnerable to conditions with only a few single-condition clears scattered here and there, so it may be beneficial to make some minor changes in the pre-game lobby if the opponents are packing multiple Scourges.

This build's strengths are definitely mobility and dueling. It has enough consistent damage to force out most other builds before being pressured itself. Like all power mirages, it also has unmatched mobility and can usually disengage very safely from almost all situations (though lack of torch means fewer crazy disengages than before).

With the upcoming nerfs hitting several portions of this build (Disenchanter CD increase, Elusive Mind stunbreak causes exhaustion, Phantasmal Force might nerf, Surging Rune removed), this is a "play it while you can" sort of build.

5 stars
Nappa1 gave this build 5 stars March 2018

After a few days of testing and playing this build, I find it very strong in most 1v1 situations and fun to play. The only thing that I find it lacks is in the condi cleanse department. You just have to play smart against scourages, stay out of their range and summon your phantasms to attack your enemy.

I wish testing a similar build before Misha posted this one (though mine was a condi variant), but this seems more effective since power has been buffed in the last patch. Might generation and burst damage is great. Lots of evades and nearly 100% upkeep of protection makes it extremely durable too.

5 stars
Nemesis1860 gave this build 5 stars February 2018

Extremely fun and strong build!

5 More Ratings
5 stars
Haksilence gave this build 5 stars February 2018

trades sustain and brawling power for more damage, stunbreak and mobility. although it feels lackluster to me, ive only played a few games with it, but it just feels kind of clunky and without the sustain you are kind of rellying on sheer damage to win 1v1's. Its probably just because im bad at the build, but the chrono variant seems to work better for me.

5 stars
EricTheThief gave this build 5 stars February 2018

This has to be the most well rounded mesmer build out there. Brings both great out of combat mobility and the ability to contest and control side points. It's just ridiculous how good this build is.

5 stars
Nathanel gave this build 5 stars February 2018

yeah litterally saw misha beat sindrener out of all people.

5 stars
Baescons gave this build 5 stars February 2018

Ive seen this one out for a bit. This is a deadly build and maybe alittle more viable for mesmer than the chrono version just because it has team play aspects like portal

5 stars
Hanz gave this build 5 stars February 2018

Another cancer build that emerged after the mesmer rework. Fixes the weaknesses of the chrono version with better mobility and more stun breaks.