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Pocket vs Ivy

Pocket's team wins 41.4% Ivy's team wins 58.6%, across 19,692 games

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

Ivy has the edge

Pocket usually wins 44.4% of games. Against Ivy that is 3.0% lower, over 19,692 games.

  • Whole match 41.4% −3.0% vs usual 19,692 games
  • Sharing a lane 41.6% −2.8% vs usual 5,714 games
  • Oracle and above 43.3% −1.9% vs usual 1,349 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 Pocket's usual win rate at that rank.

The fight at a glance

If you're Pocket

Stone Form 3s Duration40s Cooldown Turns Ivy into impervious stone and slams her into the ground, stunning and damaging nearby enemies and healing her for a portion of her maximum health. Crowd Control area stun on landing; tier 3 extends the stun duration Damage about 75 at base spirit power (deadlock.one); Mobility a downward slam — it repositions her vertically, especially when combined… 1 -25s cooldown 2 increased stun duration and improved damage scaling

Wait out Stone Form 40s cooldown

ThenShow a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal.

Watch out
Air Drop 22m Range21s Duration100s Cooldown Picks up an ally and takes flight with them; Crowd Control tier 2 adds a slow on the drop; Damage about 115 spirit explosion damage at base (deadlock.one) Mobility true flight for Ivy and the carried ally 1 about 300 barrier to Ivy and the ally when the flight ends, scaling with Spirit Power 2 adds a slow to the drop effect 5 adds a silence and improved scaling Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached.
Your edge
Pocket has more burst damage than Ivy.
Buy
Arctic Blast Arctic Blast 6,400 souls · Tier 4 · Tech · InstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against Ivy's Air Drop.

If you're Ivy

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
Ivy 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.

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

What should I do right now?

Do

  • Plan for 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 — know which tier it sits in so you are not improvising at the shop.
  • Know what Stone Form looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • Solo she only gets half the Kudzu Connection Kudzu Connection 16m Range12s Duration37s Cooldown Forms a link with a nearby ally, granting both of them fire rate, bullet lifesteal and replicated healing, and removing the movement penalty while shooting. Damage no direct damage; about +10% fire rate, +15% bullet lifesteal and 35%… Mobility removes the move-speed penalty while shooting, which is effectively a large… Defensive the bullet lifesteal and replicated healing are her main sustain for both… 1 about +8% fire rate and +8% bullet lifesteal 2 -37s cooldown (37s to 0s), so the connection is always active bonuses before tier 3, so her power is partner-dependent
  • Low burst — she cannot punish a mistake quickly, only grind
  • 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.

Avoid

  • Entangling Thorns Entangling Thorns 4s Duration32s Cooldown Summons a patch of choking thorns that damages and slows every enemy inside its radius. Crowd Control movement slow; tier 3 upgrades the effect to an immobilize Damage about 40 damage per second at base spirit power (deadlock.one) Defensive dropped at her own feet it discourages a melee chase 1 +2m radius and improved spirit scaling on the DPS 2 immobilizes enemies in the patch clears the wave and denies the orb area at the same time
  • Kudzu Connection's fire rate and bullet Lifesteal make her duo lane trades favourable and self-sustaining

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is Flying Cloak + Enchanter's Satchel online (laning 0-10min): Two escapes let them position aggressively, farm and roam with an exit available.

Avoid

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

Do

  • Watch for Air Drop. Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
  • Buy 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 for Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely

Avoid

  • Spending your own escape before Stone Form is on cooldown.

Ivy’s abilities

  • Air Drop Ultimate

    A delivery tool — it puts a teammate on top of a backline, over a wall, or safely out of a collapsing fight, and then buffs them for the fight that follows.

    • Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
    • Knockdown hits her and the carried ally out of the sky, cancelling the whole delivery
    • Watch the sky when she is off-screen: the drop is telegraphed by the flight path, so spread out and deny the landing angle
  • Stone Form Ability 3

    Closing the distance and taking your options in the same press: area Stun on landing.

    • Do not keep shooting a hero in Stone Form — she is impervious and you are wasting a magazine; disengage and reset instead
    • The landing radius is only about 5.75m, so simply stepping back out of it denies the Stun entirely
    • Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast makes the landing Stun irrelevant
  • Entangling Thorns Ability 1

    Sticking power rather than damage: movement slow.

    • It is a static circle with a visible model — leave the radius rather than trading inside it
    • Before tier 3 it is only a slow; push through it rather than retreating, since walking backwards through the patch takes the most ticks
    • Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount clears the slow, and the tier-3 immobilize, in one press
  • Kudzu Connection Ability 2

    The mechanical core of her support identity — it makes one chosen ally meaningfully stronger for the whole fight and gives Ivy the gun uptime she otherwise lacks.

    • Break the pair's line of sight — forcing them around separate corners cuts the buff before tier 3
    • Focus the linked ally, not Ivy: killing the buffed target removes most of the value and Ivy's own bonus halves
    • Anti-heal (Napalm Napalm 20m Range25s Cooldown Sprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning. Crowd Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets tier 3, Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health , Cursed Relic Cursed Relic 6,400 souls Tier 4TechPress +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty ) is disproportionately effective because the Lifesteal and replicated healing are the link's main payoff
  1. 1 Stone Form

    Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal

  2. 2 Air Drop

    Air Drop next: force it defensively as an extraction rather than letting her use it as an engage. An Air Drop spent pulling an ally out of a losing fight is an Air Drop that is not landing on your backline

  3. 3 Entangling Thorns

    Entangling Thorns third — make her place it on the wave or on a durable frontliner so the tier-3 immobilize is not available for your carry

The matchup in detail

  • Very low burst; she cannot convert a short window into a kill on her own Strong evidence
  • Air Drop is disabled briefly after she takes damage, so it is a proactive tool and not a panic button Strong evidence
  • Her value is heavily tied to having a competent linked ally and a correct target for the drop Strong evidence
  • Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached Strong evidence
  • Air Drop tier 3 silences on the drop, which ends a channelled ultimate the instant she lands on you Strong evidence
  • Entangling Thorns tier 3 immobilizes you in place while her gun and her linked ally's gun pour into you Strong evidence
  • Kudzu Connection means the ally you are fighting is permanently stronger than their base kit — you are effectively fighting a buffed carry, not a normal one Strong evidence
  • Stone Form eats your entire burst window while healing her, then stuns you when it ends Strong evidence
  • Ivy can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
  • Your mobility is a real advantage here, and Ivy's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
  • Buy Knockdown for Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely Strong evidence
  • Apply constant chip damage: taking damage briefly disables Air Drop, so pressured Ivy simply cannot cast her ult Strong evidence
  • Stop shooting during Stone Form (she is impervious) and instead back out of the roughly 5.75m landing radius so the Stun whiffs Strong evidence
  • Break the Kudzu Connection pair's line of sight before tier 3 by forcing them around separate corners, and focus the buffed ally rather than Ivy Strong evidence
  • Stack anti-heal — Napalm tier 3, Decay or Cursed Relic — because the bullet Lifesteal, replicated healing and Stone Form heal are her whole sustain package Strong evidence
  • Spread out on objectives so Entangling Thorns cannot hit multiple people and Air Drop has no clustered landing target Strong evidence
  • Against Ivy the item that changes the matchup is Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , 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
  • Air Drop is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable. Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Strategic
  • Whenever she has recently taken damage — Air Drop is locked out, so she has no flight and no escape Strong evidence
  • The entire Stone Form duration if you disengage instead of shooting: she is immobile and you get a free reposition Strong evidence
  • Mid-flight during Air Drop — she and her passenger are a slow, visible, committed target for Knockdown or sustained gunfire Strong evidence
  • Her 2.44s reload on a 33-round magazine is one of the longer reloads in the group Strong evidence
  • Any fight where her linked ally has died — she drops to half Kudzu Connection value and has almost no independent kill pressure Strong evidence
  • When Ivy puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Strong evidence
  • Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Ivy's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
  • Entangling Thorns clears the wave and denies the orb area at the same time Strong evidence
  • Kudzu Connection's fire rate and bullet Lifesteal make her duo lane trades favourable and self-sustaining Strong evidence
  • Solo she only gets half the Kudzu Connection bonuses before tier 3, so her power is partner-dependent Strong evidence
  • Low burst — she cannot punish a mistake quickly, only grind Strong evidence
  • Barrage clears troopers quickly and can be channelled from above the lane where a ground-level laner cannot answer it. Strong evidence
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Ivy beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
  • Air Drop unlock — Turns every fight into one her team can start from an angle the enemy cannot defend Strong evidence
  • Kudzu Connection tier 3 — The connection becomes always-on, so the buff no longer depends on holding line of sight Strong evidence
  • Entangling Thorns tier 3 — The slow becomes an immobilize, upgrading her from soft CC to a genuine lockdown setter Strong evidence
  • Air Drop tier 3 — The Silence on drop shuts down channelled ultimates on arrival Strong evidence
  • 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
  • You have a window where you cannot be hit and Ivy does damage that does not need to target you. Untargetability of the Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power kind explicitly does not stop aura-type effects, and the same logic applies to persistent fields: going untargetable inside their zone means you emerge on the other side at the same health, having spent the cooldown for nothing. The window has to be used to leave the area, not to survive standing in it. Strong evidence
  • Fights against Ivy recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on Diviner's Kevlar Diviner's Kevlar 6,400 souls Tier 4ArmorPassive +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Documented
  • Your habit of taking the fight vertical to reset spacing against Ivy is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
  • Fight Ivy 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
  • Ivy wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
  • You deal Spirit Damage, so Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing is the cheaper and more reliable anti-heal against Ivy — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence
  • Ivy fights from the air, which is exactly what Knockdown 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
  • Do not assume Ivy shrugs off your anti-heal by going immune. Unstoppable explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented
  • Your escape is a big part of why you survive fights, and Ivy can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Strategic
  • Arctic Blast (spirit T4) — Ivy's Air Drop is what you are buying against here. Buy to lock down a mobile enemy team or to peel a dive off your backline — slowed targets cannot regenerate stamina. Documented
  • Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health (vitality T2) — Ivy creates that through Ivy's Stone Form. The standard early buy when the enemy team chains crowd control; it is also the component for Spellbreaker Spellbreaker 6,400 souls Tier 4ArmorPassive +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer and Unstoppable. Documented
  • Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist (spirit T2) — Ivy's Air Drop — that is the gap closers and escapes this answers. Buy when you need an area slow to catch runners or peel a dive; it upgrades into Arctic Blast. Documented
  • Your instinct is to jump on Ivy's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Ivy. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic

Next

Pocket’s other hard matchups

Every Pocket matchup →

All of Ivy

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

How to counter Ivy →

Facing more than Ivy?

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 Ivy's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 41.4% of these, which is 3.0% below your overall win rate (19,692 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Ivy's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Pocket'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 →