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

Pocket vs Vindicta

Pocket's team wins 44.1% Vindicta's team wins 55.9%, across 27,743 games

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

About even

Pocket usually wins 44.4% of games. Against Vindicta that is 0.3% lower, over 27,743 games.

  • Whole match 44.1% −0.3% vs usual 27,743 games
  • Sharing a lane 43.9% −0.5% vs usual 11,924 games
  • Oracle and above 44.5% −0.7% vs usual 1,197 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

Flight 13s Duration42s Cooldown Vindicta lifts off and flies freely for an extended duration. Damage +10 spirit damage per bullet while airborne (T3 adds +10 more with improved… Mobility 13s of free flight on a 42s cooldown; Defensive Being airborne dodges most ground-targeted abilities and puts her out of… 1 +50% base ammo capacity during Flight 2 +10s duration (13s base up to 23s) 5 hero kills refresh Flight's duration;

Wait out Flight 42s cooldown

ThenForce her to use it as an escape, then collapse during the 32-42s it is down, because that is the only window in which she is actually killable.

Watch out
Assassinate 55s Cooldown Scopes in for a long-range rifle shot. Damage 90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds… Mobility none — she is scoped and stationary during the charge 1 -15s cooldown (55s base) 2 +80 maximum bonus damage 5 +4% weapon damage per kill (from +6% to +10%) Assassinate does up to roughly 260 damage at Tier 2 against anyone under 50% health, fired from a range where you cannot see or reach her.
Your edge
Pocket is tankier than Vindicta, so you survive the opening burst.
Buy
Knockdown Knockdown 3,200 souls · Tier 3 · Tech · Press +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy it against Vindicta's Flight.

If you're Vindicta

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
Vindicta has more reach than Pocket, so you can trade from range.
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. Vindicta's side in full →

What should I do right now?

Do

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

Avoid

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

Do

  • 755 max health is the lowest of this group — any laner who actually reaches her wins the trade outright
  • Only 2 base stamina, so without Flight up she has almost no dodge resource
  • 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

  • Rifle range and headshot bonus let her win the last-hit and deny war against short-range laners without ever entering their threat radius
  • Crow Familiar Crow Familiar 32s Cooldown Sends out a crow that strikes a target for impact damage, strips some of their bullet and spirit resistance, and applies a bleed that ticks for a percentage of the target's current health. Damage 40 spirit impact; bleed of 2.2% of current health per second (T2 adds +0.5%)… 1 applies -35% healing reduction 2 +0.5% bleed damage per second and -16s cooldown (32s base down to 16s) 5 +2s debuff duration and an additional -8% bullet and spirit resist 's current-health bleed plus T1 anti-heal shuts off the enemy laner's Healing Rite Healing Rite 800 souls Tier 1ArmorPress +70s Cooldown +0.2s Cast Delay +20s Regen Duration regen loop

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

Do

  • Watch for Stake Stake 40s Cooldown Throws a stake that embeds where it lands. Crowd Control Tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a… Damage 40 spirit base, scaling with Spirit Power; Mobility none for Vindicta 1 +45 damage 2 -22s cooldown (40s base down to 18s) 5 +0.75s tether duration and +2m capture radius . You are not rooted — sprint or dash to the 9m tether edge and break line of sight there, rather than standing still and eating Assassinate
  • Buy Knockdown and use it the instant she lifts off — Flight is her only escape and she has 2 stamina and 755 HP on the ground

Avoid

  • Spending your own escape before Flight is on cooldown.

Vindicta’s abilities

  • Stake Ability 1

    This is the one you have to play around — tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a 40% movement slow. Everything else in the kit is setup for it.

    • You are not rooted — sprint or dash to the 9m tether edge and break line of sight there, rather than standing still and eating Assassinate
    • Watch the stake land: it is a thrown object with travel time, so sidestepping the landing point avoids the capture radius entirely
    • Cleanse effects and Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer windows remove the tether; Debuff Remover timing on Stake is the difference between escaping and being executed
  • Flight Ability 2

    Her defining ability and her entire escape plan. It removes her from ground-based CC and melee ranges, grants firing angles over cover, and lets her chase kills across the map.

    • Buy Knockdown. It ends Flight and she has no ground escape to follow up with
    • Do not chase upward; contest her landing zone instead, because the 42s cooldown means she must come down and she is a 755 HP hero when she does
    • She is fully silhouetted in the air — sustained-fire heroes (Wraith with Full Auto Full Auto 5s Duration45s Cooldown For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet , Warden's rifle) get clean unobstructed lines on her the moment she lifts
  • Assassinate Ultimate

    Her execute and her snowball engine. Vindicta softens a target with the rifle and Crow, then confirms the kill from a range where nothing can reach her, and each kill makes her stronger for the rest of the game.

    • Break line of sight the moment you drop below 50% health — that is the exact threshold where the bonus damage turns on
    • She must hold the scope for a full second for full damage; a single interrupt (Warden's Binding Word Binding Word 15m Range34s Cooldown Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Wraith's Telekinesis Telekinesis 10m Range2.3s Duration150s Cooldown Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range , Knockdown, a Viscous Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage Knockup) forces a 50%-damage shot or no shot at all
    • Deny the snowball: every kill she takes is a permanent +6-10% weapon damage, so trading a low teammate's life to her is far worse than it looks
  1. 1 Flight

    Flight first and above all else — force her to use it as an escape, then collapse during the 32-42s it is down, because that is the only window in which she is actually killable

  2. 2 Stake

    Stake second: a dodged Stake pre-T2 means nearly 40 seconds in which she cannot lock a target for Assassinate

  3. 3 Crow Familiar

    Crow Familiar third: making her spend it on a frontliner keeps the -35% anti-heal and resist shred off your carry for 16-32s

The matchup in detail

  • 755 HP with no dedicated defensive abilities Strong evidence
  • Hard-countered by Knockdown, which removes her only escape Strong evidence
  • Assassinate requires a stationary one-second charge, which is trivially interruptible Strong evidence
  • Vindicta threatens you two ways at once — a combo that kills and a disable that makes the combo land — and the three big defensive actives are deliberately orthogonal, so you have to decide which half you are answering. Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale blocks Bullet Damage and no statuses; Unstoppable blocks statuses and no damage; Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power blocks everything but takes you out of the fight and cancels your own channels. Buying two is the honest answer if you have the souls; buying the wrong one is the same as buying nothing. Strong evidence
  • Assassinate does up to roughly 260 damage at T2 against anyone under 50% health, fired from a range where you cannot see or reach her — dropping below half health anywhere in her line of sight is a death sentence Strong evidence
  • Stake leashes you to a 9m radius for 1.75-2.5s with a 40% slow, which exists specifically so you cannot break line of sight before the Assassinate charge finishes Strong evidence
  • Crow Familiar bleeds you for 2.2-2.7% of current health per second, strips up to 14% bullet AND Spirit Resist, and cuts your healing by 35% — it makes your whole team's damage land harder on you Strong evidence
  • Flight lets her take angles over every piece of cover on the map and adds +10-20 Spirit Damage per bullet while she does it Strong evidence
  • Every kill she lands with Assassinate is a permanent +6-10% weapon damage, so a fed Vindicta gets strictly worse to fight as the game goes on Strong evidence
  • Vindicta can take you from healthy to dead inside one combo, so health-bar management is not a useful frame in this matchup — being visible at all inside their range is the risk. Assume any moment you are in their line of sight at full health is a moment they can kill you. Strong evidence
  • Your mobility is a real advantage here, and Vindicta'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 and use it the instant she lifts off — Flight is her only escape and she has 2 stamina and 755 HP on the ground Strong evidence
  • Interrupt the Assassinate scope: Warden's Binding Word, Wraith's Telekinesis, Viscous's Puddle Punch Knockup, or any Stun forces a 50%-damage or cancelled shot Strong evidence
  • Hold heals until you cross back above 50% health rather than sitting in her bonus-damage bracket, and time them outside the 5-7s Crow anti-heal window Strong evidence
  • Fight indoors and in tunnels where Flight gains no firing angle and her rifle range is wasted Strong evidence
  • Contest her landing zone instead of chasing her into the air; the 42s Flight cooldown guarantees she has to come down Strong evidence
  • Against Vindicta 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
  • Vindicta 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
  • Assassinate 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
  • The one-second Assassinate scope charge — she is stationary and committed, and any interrupt costs her half the damage or all of it Strong evidence
  • The 32-42s Flight downtime, when she is a 755 HP hero with 2 stamina and no escape Strong evidence
  • The moment she lands from Flight, before Flight's cooldown recovers Strong evidence
  • While Flight is active she is fully silhouetted with no cover, so gun burst (Wraith's Full Auto, a Warden rifle window) gets uncontested lines on her Strong evidence
  • Immediately after a thrown Stake misses — pre-T2 that is a 40s window in which she has no control tool at all Strong evidence
  • Vindicta beats you at range, so your win condition is arrival, not attrition. Do not chip. Spend the early game reaching a position where your first engagement is already inside your range, and accept losing the poke exchange to get there. Strong evidence
  • Vindicta builds almost no resist, which is the case where shred stops being a tank-buster and becomes raw amplification. Because shred is subtracted from total resist, a target sitting near zero goes negative — and negative resist is a damage multiplier, with −30% meaning they take 130%. Against a hero this fragile, one shred source in your build is doing the work of a damage item for the whole team's bullets, not just yours. Strong evidence
  • You have to close distance to do anything and Vindicta exists to stop that, so the lane is about approach geometry. Move between cover on their reload or their cooldown rather than in a straight line, and treat every open crossing as something you only do with a purpose. Trading chip damage at their range is a losing exchange you never have to accept. Strong evidence
  • Vindicta's chip damage is not primarily about your health bar in lane — it is about your map access. Every point of damage they land resets a 3-second zipline lockout, so a hero who can touch you once every two seconds has effectively removed the zipline from your game. Plan rotations from behind cover with a clean gap, and when you intend to leave lane, leave before you are being shot at rather than because you are. 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 Vindicta'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
  • Rifle range and headshot bonus let her win the last-hit and deny war against short-range laners without ever entering their threat radius Strong evidence
  • Crow Familiar's current-health bleed plus T1 anti-heal shuts off the enemy laner's Healing Rite regen loop Strong evidence
  • 755 max health is the lowest of this group — any laner who actually reaches her wins the trade outright Strong evidence
  • Only 2 base stamina, so without Flight up she has almost no dodge resource Strong evidence
  • Barrage clears troopers quickly and can be channelled from above the lane where a ground-level laner cannot answer it. Strong evidence
  • If you are behind and planning to fight Vindicta on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
  • Assassinate unlock — Turns any poked target under 50% health into a confirmed kill from outside all counterplay range Strong evidence
  • Crow Familiar T1 — -35% healing reduction gives her native anti-heal and flips her matchups against sustain brawlers Strong evidence
  • Stake T2 (-22s cooldown) — 18s Stake means she can leash a target nearly every fight instead of once a minute Strong evidence
  • Late 35min+ — Accumulated +6-10% weapon damage per Assassinate kill, plus Flight T3 kill-refresh, makes a fed Vindicta's weapon hit harder with every kill 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
  • Your habit of taking the fight vertical to reset spacing against Vindicta 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 Vindicta 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
  • Riding a zipline in Vindicta's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • Vindicta 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
  • Against Vindicta's burst, a reactive mitigation active beats flat health. Flat health raises the number they have to hit; a barrier or damage-reduction active on a short cooldown breaks the combo itself, which is what actually saves you. Strong evidence
  • With no self-sustain of your own, Vindicta's chip damage compounds across a lane. Regeneration or Lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. Strategic
  • 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: Vindicta's Flight. Documented
  • Phantom Strike (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. What you are answering here: Vindicta's Flight. Documented
  • Slowing Hex (spirit T2) — Vindicta's Flight 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
  • The wrong instinct in the first six minutes is treating your health bar as a resource you can spend down to trade. Against Vindicta it is not: they do not need you low, they need you in range once. With no self-sustain you also have no way to convert a survived trade into anything — you just stand there at 40% until the combo comes back. Your first 1,600 should be the item that breaks the combo, not the one that wins the poke war. Strategic

Next

Pocket’s other hard matchups

Every Pocket matchup →

All of Vindicta

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

How to counter Vindicta →

Facing more than Vindicta?

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

Data-supported Measured: you win 44.1% of these, which is 0.3% below your overall win rate (27,743 matches). The kit-based model agrees.

Vindicta'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 →