Teamfight Tactics is Riot Games’ auto chess spin-off game, which pulls from units from the League of Legends universe. An essential mechanic of the game is traits, the core part of how you draft your team in the game. Each unit in the game has two to three traits. When you put multiple units of the same trait on your board, a special effect or mechanic is activated, which strengthens the power of your board. Traits are constantly cycling in and out of the game, each set bringing in some old traits while introducing new ones. One of these new traits in Teamfight Tactics is the Mirage trait, and it adds a level of variation to the game.

Traits force players to adhere to certain comps, as each trait adds a special ability to your units when you have multiple of the same trait on your board. Balancing traits is an important part of the game when building your team comp. It’s important to know the traits, their effects, and the champions that belong to each one.

 

How the Mirage trait works

The Mirage trait in Teamfight Tactics functions similarly to the Mutant trait that existed in both Set 6 and Set 6.5 of the game. The Mirage trait has a different effect on every game, so it’s not likely you’d play the same Mirage game twice in a row. The different effects range from increasing the direct power of your Mirage units to functioning as an economy trait. Therefore, if you’re a fan of the Mirage trait, you need to have a level of flexibility when playing these units. The Mirage units are Leona, Yone, Nunu and Willump, Yasuo, and Daeja.

The benchmarks of the Mirage trait come with every two, four, six, or eight Mirage units played. Here are the different effects you can see in the game:

  • Dawnbringer’s Determination: Mirage units rapidly heal the first time they drop below 50%/75%/75%/159% health. Units will heal a second time when six or eight Mirage units are played.
  • Duelist’s Dexterity: Mirage units move faster. Attacks grant 6%/12%/20%/30% bonus Attack Speed, up to 10 stacks.
  • Electric Overload: When attacking or being hit by an attack, gain a 20%/25%/33%/50% chance to deal 8% of their maximum Health as magic damage to adjacent enemies.
  • Executioner’s Edge: Always critically strike low Health targets (25%/50%/75%/100% health) with Attacks and Abilities. Gain bonus Critical Strike Damage (+35%/+40%/+45%/+50%).
  • Pirate’s Greed: After each player combat, gain a chest that holds between gold. The more Mirage units you played, the better rewards your chests will contain.
  • Spellsword’s Enchantment: Each player combat, gains 6/9/12/15 Ability Power per attack.
  • Warlord’s Honor: After winning a player combat, gain 200/350/500/700 bonus Health and 20/35/50/70 Ability Power. Increases 10% per win, stacks up to 5 times.

The variability of Mirage makes it difficult to play consistently. While the various Mutant effects were generally useful for all Mutant units, the Mirage trait has effects, such as Pirate’s Greed and Electric Overload, that aren’t perfect fits for all the Mirage units. It’s important to be flexible and jump at the opportunity of playing Mirage units. It’s also important to know when to opt out of running a Mirage composition.