Stack Spirit Damage. Their -15% Spirit Resist on 780 HP means spirit burst kills them faster than the health bar suggests.
Drop persistent ground zones on the satchel. They do not move inside it, so Heavy BarrageHeavy Barrage36m Range8s Duration200s CooldownMcGinnis unloads a continuous stream of rockets that home toward a designated location for a duration.Crowd ControlT1 applies a 24% movement and dash slow for 1s to targets hit, which…Damage21 damage per rocket (deadlock.one).MobilityShe keeps moving and can use stamina during the channel, but is slowed.124% 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 GrenadePulse Grenade3.2s Duration32s CooldownA grenade that sticks where it lands and then pulses repeatedly.Crowd ControlTime slow on each pulse — a movement slow that compounds while you remain…Damage35 base pulse damage. T2 adds +20 pulse damage with increased spirit…DefensiveThrown 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. or Captivating ReadCaptivating Read30m Range30s CooldownPaige 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 ControlA slow on entry, then an immobilize (root) when the zone detonates.Damage90 spirit damage. 30s cooldown.DefensiveImmobilizing a diver is her only real self-peel, since she has no movement…1increased cooldown reduction.2+2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. placed on the suitcase catch them on exit.
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.
Bring lockdown over burst. Mo & Krill's Sand BlastSand Blast25m Range2.5s Duration40s CooldownA spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon.Crowd ControlDisarm, roughly 2.5s. T2 adds a 28% slow and a 28% dash distance reduction…Damage35 damage base; T1 adds +45 damage and +5m range. 25m range with a 2.5s…DefensiveDisarming the biggest gun in the fight is a defensive cooldown in practice.1+45 damage, +5m range.224% slow and 26% dash distance reduction.5+1.5s duration, -25s cooldown.Disarm into ComboCombo4m Range150s CooldownMo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel.Crowd ControlFull stun for the 2.4s channel (+0.7s at T3).Damage35 damage per second over the 2.4s channel;MobilityNone — 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.
Track the cloak's position, not Pocket's, and pre-aim where it is — that is where they will appear.
Do not retreat from a winning fight just because AfflictionAffliction170s CooldownAn aura around Pocket that continuously damages nearby enemies.Crowd ControlNone at base.Damage32 damage per second. T3 adds +13 DPS with spirit scaling.DefensiveNone directly, though the T3 heal prevention is effectively defensive…1-35s cooldown.2+3s duration, +4m radius.5prevents all healing on affected enemies, +13 DPS with spirit scaling. is ticking; the damage is non-lethal and procs nothing, so the bar dropping is not the same as dying.
Flying CloakFlying Cloak26s CooldownPocket sends a living cloak flying forward, damaging enemies it passes.Damage60 damage. T2 grants +5 weapon damage for 6s.MobilityTeleport to the cloak's live position, so the distance is chosen after the…DefensiveCan 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. lets them teleport straight past your frontline, your Spectral WallSpectral Wall50m Range6s Duration50s CooldownProjects 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 ControlSlow on anyone passing through, increased by +24% at T3.Damage60 damage on eruption (deadlock.one).DefensiveBlocks line of sight and physical pathing;1+20% damage amp for McGinnis on hit enemies for 7s.2-20s cooldown, +2s duration.5deploys 2 Mini Turrets near the wall for 8s, +24% slow. or your Time WallTime Wall5.1m Range5.5s Duration25s CooldownParadox 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 ControlBrief slow plus a silence on contact (2.3s silence at T2).DamageNo direct damage. T2 grants +35% weapon damage to friendly bullets passing…DefensiveStops enemy bullets and projectiles outright — against a projectile-heavy…1+3.5s duration, +3m width, +1m height.22.3s 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.
BarrageBarrage32s CooldownPocket channels, launching a stream of projectiles that deal spirit damage and apply a slow around wherever they land.Crowd ControlA slow around each impact point, which compounds in a small area.Damage32 damage per projectile.MobilityCasting while airborne makes them float, extending their air time;1-16s cooldown.2+4% amplification per stack, +3m radius. channelled from the air puts stacking-amp Spirit Damage and a slow on your position from a spot ground-level heroes struggle to answer.
Enchanter's SatchelEnchanter's Satchel17s CooldownPocket vanishes into their suitcase, becoming unreachable for a duration.Crowd ControlNone at base. T3's exit applies a -40% movement speed and fire rate slow for…Damage65 damage on exit. T3 adds +1.5s duration, +4m radius and a -40% movement…MobilityNone 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. 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.
At Affliction T3 all of your healing stops — FlogFlog20m Range26s CooldownA whip lash across the arc in front of Lash that returns a share of the damage dealt to him as health.Crowd ControlNone at base. T1 adds a 28% movement slow for 3s; T2 adds a 30% fire rate…Damage65 base (deadlock.one).DefensiveThe heal is his only self-sustain;128% movement slow for 3s.230% fire rate reduction on hit, -16s cooldown.5+80 damage, wider angle (+25), +15% heal., Fire ScarabsFire Scarabs35s CooldownMirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal.Crowd ControlNo CC, but the damage reduction on the infested target is a meaningful soft…DamageDrains 8 health per second at base rank.DefensiveThe life steal plus the enemy damage reduction is a double-sided defensive…1+7 DPS.2increased spirit scaling., ScornScorn13s CooldownA 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 ControlNone at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting…Damage45 damage base, scaling with spirit at 0.675, with a 13s base cooldown.DefensiveThe heal is the main defensive layer.1+30 damage.2-5s cooldown, +1m radius.5applies a stacking 15% damage debuff to enemies hit for 16s., Medicinal SpecterMedicinal Specter15m Range6.5s Duration50s CooldownSummons a spirit at a location that heals McGinnis and nearby allies for a duration.DamageNo damage. Heals +25/sec (deadlock.one).MobilityNone, though T2 grants +100% stamina recovery inside it.DefensivePrimary 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.
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.
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.
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.
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.
Do not bait Affliction — it is an aura they turn on in a fight rather than a cooldown you can waste. Instead deny it by making them fight at range where the aura does not reach.
The Enchanter's Satchel exit — a known position, a known moment, and they emerge with no untargetability left.
Mid-Barrage while they are floating: they are channel-committed at a fixed point in the air and any Hard CC drops them.
With Flying Cloak on cooldown before T3's -10s: they have no gap-close and no fast reposition, only the satchel.
Their 11-round spreadshot reload at point-blank range — with no sustain, a caught reload against a bruiser is usually a kill.
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.
Two independent escapes (Flying Cloak teleport and an untargetable satchel) make them hard to kill.
Teleports ignore geometry-based zoning entirely, so walls and terrain control do not contain them.
Barrage's airborne float lets them deal damage from the air, where melee and ground-level heroes cannot reach them.
Affliction T3's total heal prevention shuts off healing on enemies in the aura.
Backline infiltration: Flying Cloak's teleport and Barrage's float let them reach targets behind the frontline.
Weak to
-15% Spirit Resist on a 780 HP frame makes them fragile to spirit burst.
No self-healing at all; they win by not being hit rather than by recovering.
Affliction is non-lethal and procs nothing, so their ultimate cannot close out a kill on its own.
Their damage requires them to be at spreadshot range with an 11-round clip, so a single caught reload is usually fatal.
Lockdown beats them: Mo & Krill's Combo and Sand Blast bypass both of their escapes.
In lane, good at
Barrage 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.
The satchel lets them absorb a committed dive and come out on the other side with the enemy's cooldowns spent.
In lane, weak to
-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.
No sustain whatsoever; every point of health they lose has to be recovered by leaving.
Flying Cloak + Enchanter's Satchel online (laning 0-10min) — Two escapes let them position aggressively, farm and roam with an exit available.
Superior CooldownSuperior Cooldown3,200 soulsTier 3TechPassive+20%Ability Cooldown Reduction+4Out of Combat RegenBuilds from Compress Cooldown (mid game) — Cooldown reduction makes their escapes available more often.
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.
Affliction T3 (late) — Total heal prevention stops healing on enemies inside their aura.
Spreadshot (The Black Sheep)
SpreadshotClose Range
57.1DPS
Falloff Range 16m → 46m
A short-range spread weapon, roughly 4.3 damage per pellet for about 57 DPS from a tiny 11-round clip. The small magazine and the spread mean they have to be point-blank and have to commit to a reload cycle, which is why their kit is built entirely around getting in and back out.
4.28Bullet Damage
7Pellets per Shot
1.90Bullets per sec
11Ammo
2.82sReload Time
559m/sBullet Velocity
60Light Melee
116Heavy Melee
Vitality and movement
780Health
1Health Regen
7.20m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
Every Pocket matchup
Pocket wins 44.4% of games overall.
Who counters Pocket and who Pocket counters: all 43 opponents, from Pocket's hardest to easiest, with how far each sits from that average. Pocket strugglesPocket does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Pocket in particular: Victor (Pocket wins 39.6%) and Warden (Pocket wins 42.9%).
Pick an ability to see what it does and how to play around it.
Barrage
Ability 1 · Channelled Stream of Area Projectiles
Pocket channels, launching a stream of projectiles that deal Spirit Damage and apply a slow around wherever they land. Projectiles that connect with heroes build stacking damage increases. They can cast it while airborne, which makes them float.
Purpose: Their main damage and their zone denial. The airborne float is the important interaction — they can barrage from above a fight where nothing can reach them, and the stacking amp means a sustained channel on a hero escalates fast.
Damage
32 damage per projectile. T3 adds +4% amplification per stack and +3m radius.
Crowd control
A slow around each impact point, which compounds in a small area.
Mobility
Casting while airborne makes them float, extending their air time; the channel is not cancelled by an air dash or by Flying Cloak (metabot.gg).
Defensive
The float keeps them out of melee and ground-level reach while they deal damage.
How to play against it
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.
Interactions
It is not interrupted by AirDash or Flying Cloak, so they can channel it while repositioning — this is the core of high-level Pocket play.
The slow sets up their shotgun follow-up by keeping the target in spread range.
T3's +3m radius makes it much harder to simply walk out of.
Upgrade tiers
T2: -16s cooldown.
T3: +4% amplification per stack, +3m radius.
Flying Cloak
Ability 2 · Travelling Projectile with a Teleport Recast
Pocket sends a living cloak flying forward, damaging enemies it passes. Pressing the ability again teleports them to wherever the cloak currently is.
Purpose: 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.
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 cast rather than before.
Defensive
Can be thrown backward as an escape route rather than forward as an engage.
How to play against it
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.
Interactions
Barrage is not cancelled by Flying Cloak, so they can channel damage and teleport in the same window.
The 'suitcase-cancel teleport' combo with Enchanter's Satchel is the standard safe backline entry.
Teleports ignore geometry-based zoning entirely — McGinnis' Spectral Wall and Paradox's Time Wall do not stop them.
Upgrade tiers
T1: +70 damage.
T2: +5 weapon damage for 6s.
T3: +1.6s cloak lifetime, -10s cooldown.
Enchanter's Satchel
Ability 3 · Self-Untargetable Stasis with an Exit Explosion
Pocket vanishes into their suitcase, becoming unreachable for a duration. When it ends, they burst out damaging nearby enemies. They can end it early by taking any action.
Purpose: Their panic button and their reposition-in-place. It eats burst damage and ultimates aimed at them, and because they can cancel it at will, it is also a feint that baits out enemy cooldowns.
Damage
65 damage on exit. T3 adds +1.5s duration, +4m radius and a -40% movement speed and fire rate debuff for 4s.
Crowd control
None at base. T3's exit applies a -40% movement speed and fire rate slow for 4s.
Mobility
None directly, but it buys time for other cooldowns to come back.
Defensive
A full untargetable window on demand that they control the length of.
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.
Interactions
Cancelling it early is the point — the satchel-cancel into Flying Cloak teleport is their standard safe-entry pattern.
It does not move them, so persistent ground zones placed on the satchel still catch them on exit.
It lets them survive aggressive positioning.
Upgrade tiers
T1: -5s cooldown.
T2: +90 damage.
T3: +1.5s duration, +4m radius, and -40% movement speed and fire rate for 4s on exit.
Affliction
Ultimate · Persistent Aura Damage-over-Time
An aura around Pocket that continuously damages nearby enemies. The damage is explicitly non-lethal and does not trigger item procs.
Purpose: 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.
Damage
32 damage per second. T3 adds +13 DPS with spirit scaling.
Crowd control
None at base.
Defensive
None directly, though the T3 heal prevention is effectively defensive against sustain compositions.
How to play against it
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.
Interactions
Non-lethal and no item procs, so it deliberately cannot secure kills by itself — it must be paired with their gun or Barrage.
Because it is an aura on them, they have to stay in the fight to apply it, which conflicts with their squishiness.
T3's total heal prevention is a direct answer to Lash's Flog, Mirage's Fire Scarabs and Mo & Krill's Scorn.
Upgrade tiers
T1: -35s cooldown.
T2: +3s duration, +4m radius.
T3: prevents all healing on affected enemies, +13 DPS with spirit scaling.
Pocket's win rate by game length
Game length changes little for Pocket compared with other heroes: #41 of 44 in games under 25 minutes, #43 of 44 from 25 to 40, #36 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
49.8%
+5.4%
1,107
15–20
45.1%
+0.7%
2,017
20–25
39.2%
−5.2%
5,567
25–30
39.0%
−5.4%
18,087
30–35
40.9%
−3.5%
40,383
35–40
44.7%
+0.3%
47,768
40–45
46.8%
+2.4%
33,699
45–50
48.6%
+4.2%
18,585
50–55
49.3%
+4.9%
8,911
55–60
51.2%
+6.8%
3,583
60+
50.4%
+6.0%
2,054
"vs usual" is against Pocket's 44.4% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Pocket won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlock.io describes Pocket's complexity as 'Moderate', beginner-friendly for survival because of two escape abilities but with a notably high ceiling for converting that survivability into damage.