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Abrams vs Pocket

Abrams's team wins 58.5% Pocket's team wins 41.5%, across 31,507 games

Written for the Abrams player. Playing Pocket? See Pocket vs Abrams →

Abrams has a big edge

Abrams usually wins 52.9% of games. Against Pocket that is 5.6% higher, over 31,507 games.

  • Whole match 58.5% +5.6% vs usual 31,507 games
  • Sharing a lane 58.1% +5.2% vs usual 9,728 games
  • Oracle and above 57.3% +4.2% vs usual 1,600 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Abrams's usual win rate at that rank.

The fight at a glance

If you're Abrams

Has the edge
Enchanter's Satchel 17s Cooldown Pocket vanishes into their 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. T3 adds +1.5s duration, +4m radius and a -40% movement… Mobility None directly, but it buys time for other cooldowns to come back. 1 -5s cooldown. 2 +90 damage. 5 +1.5s duration, +4m radius, and -40% movement speed and fire rate for 4s on exit.

Wait out Enchanter's Satchel 17s cooldown

WhyIt is the escape they use reactively — threaten them with a cheap ability to force it, then drop a persistent zone on the suitcase and commit on the exit.

Watch out
Flying Cloak 26s Cooldown Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage. T2 grants +5 weapon damage for 6s. 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 +70 damage. 2 +5 weapon damage for 6s. 5 +1.6s cloak lifetime, -10s cooldown. Flying Cloak lets them teleport straight past your frontline, your Spectral Wall Spectral Wall 50m Range6s Duration50s Cooldown Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. or your Time Wall Time Wall 5.1m Range5.5s Duration25s Cooldown Paradox raises a wall of warped time that halts every enemy bullet and projectile that touches it, while speeding up and empowering friendly bullets passing through. Crowd Control Brief slow plus a silence on contact (2.3s silence at T2). Damage No direct damage. T2 grants +35% weapon damage to friendly bullets passing… Defensive Stops enemy bullets and projectiles outright — against a projectile-heavy… 1 +3.5s duration, +3m width, +1m height. 2 2.3s silence duration, +35% weapon damage for friendly bullets. 5 +2 ability charges. into your backline, with the decision to commit made after the cloak is already in flight.
Your edge
Abrams has more healing than Pocket, so you recover between fights and they do not.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Pocket's Flying Cloak.

If you're Pocket

Shoulder Charge 1.4s Duration33s Cooldown Abrams barrels forward, scooping up any hero he contacts and carrying them along. Crowd Control Stun on wall impact only. Damage 30 base impact damage (deadlock.one). Mobility Forward charge with a speed bonus after connecting with a hero. 1 applies a 32% move-speed slow for 3s, giving the ability value even when no wall is… 2 +0.8s wall-slam stun duration 5 roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero

Wait out Shoulder Charge 33s cooldown

ThenBait it by standing just inside its range near open ground, then dash laterally.

Watch out
Shoulder Charge into any nearby wall is a hard Stun that chains straight into Siphon Life Siphon Life 4s Duration42s Cooldown Abrams pulls health out of every enemy standing near him, ticking spirit damage over a short window and converting a share of that damage back into his own health. Damage 22 spirit damage per second base (deadlock.one, patch 09-16-2026 data). Defensive Heals Abrams for a portion of the damage it deals, scaling with how many… 1 large cooldown reduction (about 20s), letting him drain more often 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and +22 damage per second, so it covers a real teamfight footprint and point-blank shotgun; in lane corridors and jungle chokes that combo alone kills a squishy.
Your edge
Pocket is more mobile than Abrams, so you choose when to fight.
Buy
Inhibitor Inhibitor 6,400 souls · Tier 4 · Armor · Passive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy it against Abrams' Siphon Life.

The full plan for Abrams, phase by phase, is below. Pocket's side in full →

What should I do right now?

Do

  • Plan for Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop.
  • Know what Enchanter's Satchel looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Pocket's engage range.

Do

  • -15% Spirit Resist is an unusual vulnerability — spirit-damage laners deal extra damage to them.
  • An 11-round spreadshot clip means their gun contributes almost nothing at lane distance.
  • Siphon Life clears the enemy's last-hit window and heals him back up at the same time, which lets him contest orbs he should lose

Avoid

  • 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. Mobility Casting while airborne makes them float, extending their air time; 1 -16s cooldown. 2 +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 mean they can contest orbs and take aggressive last hits.

Do

  • Their first real spike is Flying Cloak + Enchanter's Satchel online (laning 0-10min) — respect it from that point, not before.
  • Your spike is ult unlock: Seismic Impact Seismic Impact 215s Cooldown Abrams launches high into the air and then crashes down at a chosen point, damaging and stunning everyone in the impact zone. Crowd Control AoE stun on landing; Tier 2 adds about +0.8s. Damage 100 spirit damage base (deadlock.one). Mobility A long airborne jump to a chosen ground location; 1 roughly -30s cooldown 2 +0.8s stun duration 5 +6m impact radius and 5s Unstoppable on cast turns him from a lane bully with one charge into a real dive threat that can reach a backline over terrain

Avoid

  • Taking an even fight against Pocket on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Barrage. It is a channel with a visible origin. Look up — if they are floating and barraging, they are committed to that position and are a free target for any gun.
  • Stack Spirit Damage. Their -15% Spirit Resist on 780 HP means spirit burst kills them faster than the health bar suggests.

Avoid

Pocket’s abilities

  • Barrage Ability 1

    This will not kill you on its own — it makes sure you cannot leave while the rest of Pocket's kit does. A slow around each impact point, which compounds in a small area.

    • It is a channel with a visible origin. Look up — if they are floating and barraging, they are committed to that position and are a free target for any gun.
    • Break out of the impact area rather than trading through it; the stacking amp punishes standing still more than anything else in their kit.
    • Hard CC on them while they channel ends both the damage and their float, dropping them into the fight.
  • No control at base; the upgrade is what changes that — T3's exit applies a -40% movement speed and fire rate slow for 4s.

    • They do not move. Drop a persistent zone on the suitcase — McGinnis' Heavy Barrage Heavy Barrage 36m Range8s Duration200s Cooldown McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. Crowd Control T1 applies a 24% movement and dash slow for 1s to targets hit, which… Damage 21 damage per rocket (deadlock.one). Mobility She keeps moving and can use stamina during the channel, but is slowed. 1 24% movement and dash slow for 1s on hit. 2 -45s cooldown, +6s duration. 5 +2m radius, +15 damage per rocket with increased spirit scaling. , Paradox's Pulse Grenade Pulse Grenade 3.2s Duration32s Cooldown A grenade that sticks where it lands and then pulses repeatedly. Crowd Control Time slow on each pulse — a movement slow that compounds while you remain… Damage 35 base pulse damage. T2 adds +20 pulse damage with increased spirit… Defensive Thrown at her own feet it is a real anti-dive tool, slowing anyone who… 1 -12s cooldown. 2 +20 pulse damage with increased spirit scaling. 5 +4% damage amp, +1.6s duration. , Paige's Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage. 30s cooldown. Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. — and they emerge into it.
    • Do not waste your burst while they are in it; hold your combo for the exit, which is at a known point and a known moment.
    • Reposition your team away from the satchel while they wait; the exit explosion needs bodies nearby to matter.
  • Flying Cloak Ability 2

    Their gap-closer and their repositioning tool, and crucially it is a deferred choice — they can throw the cloak, see how the fight develops, and then decide whether to follow it in.

    • Kill the tempo by tracking the cloak, not Pocket. The cloak's position is where they will be; pre-aim there rather than at their current body.
    • The teleport has to happen within the cloak's lifetime — deny the angle for those seconds and they either commit badly or lose the option.
    • With Flying Cloak on cooldown they are a 780 HP shotgun hero with one escape left; that is the window to commit.
  • Affliction Affliction 170s Cooldown An aura around Pocket that continuously damages nearby enemies. Crowd Control None at base. Damage 32 damage per second. T3 adds +13 DPS with spirit scaling. Defensive None directly, though the T3 heal prevention is effectively defensive… 1 -35s cooldown. 2 +3s duration, +4m radius. 5 prevents all healing on affected enemies, +13 DPS with spirit scaling. Ultimate

    Teamfight pressure rather than a kill button. Because it cannot kill on its own it is about softening an entire group so Pocket's shotgun and Barrage can finish it off, and at T3 it becomes a full healing shutdown.

    • Simply leave the aura. It is centred on a 780 HP hero with -15% Spirit Resist — walking out is usually safer than trying to out-trade inside it.
    • The damage cannot kill you on its own, so do not panic-retreat from a winning fight because of the ticking bar; check whether anything else is actually hitting you.
    • At T3 it stops your healing, so pre-heal and pre-shield before the fight rather than relying on in-combat sustain.
  1. 1 Enchanter's Satchel

    Enchanter's Satchel first. It is the escape they use reactively — threaten them with a cheap ability to force it, then drop a persistent zone on the suitcase and commit on the exit.

  2. 2 Flying Cloak

    Flying Cloak second. Once both escapes are down they are a 780 HP, -15% Spirit Resist hero with an 11-round shotgun and no sustain.

  3. 3 Barrage

    Barrage third: force them to channel it on a wave or a tank rather than holding it for the fight, since the stacking amp only pays out on sustained hero contact.

The matchup in detail

  • -15% Spirit Resist on a 780 HP frame makes them fragile to spirit burst. Strong evidence
  • No self-healing at all; they win by not being hit rather than by recovering. Strong evidence
  • Affliction is non-lethal and procs nothing, so their ultimate cannot close out a kill on its own. Strong evidence
  • Flying Cloak lets them teleport straight past your frontline, your Spectral Wall or your Time Wall into your backline, with the decision to commit made after the cloak is already in flight. Strong evidence
  • Barrage channelled from the air puts stacking-amp Spirit Damage and a slow on your position from a spot ground-level heroes struggle to answer. Strong evidence
  • Enchanter's Satchel makes them untargetable on demand, so the burst combo you fired to kill them is spent on nothing and they cancel out the instant it is safe. Strong evidence
  • At Affliction T3 all of your healing stops — Flog Flog 20m Range26s Cooldown A whip lash across the arc in front of Lash that returns a share of the damage dealt to him as health. Crowd Control None at base. T1 adds a 28% movement slow for 3s; T2 adds a 30% fire rate… Damage 65 base (deadlock.one). Defensive The heal is his only self-sustain; 1 28% movement slow for 3s. 2 30% fire rate reduction on hit, -16s cooldown. 5 +80 damage, wider angle (+25), +15% heal. , Fire Scarabs Fire Scarabs 35s Cooldown Mirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal. Crowd Control No CC, but the damage reduction on the infested target is a meaningful soft… Damage Drains 8 health per second at base rank. Defensive The life steal plus the enemy damage reduction is a double-sided defensive… 1 +7 DPS. 2 increased spirit scaling. , Scorn Scorn 13s Cooldown A burst of damage to everything close by that converts a portion of the damage dealt into healing, with a substantially larger return when the damage lands on enemy heroes. Crowd Control None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting… Damage 45 damage base, scaling with spirit at 0.675, with a 13s base cooldown. Defensive The heal is the main defensive layer. 1 +30 damage. 2 -5s cooldown, +1m radius. 5 applies a stacking 15% damage debuff to enemies hit for 16s. , Medicinal Specter Medicinal Specter 15m Range6.5s Duration50s Cooldown Summons a spirit at a location that heals McGinnis and nearby allies for a duration. Damage No damage. Heals +25/sec (deadlock.one). Mobility None, though T2 grants +100% stamina recovery inside it. Defensive Primary defensive tool; 1 +1.5s duration. 2 -20s cooldown, +100% stamina recovery. 5 +2% max HP regen, +3m heal radius, +40% spirit resist. and every Lifesteal item go offline while you are in their aura. Strong evidence
  • Enchanter's Satchel at T3 exits with a -40% movement speed and fire rate debuff for 4s, so escaping them after they re-emerge is much harder than it looks. Strong evidence
  • Stack Spirit Damage. Their -15% Spirit Resist on 780 HP means spirit burst kills them faster than the health bar suggests. Strong evidence
  • Drop persistent ground zones on the satchel. They do not move inside it, so Heavy Barrage, Pulse Grenade or Captivating Read placed on the suitcase catch them on exit. Strong evidence
  • Do not fire your combo while they are untargetable. Hold it for the satchel exit, which happens at a known place and a predictable moment. Strong evidence
  • Bring lockdown over burst. Mo & Krill's Sand Blast Sand Blast 25m Range2.5s Duration40s Cooldown A spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon. Crowd Control Disarm, roughly 2.5s. T2 adds a 28% slow and a 28% dash distance reduction… Damage 35 damage base; T1 adds +45 damage and +5m range. 25m range with a 2.5s… Defensive Disarming the biggest gun in the fight is a defensive cooldown in practice. 1 +45 damage, +5m range. 2 24% slow and 26% dash distance reduction. 5 +1.5s duration, -25s cooldown. Disarm into Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the 2.4s channel (+0.7s at T3). Damage 35 damage per second over the 2.4s channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +35 damage per second with increased scaling. beats both of their escapes. Strong evidence
  • Track the cloak's position, not Pocket's, and pre-aim where it is — that is where they will appear. Strong evidence
  • Do not retreat from a winning fight just because Affliction is ticking; the damage is non-lethal and procs nothing, so the bar dropping is not the same as dying. Strong evidence
  • Against Pocket the item that changes the matchup is Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
  • Pocket leaves fights on stamina, not on a single button, which is why slows underperform here and Arctic Blast Arctic Blast 6,400 souls Tier 4TechInstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front over-performs: it freezes stamina regeneration, so they cannot dash out of the sequence rather than merely dashing out slower. Layer it with the fact that wall jumping already costs them 25% stamina regeneration for 5 seconds — if you can force a wall-jump exit first, the freeze lands on someone already short of charges. Strong evidence
  • The Enchanter's Satchel exit — a known position, a known moment, and they emerge with no untargetability left. Strong evidence
  • Mid-Barrage while they are floating: they are channel-committed at a fixed point in the air and any Hard CC drops them. Strong evidence
  • With Flying Cloak on cooldown before T3's -10s: they have no gap-close and no fast reposition, only the satchel. Strong evidence
  • Their 11-round spreadshot reload at point-blank range — with no sustain, a caught reload against a bruiser is usually a kill. Strong evidence
  • Any moment they are held by Hard CC. Both of their escapes are actions they must take, so a Disarm-plus-Stun chain (Mo & Krill) or a Root bypasses both. Strong evidence
  • Pocket closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
  • Pocket will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Strategic
  • Barrage clears troopers quickly and can be channelled from above the lane where a ground-level laner cannot answer it. Strong evidence
  • Two escapes mean they can contest orbs and take aggressive last hits. Strong evidence
  • -15% Spirit Resist is an unusual vulnerability — spirit-damage laners deal extra damage to them. Strong evidence
  • An 11-round spreadshot clip means their gun contributes almost nothing at lane distance. Strong evidence
  • Siphon Life clears the enemy's last-hit window and heals him back up at the same time, which lets him contest orbs he should lose Strong evidence
  • Pocket will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Pocket can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
  • Flying Cloak + Enchanter's Satchel online (laning 0-10min) — Two escapes let them position aggressively, farm and roam with an exit available. Strong evidence
  • Superior Cooldown Superior Cooldown 3,200 souls Tier 3TechPassive +20% Ability Cooldown Reduction +4 Out of Combat Regen Builds from Compress Cooldown (mid game) — Cooldown reduction makes their escapes available more often. Strong evidence
  • Flying Cloak T3 — -10s cooldown and +1.6s cloak lifetime make the teleport available for both an entry and an exit in the same fight. Strong evidence
  • Affliction T3 (late) — Total heal prevention stops healing on enemies inside their aura. Strong evidence
  • Seismic Impact unlock — Turns him from a lane bully with one charge into a real dive threat that can reach a backline over terrain Documented
  • Shoulder Charge T1/T2 (roughly 3k souls) — The 32% slow and the extended wall Stun make the charge kill-confirming even when the wall hit is imperfect Documented
  • You have peel and Pocket is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
  • Fight Pocket under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
  • Pocket fights from the air, which is exactly what Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented
  • Pocket dives, and you do not have an exit in your kit. This is the clearest item priority in the matchup: buy a movement or escape active before you buy your next damage item. A damage item does not help you if the fight starts with you already dead. Strong evidence
  • Slowing Hex (spirit T2) — Pocket's Flying Cloak is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Pocket's Flying Cloak is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
  • Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Pocket's Barrage. Documented
  • The reflex buy against a hero who keeps deleting you is Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , and against Pocket it does nothing. Metal Skin is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal: Metal Skin stops bullets, Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses, Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Pocket is a spirit threat, so it is the last two you are choosing between. Documented
  • Your damage comes through melee and Pocket fights at the range where parry is live, so the mistake that decides this matchup is throwing the heavy melee into a held F. Parry counters both light and heavy melee, stuns you for 3 seconds, and that Stun is one of the two disables Debuff Resist explicitly does not shorten. Bait the parry — the whiff costs them 4.5 seconds of cooldown, a success only costs them 0.5. Strong evidence

Next

Abrams’s other hard matchups

Every Abrams matchup →

All of Pocket

Who beats Pocket, the items that shut Pocket down, and every ability.

How to counter Pocket →

Facing more than Pocket?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Pocket's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 58.5% of these, which is 5.6% above your overall win rate (31,507 matches). The kit-based model agrees.

Pocket's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Abrams's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →