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Mirage, in-game sprite

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Mirage

A very swift and powerful manned anti-air fighter jet with VTOL technology, designed to intercept any air unit no matter its armor or size.

Unit Overview

A very swift and powerful manned anti-air fighter jet with VTOL technology, designed to intercept any air unit no matter its armor or size. Equipped with both a Special armor hull and high-penetrating Positron cannon weaponry, the Mirage can both endure intense Missile damage and always deal high damage to air units no matter their armor. Due to how specialized its weaponry is for air-to-air combat, it cannot fire at ground targets.

Stat Value
Structure Aerodrome
Life 275
Speed 81px/s
Armor Special
Build Time 4 Seconds
Air Yes
Healer No
Self Heal None
Unit Value 7
Unit Tier 2

Weapons Systems

Mirages use a more advanced variant of the Saint’s Positron cannons, better equipped to penetrate virtually any armor that is standard use on air units, even durable Special armor. Lighter air units like Scouts or Angels will perish in one shot, with most others like Phantoms and Saints taking two or three.

Stat Ground Weapon Air Weapon
Damage — 230
Range — 250px
Weapon Type — Pulse/Positron
Cooldown — 1.567 seconds
AoE — 7px
Projectile Speed — 18px
Burst Weapon — No
Burst Count — 0

Construction Cost

Resource Amount
Money 8
Manpower 5
Energy 15
Influence 0

Strengths

Anti-Air Specialist

Mirages deal immense damage per shot, 230 damage. Although most air units decently reduce this damage with their Titanium or Special armor, they cannot stay in the presence of a couple Mirages for long, even bulkier units like Black Queens. A small group of Mirages can easily dominate the airspace if left unchecked.

Missile Resistance

Mirages are quite durable against Missile damage, allowing them to survive engagements against Black Queens for longer than most air units and serve as an airborne wall against Special Operations missiles, albeit one with a fair bit of cost.

Extreme Speed

Mirages are the fastest unit in the game, outmanuevering everything else and able to make swift engagements and retreats. They are especially good at chasing targets, ensuring that any retreat attempt by enemy air forces results in them being shot out of the skies.

Effective Against

Unit Rating
Black Queen +++
Phantom +++
Saint ++
Scout ++

Weaknesses

Anti-Air Vulnerability

Sakata Mk-II’s are the main danger for Mirages, quickly annihilating them without the Mirages being able to return fire. Keep Mirages close to the base and away from Sakata Mk-II airspace if any are around.

Short Range

Mirages are unlikely to engage first with air units unless they are retreating. This allows Scout swarms and similar air unit groupings that outrange the Mirage to destroy them before they become a threat. Scout pins can be especially dangerous with how far from the base Mirages tend to move when deployed.

Air Systems Only

Without ground weaponry, Mirages are vulnerable to any ground unit that can fire at them, making them free kills for Gröditz, Jötunns, Marines, and more. Jötunns with their anti-Special Tachyon weaponry are especially dangerous to overextending Mirages.

Weak Against

Unit Rating
Sakata Mk-II —
Jötunn —
Marine –
Gröditz –

Combat Strategies

Hit and Run

Mirages make excellent engage and retreat units, able to quickly assault a group of air units, then retreat back as soon as the engagement is over or if too much damage is received. This can help wear down opposing aerial forces until they’re much more manageable, or repeatedly stall possible offensives or counteroffensives from the enemy.

Stacking and Bursting

Multiple Mirages stacked in a group will do extreme burst damage against singular targets, allowing a few of them to immediately annihilate Black Queens. If there are concentrations of late-game enemy air units, this is one way to control their numbers and sabotage an incoming pin.

Related Units

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