Mirage - Power Shatter

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Focused on: Direct damageMobility.

Designed for:


A Mirage shatter build with exceptional burst and mobility.



Slot Changes


  • - makes it easier to set up burst, also has synergy with several traits.


  • - adds stealth and a stun break that help deal with being focused.



  • is a utility option that works well with


  • can be used to help secure stomps and dodge important melee abilities
  • can add more damage when bursting with
    and provides more access to Blur


Illusions over Dueling for more access to stealth and additional utility from shatters at the cost of damage


Superior Sigil of Exploitation
Superior Sigil of Exploitation.pngSuperior Sigil of Exploitation
Deal 5% extra damage to targets below 50% health.
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 Cleansing
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
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 the Scholar
Superior Rune of the Scholar.pngSuperior Rune of the Scholar
(1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +10% damage while your health is above 90%.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity



  • Superior Rune of the Lynx Superior Rune of the Lynx
    Superior Rune of the Lynx.pngSuperior Rune of the Lynx
    (1): +25 Power (2): +35 Condition Damage (3): +50 Power (4): +65 Condition Damage (5): +100 Power (6): +25% Movement Speed
    provides more mobility and should be taken if the enemy lineup is very heavy with Stability Stability
  • Superior Rune of the Pack Superior Rune of the Pack
    Superior Rune of the Pack.pngSuperior Rune of the Pack
    (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
    provides a smaller but more consistent damage boost


  • Berserker Amulet Berserker Amulet
    Berserker Amulet.pngBerserker Amulet
    +1200 Power +900 Precision +900 Ferocity
    for higher burst at the cost of health.
  • Demolisher's Amulet Demolisher's Amulet
    Demolisher's Amulet.pngDemolisher's Amulet
    +1050 Power +1050 Precision +560 Toughness +560 Ferocity
    trades health for toughness.



  • inflicts a stun on daze once every five seconds. Triggering the stun is key to reliably connecting aburst combo.
  • should be used to strip Stability Stability off of targets before dazing them. Stability will prevent both the CC and the vulnerability from being applied.
  • can be used instead of
    for boon stripping as long as
    is on cooldown.
  • can be used as a burst shatter when
    is on cooldown.
  • Recharging
    will reduce the cooldown of
    by 15 seconds. This allows you to use
    to interrupt heals and important skills due to the reduced cooldown.
  • and
    can create 1 clone on cast due to
    . Try to cast these abilities with an illusion out to maximize clone generation.

Using Mirage Cloak

  • Mirage Cloak allows dodging under the effect of disabling control effects, while using abilities, and while stomping downed targets
  • Dodging can now be used to protect important lengthy casts such as
    in addition to enabling Ambush abilities
  • makes dodges stun break and cleanse 1 condition.
  • Ambush abilities overwrite the auto-attack abilities after a dodge roll. If you have recently executed an ambush ability this will lock out the first weapon ability until the 1 second cooldown has expired.

Vulnerability Stacking

  • It is important to stack Vulnerability Vulnerability before executing a burst combo.
    apply vulnerability on daze or interrupt.
    gives significant damage amplification of vulnerability.
  • chains can be used with 3 illusions out to stack up to 25 stacks of Vulnerability. Spacing out illusions can also result in daze chains that interrupt your target and stop skills for up to 4 seconds.
  • Pairing
    will instantly grant 10 stacks of vulnerability if
    was taken.
  • will apply up to 6 stacks of vulnerability on up to 3 targets, and grant 2 stacks of might per target hit (each target can be hit 3 times). Using
    before a burst combo can significantly increase the damage dealt by granting up to 18 stacks of might and 6 stacks of vulnerability.
  • currently can miss moving targets, and is not a consistent way to apply daze. It can still be used during dodge rolls in an attempt to interrupt targets or amplify damage.

Setting up Burst

  • ,
    , and
    are the three ways to lock down a target
  • Opening with
    requires you to be in melee range, but keeps
    off cooldown, allowing you to interrupt heal abilities at range if your target survives
  • Opening with
    allows you to set up a
    chain afterwards to strip protective boons and stack more vulnerability
  • is not a reliable way to start a burst combo and should be used sparingly for stuns.


  • A defensive set that can be used for mobility both out of and in combat
  • can be used for burst damage under a daze, cleave on downed targets, or as a backup
    to survive focus
  • deals heavy damage against targets without boons. Auto attacking can finish off weakened foes or downed targets quickly

Sword Burst:

Using Illusionary Leap:

  • 1. Optional: Enter
    's stealth for the delayed damage
  • 2. Pre-cast
  • 3. Cast
  • 4. Begin casting
    as the skill deals no damage during the 1/2 second cast time
  • 5. Cast
    to Immobilize Immobilize the target and appear on top of them
  • 6. Use
  • 7. Use
    was taken
  • 7.
    on top of the target and immediately use a shatter

Using Jaunt:

  • 1. Make sure 1 illusion is active and be within 450 units of the target
  • 2. Pre-cast
  • 3.
  • 4.
    if taken
  • 5.
    on top of the target and shatter
  • The above option is not as telegraphed as leading with
    but will place the
    clone farther away from the target, creating more time to stun break and dodge the shatter damage.

Using Mirage Thrust:

  • 1. Land a
    on the target
  • 2.
  • 3.
  • 4.
    if taken
  • 5.
    on top of the target and shatter
  • Note that the stun from
    lasts 1 and 1/4 seconds. It is possible to squeeze in an extra usage of
    during the burst with fast enough execution. This should only be done on targets with no stun breaks.

Greatsword Burst:

  • 1. Begin Casting
    in front of your target towards the end of the cast if necessary
  • 2. Use
    finishes casting
  • 3.
    finishes casting if this utility was taken
  • 4. Cast
    on top of the target while casting. Shatter as soon as the clone from
  • can be used before the burst combo. Remember to use
    in step 2. to avoid shattering the phantasm early. You will have to stun the target earlier to lock them in to all of your damage.
  • can interrupt important abilities immediately after the burst and secure a kill

Interactions with Daze

  • If a target is stunned by your
    and dazed during the stun duration, the new daze will strip off the stun effect and allow them to dodge roll. It is important not to chain daze effects while bursting to avoid this interaction.


  • Although this build excels at burst damage and finishing off weakened targets, it is bad at contesting points and fighting for extended periods of time
  • Use your mobility to disengage outnumbered fights and escape ganks. Try to blink up ledges or hide behind terrain to protect your mantra recharges
  • Prioritize decapping empty enemy points, engaging in side point fights, and taking map objectives. This build is not suited towards holding mid
  • When moving around the map with
    , wait for the Superspeed Superspeed to fall off before executing the ambush skill in order to maximize distance traveled

Tips and Tricks

Desert Distortion

  • Proper use of Desert Distortion is critical as
    is the only major defensive cooldown in the build
  • Always try to create 3 illusions before shattering to create the maximum amount of
  • s will activate Ambush abilities when picked up, try to wait out the cooldown before picking up your next mirror
  • Pick up mirrors with greatsword when preparing for a burst or when maintaining distance is important
  • Pick up mirrors with sword when attempting to shatter for boon strips or when fighting on point as
    will be cut short if the target walks through you

Dealing with Stability and Invulnerability

  • Traits such as
    that pulse stability over an interval present a unique challenge to this build
  • Boon stripping with shatters is generally not an effective way to deal with these types of traits as more stability will be reapplied shortly after
  • Traits such as
    often are also taken on classes with access to pulsing stability
  • Automatic and manual invulnerability effects will prevent you from downing your target with the initial burst combo
  • When assisting teammates with burst, trigger the traits and abilities that provide stability or invulnerability then look for different objectives or targets
  • Continue to pressure the same target if they can quickly be downed even under these traits
  • When contesting points against these abilities,
    and Desert Distortion should be used to wait out stability
  • Remember to take
    Superior Rune of the Lynx Superior Rune of the Lynx
    Superior Rune of the Lynx.pngSuperior Rune of the Lynx
    (1): +25 Power (2): +35 Condition Damage (3): +50 Power (4): +65 Condition Damage (5): +100 Power (6): +25% Movement Speed
    in matches with large amounts of stability and invulnerability to speed up rotations
Build rating: 80%
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2 Ratings
Silver Medal - Good
Hanz said this build was good October 2017

Mirage patches many of the weaknesses of shatter mesmer. Making dodge work like a mini distortion which can cover the entire burst combo while also breaking stun and cleansing conditions is just amazing, even thieves are much less dangerous.

GS was little more than a gimmick only taken for one burst combo, but the (now buffed) ambush adds some solid ranged damage to it, although that's a relatively small buff it's still something. Sword ambush is a bit clunky but makes the weapon even more versatile while adding a lot of mobility.

Has potential to be much better once a couple of other specs get nerfed.

Silver Medal - Good
EricTheThief said this build was good October 2017

I've put a lot of hours into playing Power Mirage since PoF dropped. Mirage provides durability and out of combat mobility that Power Chronomancer always lacked but significantly reduces the number of ways to CC a target. Power Mirage is very effective against many old Heart of Thorns and core builds but is less effective against Spellbreaker and Holosmith. Pulsing stability is very common in sPvP right now and is a major problem for the build. However, it is still possible to play Power Mirage up to a very high point on the ladder. If Spellbreaker receives nerfs that make it less of an unwinnable matchup (or if Sword Ambush is bug fixed) this build would become much more effective.