Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Pocket vs Shiv

Pocket's team wins 49.7% Shiv's team wins 50.3%, across 29,252 games

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

Pocket has a big edge

Pocket usually wins 44.4% of games. Against Shiv that is 5.3% higher, over 29,252 games.

  • Whole match 49.7% +5.3% vs usual 29,252 games
  • Sharing a lane 49.8% +5.4% vs usual 8,353 games
  • Oracle and above 47.2% +2.0% vs usual 1,632 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

Has the edge
Slice and Dice 16s Cooldown Shiv dashes forward, cutting everything along the line he travels. Damage 75 impact damage base, 12m range, 16s cooldown; Mobility A fixed-length 12m forward dash (14m at 2 AP) — the only repositioning tool… Defensive Usable to escape, but only along the direction he is already facing, so it… 1 1 AP: -6s cooldown (16s to 10s) 2 2 AP: -4% spirit resistance on hit (stacking) and +2m range 5 5 AP: -2s cooldown per hero hit (max -8s) and +50 impact damage

Wait out Slice and Dice 16s cooldown

WhyIt is his engage and his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds.

Watch out
Killing Blow 12m Range145s Cooldown Shiv leaps to an enemy hero and instantly kills them if they are below a health threshold; Damage Instant kill below 18% of the target's health (23% at 2 AP); Mobility The leap itself is a 12m-18m targeted gap-close, separate from Slice and… Defensive none directly, though the 5 AP reset on kill effectively removes the risk of… 1 1 AP: +2 m/s move speed at full Rage and +6m range (12m to 18m) 2 2 AP: -25s cooldown (145s to 120s), +5% execute threshold (18% to 23%) and +16%… 5 5 AP: resets cooldown on a successful elimination and allows a recast within 12s on a… Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away.
Your edge
Pocket is more mobile than Shiv, so you choose when to fight.
Buy
Divine Barrier Divine Barrier 6,400 souls · Tier 4 · Armor · Press +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against the backline assassination from Shiv.

If you're Shiv

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
Shiv 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. Shiv's side in full →

What should I do right now?

Do

  • Plan for Divine Barrier Divine Barrier 6,400 souls Tier 4ArmorPress +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward — know which tier it sits in so you are not improvising at the shop.
  • Know what Slice and Dice looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 830 max health with 0% base resists and 6.5 m/s move speed — he is not actually tanky, he just delays damage
  • Shotgun falloff starts at 20m, so a long-range laner (Silver, Sinclair, Grey Talon archetypes) simply outranges him all 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. 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

  • Serrated Knives Serrated Knives 16s Cooldown Shiv throws a knife that damages and bleeds the target. Crowd Control Applies a movement slow with the bleed; Damage 32 impact damage plus 10 bleed DPS per knife stack over a 5s debuff; 1 1 AP: +2s debuff duration 2 2 AP: +2 charges (four knives available for a full stack dump) 5 5 AP: +7 bleed DPS per stack, and +0.01 spirit scaling on the full-Rage impact damage give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range
  • Bloodletting Bloodletting 25s Cooldown A portion of the damage Shiv takes is not applied immediately; Damage No damage dealt. Defers 30% of incoming damage over 6s; activating clears… Defensive His entire defensive layer — effectively an on-demand partial heal for… 1 1 AP: -15s cooldown (25s to roughly 10s) 2 2 AP: +40% of deferred damage cleared on activation 5 5 AP: +15% of incoming damage deferred means losing a trade does not mean losing the lane — he defers 30% of the burst and clears 40% of it back

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 Shiv on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Serrated Knives. Any cleanse or debuff-removal item wipes the whole stack, not one knife — use it once he has built 3-4 stacks, not on the first
  • Play heroes with Hard CC and zoning — his entire fight plan collapses if the leap or Slice and Dice is interrupted mid-commit

Avoid

Shiv’s abilities

  • Serrated Knives Ability 1

    The tool that keeps you inside everything else Shiv throws — applies a movement slow with the bleed; at full Rage the slow on bleeding targets is 35% (mobalytics 2026).

    • Any cleanse or debuff-removal item wipes the whole stack, not one knife — use it once he has built 3-4 stacks, not on the first
    • Break line of sight to deny stack refreshes; the debuff falls off in 5s (7s at 1 AP) once he cannot re-hit you
    • Because he has no native anti-heal, a single healer or a Restorative/Extra Regen Extra Regen 800 souls Tier 1ArmorPassive +2.5 Health Regen +1.5 Out of Combat Regen purchase fully negates bleed chip between fights
  • Slice and Dice Ability 2

    His gap-closer, his escape (forward only) and his damage amplifier. Hitting heroes with it is how he keeps it up in extended fights.

    • It is a straight fixed-length line — step perpendicular to his facing, not backwards, and the dash overshoots you
    • Time your own displacement or Stun for the dash frames; a Stun landing as he commits leaves him inside your team with no second mobility tool
    • Deny the 5 AP cooldown refund by not clustering: each hero he clips through returns 2s to the dash
  • Killing Blow Ultimate

    An anti-carry tool: it converts any low-health enemy into a guaranteed kill from 12m away, and at 5 AP it resets on a successful execute so he can chain through a team.

    • Track the threshold, not your health bar: above roughly 18% (23% at 2 AP) he only deals 200 damage, so the panic point is much lower than it feels
    • A single burst heal that pushes you back over the threshold wastes his 145s ultimate entirely
    • Never be the lowest-health hero standing within 18m of a Shiv with ult up; he leaps to the target, so distance is a real defence
  • Bloodletting Ability 3

    This is what lets Shiv survive the initial burst of a dive he loses. It turns a spike of incoming damage into a bar he can partly delete, which is why he can commit into a fight that should kill him.

    • Do not disengage when Shiv 'survives' your burst — the deferred pool is still ticking into him, and continued pressure kills him where backing off gives him a free reset
    • Force him to use the active early in a fight; on the base 25s cooldown he cannot clear a second burst
    • Burst damage is worse against him than sustained damage. A single spike gets deferred and cleared; steady DPS outpaces both the deferral window and the clear
  1. 1 Slice and Dice

    Slice and Dice first. It is his engage AND his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds

  2. 2 Bloodletting

    Then Bloodletting's active. Force it with a burst from a durable body early in the fight — on the 25s base cooldown he cannot clear a second spike

  3. 3 Serrated Knives

    Bait Serrated Knives charges in lane: both charges on a 16s cooldown with 2s between means an empty charge bar is a real trade window

The matchup in detail

  • No native healing reduction and no native healing — enemy sustain both undoes his damage and denies his execute Strong evidence
  • Poor teamfighter: everything in his kit is single-target and his shotgun falls off past 20m Strong evidence
  • One directional mobility ability means Hard CC on the dash or on the leap ends his fight Strong evidence
  • You both win by jumping on someone, which means the loser is whoever jumps first. An entry spends mobility, and a hero who has spent their mobility is the ideal target for a hero who has not — so the fight between you is decided before contact, by who can wait longer. The way out of the stalemate is to force it with someone else's engage and arrive second onto a target they have already committed to. Strategic
  • Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away — no positioning, wall or escape ability saves you once you are under the line Strong evidence
  • Stacked Serrated Knives plus the full-Rage current-HP impact damage will walk your health bar down to that threshold from outside shotgun range, without him ever committing Strong evidence
  • Slice and Dice at 2 AP shreds your Spirit Resist per hit, so the follow-up bleed and any Spirit Damage from his team lands amplified Strong evidence
  • Bloodletting means your opening burst does not actually register — you spend your cooldowns, he clears 40% of the queued damage, and then executes you Strong evidence
  • At 5 AP his ultimate resets on a kill, so a single low-health teammate dying inside your group starts a chain that can take three heroes in one fight Strong evidence
  • Play heroes with Hard CC and zoning — his entire fight plan collapses if the leap or Slice and Dice is interrupted mid-commit Strong evidence
  • Keep a burst heal for the execute window specifically: any heal that lifts a target above the 18-23% threshold wastes his 145s ultimate Strong evidence
  • Keep fighting after he 'survives' your burst — Bloodletting defers the damage, it does not remove it, and disengaging is exactly what lets him clear it Strong evidence
  • Outrange the shotgun: his weapon falls off from 20m to 41m and his only closer is a 12m line dash on a 16s (10s at 1 AP) cooldown Strong evidence
  • Cleanse Serrated Knives once he has 3-4 stacks up, not on the first knife; one cleanse removes the whole stacked bleed Strong evidence
  • Do not let a single low-health hero stand alone within 18m of him with ult available — grouping denies the pick and denies the 5 AP reset chain Strong evidence
  • Killing Blow 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
  • You have an immunity window and Shiv has a burst combo, which makes this a timing matchup rather than a damage one. Their combo has a commit point; your window has to cover that point rather than open before it. Using it early is the same as not having it. Strategic
  • Immediately after Slice and Dice is spent — he has zero mobility for 16s (10s at 1 AP) and 830 HP with 0% base resists Strong evidence
  • Right after Bloodletting's active is used: the 25s base cooldown means the next burst hits him at full rate with a partially loaded deferred pool Strong evidence
  • While Killing Blow is on cooldown (145s base) he has no execute and no second gap-closer — this is the window to force objectives Strong evidence
  • During the 2.8s shotgun reload, which is long for a weapon he must be inside 20m to use Strong evidence
  • Rage meter empty: without full Rage his knives lose the current-HP impact, his dash loses the echo, and his deferral drops from 44% back to 30% — check the meter before engaging him Strong evidence
  • Parry is your best tool against Shiv's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
  • 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 Shiv'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
  • Serrated Knives give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range Strong evidence
  • Bloodletting means losing a trade does not mean losing the lane — he defers 30% of the burst and clears 40% of it back Strong evidence
  • 830 max health with 0% base resists and 6.5 m/s move speed — he is not actually tanky, he just delays damage Strong evidence
  • Shotgun falloff starts at 20m, so a long-range laner (Silver, Sinclair, Grey Talon archetypes) simply outranges him all lane Strong evidence
  • Barrage clears troopers quickly and can be channelled from above the lane where a ground-level laner cannot answer it. Strong evidence
  • Killing Blow unlock — Makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities Strong evidence
  • 1 AP into Slice and Dice — -6s cooldown (16s to 10s) lets him engage and still hold an exit dash in the same fight Strong evidence
  • 2 AP into Killing Blow — Threshold rises from 18% to 23% and full-Rage damage jumps, widening the window where a fight is already lost for the target Strong evidence
  • 5 AP into Killing Blow (late 35min+) — Cooldown reset on elimination plus a 12s recast — one successful pick becomes a chain of executes through a whole team 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 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 Shiv — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence
  • Divine Barrier (vitality T4) — This lineup gets its backline assassination from Shiv. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Documented
  • Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. That matters here because of the backline assassination from Shiv. 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) — Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. That matters here because of the backline assassination from Shiv. Documented
  • If you learned to play this matchup before 09-16-2026 you probably dash away from Shiv and parry on the way out. That no longer works: parrying during a regular dash now cancels the dash and its momentum, so you parry standing still exactly where they wanted you. Parry first and dash second, or accept that the parry is a commitment to hold ground. Note also that a whiffed parry is a 4.5-second cooldown against a hero who only needs one window. Documented

Next

Pocket’s other hard matchups

Every Pocket matchup →

All of Shiv

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

How to counter Shiv →

Facing more than Shiv?

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

Data-supported Measured: you win 49.7% of these, which is 5.3% above your overall win rate (29,252 matches). The kit-based model agrees.

Shiv'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 →