
Level: 53
HP: 10,900 (11,900 w/Level 3 Body Shield)
Attack: 99
B3 Wingman: 200 (399) [1,197]
SA-3 Mozambique: 100 (299) [897] {1,121 at 1-range}
Defense: 99
Mirage’s Holo-Pilot Suit: 100 (279)
Level 3 Body Shield: 100 (180) {459}
Agility: 150 (160 Avoid w/”Psyche Out“) (190 Avoid w/”Life of the Party“)
Skill: 175 (185)
Speed: 135
Movement: 7
Items:
B3 Wingman: 1-3 range. An extremely powerful revolver with very high accuracy out to long ranges. Precision aim is required to mitigate the disadvantages of its very low rate of fire. Fires a maximum of 2 times. Comes equipped with Skullpiercer Rounds, allowing “Headshot” to deal 3x damage. Base 200 Bullet-type damage.
SA-3 Mozambique: 1-2 range. A Pilot anti-personnel, triple-barreled shotgun pistol commonly used in the Apex Games. Comes equipped with Hammerpoint Rounds, allowing this weapons to deal 50% more damage against foes without a shield and 2x damage to foes without armor or shield. Deals 25% more damage at 1-range. Base 100 Bullet-type damage.
“Too Much Witt”: A golden trophy of Mirage himself for “Best Competitor in Apex Games – Based on skill, but mostly looks”. Boosts Mirage’s Skill by +10.
Mirage’s Holo-Pilot Suit: A unique suit developed by Mirage and his mother when he was young, this suit allows the wearer to easily produce identical holographic replicas of the attuned wearer. This suit guarantees that any visual or hearing-based abilities can not determine the main body between the replicas. Resists Bullet-type damage. Base 100 Armor.
Level 3 Body Shield: A powerful Overshield. Boosted by Energy proficiency and items. Base 1,000 HP. Base 100 Armor.
1- Ultimate Accelerant: A powerful item that completely refreshes all cooldown times on abilities (excluding per battle, day, week, etc.). Takes a turn to use.
2- Shield Battery: A battery used to charge Overshields. Completely restores damaged Overshields. Takes a turn to use.
2- Med-Kit: A pack of first aid items that can be used to restore health. Completely restores HP if Overshield is fully charged, otherwise restore 40%. Takes a turn to use.
Abilities:
Life of the Party: Mirage Signature Ability. Once every 4 turns, this unit can use a subaction to become invisible and summon 6 decoys that will act as they wish. These holograms cannot attack and only have 1 HP; however, if an enemy attacks one of these holograms, all allies will have +10 Hit against that enemy. This unit gains +10 to their Avoid for their invisibility, and +5 to their Avoid for each hologram that is still active. This allows for “Critical Strike“. Once this unit does any aggressive actions or takes any damage, the invisibility will deactivate. Costs 8 exp
Psyche Out: Mirage Signature Ability. Once every other turn, this unit can use a subaction to send out a decoy that will act as they wish. This hologram cannot attack and only has 1 HP; however, if an enemy attacks this hologram, all allies will have +10 Hit against that enemy. This unit gains +5 to their Avoid while the hologram is still active. This allows for “Critical Strike“. Costs 5 exp
Now You See Me…: Mirage Signature Ability. This unit will be invisible if they choose not to attack, heal themselves or an ally, or activate a non-aggressive ability. This will increase this unit’s Avoid by +10. Costs 4 exp
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3x damage and ignore shields, force fields, and cannot be countered. 3 exp
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away (3 at night). 1 exp
Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp
Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended
Headshot: This character can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character’s Skill is +20 higher than the Agility of the target. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the character. Costs 5 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp
Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp
Proficiency (II): If this unit uses a single Attack-type, they will triple their damage with that Damage-type. 12 exp
Super Soldier: This unit’s weapons of varying types can all be boosted by proficiency (as long as they are not dual element). 3 exp
Proficiency:
1AA Marksman: 80
5A Armor: 80
Weak to Taunt and Explosion. Resist Energy.
Caps:
HP: Normal
Attack: 400
Defense: 400
Agility: 385
Skill: 410
Speed: 370
