Violet vs Pocket
Written for the Violet player. Playing Pocket? See Pocket vs Violet →
Violet is announced but not out yet. New heroes release Tuesdays and Fridays at 2:00 pm Pacific, in an order set by player vote; the next slot is Friday 16 October.
This page becomes the full matchup guide on release day: the measured win rate, who is favoured, how to win, a phase-by-phase plan and the abilities to watch. Everything known about Violet so far →
How to beat Pocket
- Stack Spirit Damage. His -15% Spirit Resist on 780 HP means spirit burst kills him faster than the health bar suggests, and it is the cleanest structural answer to him.
- Drop persistent ground zones on the satchel. He does not move inside it, so
Heavy Barrage
Heavy Barrage 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. ,
Pulse Grenade
Pulse Grenade 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 (deadlock.one). Defensive Thrown at her own feet it is a real anti-dive tool, slowing anyone who… 1 +20 pulse damage with increased spirit scaling. 2 +4% damage amp, +1.6s duration. or
Captivating Read
Captivating Read 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 (deadlock.one). 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. placed on the suitcase catch him on exit. - Do not fire your combo while he is untargetable. Hold it for the satchel exit, which happens at a known place and a predictable moment.
- Bring lockdown over burst. Mo & Krill's Sand Blast Disarm into Combo beats both of his escapes, which is why deadlocklabs.gg records that as his worst matchup at -1.9%.
Bait these first
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Enchanter's Satchel
Enchanter's Satchel Pocket vanishes into his suitcase, becoming unreachable for a duration. Crowd Control None at base. T3's exit applies a -40% movement speed and fire rate slow for… Damage 65 damage on exit (deadlock.one). Mobility None directly, but it buys time for other cooldowns to come back. 1 +1.5s duration, +4m radius, and -40% movement speed and fire rate for 4s on exit. first. It is the escape he uses reactively — threaten him with a cheap ability to force it, then drop a persistent zone on the suitcase and commit on the exit. -
Flying Cloak
Flying Cloak Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage (deadlock.one). Mobility Teleport to the cloak's live position, so the distance is chosen after the… Defensive Can be thrown backward as an escape route rather than forward as an engage. 1 +5 weapon damage for 6s. 2 +1.6s cloak lifetime, -10s cooldown. second. Once both escapes are down he is a 780 HP, -15% Spirit Resist hero with an 11-round shotgun and no sustain. -
Barrage
Barrage Pocket channels, launching a stream of projectiles that deal spirit damage and apply a slow around wherever they land. Crowd Control A slow around each impact point, which compounds in a small area. Damage 32 damage per projectile (deadlock.one). Mobility Casting while airborne makes him float, extending his air time; 1 +4% amplification per stack, +3m radius. third: force him 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.
What Pocket does to you
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Flying Cloak
Flying Cloak Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage (deadlock.one). Mobility Teleport to the cloak's live position, so the distance is chosen after the… Defensive Can be thrown backward as an escape route rather than forward as an engage. 1 +5 weapon damage for 6s. 2 +1.6s cloak lifetime, -10s cooldown. lets him teleport straight past your frontline, your
Spectral Wall
Spectral Wall 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 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. -
Barrage
Barrage Pocket channels, launching a stream of projectiles that deal spirit damage and apply a slow around wherever they land. Crowd Control A slow around each impact point, which compounds in a small area. Damage 32 damage per projectile (deadlock.one). Mobility Casting while airborne makes him float, extending his air time; 1 +4% amplification per stack, +3m radius. channelled from the air puts stacking-amp Spirit Damage and a slow on your position from a spot most of your team cannot shoot back at. -
Enchanter's Satchel
Enchanter's Satchel Pocket vanishes into his suitcase, becoming unreachable for a duration. Crowd Control None at base. T3's exit applies a -40% movement speed and fire rate slow for… Damage 65 damage on exit (deadlock.one). Mobility None directly, but it buys time for other cooldowns to come back. 1 +1.5s duration, +4m radius, and -40% movement speed and fire rate for 4s on exit. makes him untargetable on demand, so the burst combo you fired to kill him is spent on nothing and he cancels out the instant it is safe.
What Valve has shown of Violet
Abilities not shown yet. Valve's words for Violet: ambitious, nimble, creative. A painter. Likely a zoning or terrain-painting kit; nothing confirmed yet.
Other new heroes against Pocket
- Nurse Harrow vs Pocket from 16 Oct