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Pocket portrait

How to play Pocket

Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Pocket wins 44.8% overall

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The Pocket build

Each tier lists the items Pocket players win with most often, out of 236,760 Pocket games. Win % is how often Pocket wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Pocket games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Pocket players count, so a lucky streak can’t make the list.

Lane · Tier 1 · 800 souls

Early mid game · Tier 2 · 1,600 souls

Mid game · Tier 3 · 3,200 souls

Late game · Tier 4 · 6,400 souls

Situational / optional

Fewer Pocket players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.

Popular, but behind the rest of their tier

Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Pocket players who buy these win less than those who buy something else at that point.

How this build is chosen

Source: deadlock-api.com item results for Pocket, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Pocket players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.

How Pocket plays

Strengths

  • Two independent escapes ( Flying Cloak Flying Cloak 26s Cooldown Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage (deadlock.one). Mobility Teleport to the cloak's live position, so the distance is chosen after the… Defensive Can be thrown backward as an escape route rather than forward as an engage. 1 +5 weapon damage for 6s. 2 +1.6s cloak lifetime, -10s cooldown. teleport and an untargetable satchel) make him extremely hard to actually kill.
  • Teleports ignore geometry-based zoning entirely, so walls and terrain control do not contain him.
  • Barrage Barrage 32s Cooldown Pocket channels, launching a stream of projectiles that deal spirit damage and apply a slow around wherever they land. Crowd Control A slow around each impact point, which compounds in a small area. Damage 32 damage per projectile (deadlock.one). Mobility Casting while airborne makes him float, extending his air time; 1 +4% amplification per stack, +3m radius. 's airborne float lets him deal damage from a position most heroes cannot reach or answer.
  • Affliction Affliction 170s Cooldown An aura around Pocket that continuously damages nearby enemies. Crowd Control None at base. Damage 32 damage per second (deadlock.one). Defensive None directly, though the T3 heal prevention is effectively defensive… 1 +3s duration, +4m radius. 2 prevents all healing on affected enemies, +13 DPS with spirit scaling. T3's total heal prevention is one of the strongest anti-sustain effects available.

In lane

  • Barrage Barrage 32s Cooldown Pocket channels, launching a stream of projectiles that deal spirit damage and apply a slow around wherever they land. Crowd Control A slow around each impact point, which compounds in a small area. Damage 32 damage per projectile (deadlock.one). Mobility Casting while airborne makes him float, extending his air time; 1 +4% amplification per stack, +3m radius. clears troopers quickly and can be channelled from above the lane where a ground-level laner cannot answer it.
  • Two escapes means he can contest orbs and take aggressive last hits that other close-range laners cannot.
  • The satchel lets him absorb a committed dive and come out on the other side with the enemy's cooldowns spent.

Power spikes

  • Flying Cloak Flying Cloak 26s Cooldown Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage (deadlock.one). Mobility Teleport to the cloak's live position, so the distance is chosen after the… Defensive Can be thrown backward as an escape route rather than forward as an engage. 1 +5 weapon damage for 6s. 2 +1.6s cloak lifetime, -10s cooldown. + Enchanter's Satchel Enchanter's Satchel 17s Cooldown Pocket vanishes into his suitcase, becoming unreachable for a duration. Crowd Control None at base. T3's exit applies a -40% movement speed and fire rate slow for… Damage 65 damage on exit (deadlock.one). Mobility None directly, but it buys time for other cooldowns to come back. 1 +1.5s duration, +4m radius, and -40% movement speed and fire rate for 4s on exit. online (laning 0-10min) — Two escapes make him nearly impossible to punish for aggressive positioning, which is how he farms and roams safely.
  • Superior Cooldown Superior Cooldown 3,200 souls Tier 3TechPassive +20% Ability Cooldown Reduction +4 Out of Combat Regen Builds from Compress Cooldown (mid game) — deadlocklabs.gg lists cooldown reduction as core; it converts his escapes from once-per-fight into always-available, which is his entire risk model.
  • Flying Cloak Flying Cloak 26s Cooldown Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage (deadlock.one). Mobility Teleport to the cloak's live position, so the distance is chosen after the… Defensive Can be thrown backward as an escape route rather than forward as an engage. 1 +5 weapon damage for 6s. 2 +1.6s cloak lifetime, -10s cooldown. T3 — -10s cooldown and +1.6s cloak lifetime make the teleport available for both an entry and an exit in the same fight.
  • Affliction Affliction 170s Cooldown An aura around Pocket that continuously damages nearby enemies. Crowd Control None at base. Damage 32 damage per second (deadlock.one). Defensive None directly, though the T3 heal prevention is effectively defensive… 1 +3s duration, +4m radius. 2 prevents all healing on affected enemies, +13 DPS with spirit scaling. T3 (late) — Total heal prevention turns his ultimate from soft pressure into a hard counter against every sustain-based composition.

Weak points to cover

  • Currently the weakest of this group by measured results alongside Mina: deadlocklabs.gg records 45.7% win rate at 2.3% pick, C tier across 377,553 matches. Note deadlock.io reports a much higher figure (~52.3%), which does not match the two larger-sample sources and should be treated as unreliable.
  • -15% Spirit Resist on a 780 HP frame makes him exceptionally fragile to spirit burst.
  • No self-healing at all; he wins by not being hit rather than by recovering.

Next

Pocket’s hardest matchups

Best teammates

  • Rat King Rat King BruiserSupportClose rangeBullet damage Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 52.8% duo win

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