Mirage - DPS Mirage
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on August 20, 2026 and is up to date for the July 15, 2026 patch.
Overview
A Mirage build that uses Ambushes to deal heavy AoE damage while bringing instant boon rip.
Skill Bar
Greatsword
Spear
Utility
Variants
- Weapons
- Greatsword ⇒ Rifle
- Utilities
Mirage can easily fill the normal mesmer utility skills (/) if there are no other mesmers in the group to bring them, but if they aren't needed bring a damage utility.
Template Code
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Specializations
- is a DPS increase if
Vigor uptime is low via and more casts
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Spear
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Gear
- Feel free to use as much
Berserker stats as you can without dying
Consumables
Usage
Quick Guide
- Mirage wants to play in melee as much as possible to get access to its Shatter skills for damage
- Your damage relies on your Ambush skills and which are activated by using a
Dodge to proc - Use Greatsword at range with
- Weave Greatsword skills between each
Dodge since has a short cooldown
- Weave Greatsword skills between each
- As soon as possible swap to Spear for higher damage and do not swap out unless your group disengages from melee
- Use as often as possible, weaving Spear skills between casts the same as in Greatsword
- Keep in mind that resets the cooldown of
- Shatter skills should be used as frequently as possible when in range, other than which should be saved to use defensively
- Try to save one shatter to proc for
- should be saved to use with the Well call from your commander
- If there is no call just use it right before your group spikes the enemy
Priorities
- High
- Damage
- Moderate
- Boon Rip
- Low
- Boon Application
- CC
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- This build has moderate active defenses
Defensive Skills 
- - Stunbreak +
Stability - - Invulnerability
- - Invulnerability + Condition Clear
Detailed Explanations
Damage
Skill Priority 
- Your damage relies on your Ambush skills and which are activated by using a
Dodge to proc
- Keep in mind that your Ambush skills have a cooldown between uses and weave weapon skills in-between casts.
- Use immediately after casting or to make land at the same time as the damage from the other skill to increase your burst
- Be careful to avoid canceling by pressing another skill before its cast time finishes
- Use before to reset the cooldown
- Keep in mind the outer ring of deals 20% extra damage
- Use the Clarity buff applied by on to reset the cooldown of
- You can drop target before casting to place the AoE on your character and avoid moving into a bad position
- Make sure to use Shatter skills frequently for damage, but also to proc /, , and
- Keep in mind that since Shatters are instant cast they can and should be used during the cast time of other skills
- Try to space your Shatters slightly so that you can always proc off cooldown
- will lower the CD on and each time you
Dodge
Boon Rip
- Maximize the amount of targets you hit with , , and to proc
- should be saved to use with the Well call from your commander
- If there is no call just use it right before your group spikes the enemy
Boon Application
- Use to cover
Stability when there is downtime on a push
- Make sure to recharge as soon as possible if you expend the charges
CC
List of CC Skills 
- Use when:
- Your group is pushing and the enemy group is pushing
- Your group is moving away from the enemy
- Do not use when:
- Your group calls a spike such as Wells
- It would push the enemy group out of your groups spike
- Enemy groups move defensively while your group is pushing
Ratings
A deceptively bad build. Power Mirage can pump out great numbers on ARCDPS, yes. However, the damage from Split Surge is spread between too many targets; enemy AoE heals will easily cover the chip damage and it doesn't meaningfully contribute to creating downs the way a targeted Bladesong will. It also brings very little (2-3 utility skills) to the table besides damage, whereas Virtuoso boasts significant boonstrip potential. Again, sure, the numbers can get crazy with Sigil of Stamina procs, but if you're getting those procs in the first place it means you were already getting downs and winning the fight anyway. Stamina is a win-more option that's more fun than effective. Ultimately, this build can put you at the top of the ARCDPS meters but you will be making markedly less contribution to your zerg's effectiveness compared to another build pulling similar numbers. I would give this build 2.5 stars if possible.
Mirage DPS deserves to be in the meta category because of it's ease of use, high damage potential (non-projectile based), high survivability (distortion, blink, multiple dodges, jaunt), and high utility potential (mesmer bag of tricks: veil, IOL, etc). This build absolutely crushes zergs and clouds and should be one of the first considerations when comping a squad.
I run this. It performs exceptionally well when fighting clouds or enemies at range or without obstacles in the way and you will almost always be at or near the top of ARC dps. But it completely falls apart when fighting if there is some kind of line of sight issue like ramps, stairs, hills/terrain, corners. It is also unplayable with the inevitable skill lag in WvW in big zerg fights. Whilst most DPS classes have instant skills, Split Surge has a channeled 1.5 second cast time so it will hardly ever actually work so you will end up with truly abysmal dps. So I give it 4 stars.
Comments
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