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Pocket Live

Pocket

~52.3% WR ~15.0% pick
Moderate Spreadshot TricksterBurst DamageFrogs

With a powerful shotgun and a thin frame, Pocket relies on their ability to briefly escape into a mystic suitcase and teleport via a flying cloak in order to survive close encounters.

Signature abilities4
Barrage Flying Cloak Enchanter's Satchel Affliction ult at lvl 6
Ability 1
Barrage
32s
Instant cast

Channel to start launching projectiles that deal Spirit Damage and apply slow around their impact point. Projectiles that hit a hero grant Pocket Damage Amp that stacks. Casting while airborne will cause Pocket to float. Casting AirDash or Flying Cloaking will not cancel Barrage.

2s
Channel time
0.3s
Cast delay
4.5m
Radius
6%
Amp Percent Per Stack
1AP Damage Per Projectile +16
2AP Cooldown -16s
5AP +6% Amp Per Stack and 4.5m Radius — Amp Percent Per Stack +4%, Radius +3m
Ability 2
Flying Cloak
25s
Instant cast

Launch a sentient cloak that travels forward and damages enemies. You can press Ability 2 to teleport to its location.

0.2s
Cast delay
5m
Radius
60↑1.3
Damage
1AP Damage +70
2AP +0 Weapon Damage for 0s — Weapon Damage Bonus +5, Weapon Damage Bonus Duration +6s
5AP +3.8s Lifetime and 25s Cooldown. — Max Lifetime +1.6, Cooldown -13s
Ability 3
Enchanter's Satchel
17s
Instant cast

Escape into your suitcase. When the duration ends, deal Spirit Damage to nearby enemies. Duration can be ended early by performing any action.

1.5s
Channel time
0.15s
Cast delay
12m
Radius
65↑1.1
Damage
1AP Cooldown -5s
2AP Damage +90
5AP +Escape Durations Duration +12m Radius -Slow Percent% Move Speed and Fire Rate for 0s — Fire Rate Slow +40%, Move Slow Percent +40%, Debuff duration +4s, Channel time +1.5s, Radius +4m
Ability 4
Affliction
150s
Instant cast

Applies damage over time to enemies nearby. Affliction's damage is non-lethal and does not apply item procs.

0.6s
Cast delay
9m
Radius
34↑0.22
DPS
11s
Debuff duration
1AP Cooldown -40s
2AP +11s Duration and +9m Radius — Debuff duration +3s, Radius +4m
5AP Prevents all healing +34 DPS with increase Spirit scaling — DPS +14, DPS +0.11, Disable Healing +1
Guidehow to play

Pocket is a paper-thin spirit assassin who loops in from an angle, blankets the fight with Affliction, then deletes a squishy with an airborne Barrage before vanishing via Flying Cloak or Enchanter's Satchel. You're not a brawler — you're a flanker who picks the enemy carry and leaves before anyone can punish your 780 HP. Low button count but a real skill ceiling: easy to survive on, hard to actually carry on until the cloak-to-satchel teleport and floating Barrage become muscle memory.

Early game

Lane spirit-first — your Spreadshot shotgun hits like a truck point-blank, so use it for last hits and short harass bursts, but never forget Barrage is the carry. Don't channel Barrage standing still where the enemy can walk out of it; throw it after a dash or off a step to keep value. Hold lane with Healing Rite, win the trade war, and aim for your first real spike around 4.5-5k souls once Cold Front is online and you've stacked a couple of spirit pieces. Skill order most Pocket players run: Barrage first, one early point each into Enchanter's Satchel and Flying Cloak, then max Barrage. If you're getting dove, two early Flying Cloak points buy you laning tempo and an escape. First buys: Healing Rite, Extra Spirit, Mystic Burst.

Mid game

This is Pocket's strongest window. As cooldown reduction comes online you get near-permanent Cloak and Satchel uptime — roam constantly, gank lanes from angles nobody expects, and farm jungle camps fast with Cold Front plus Barrage. Pick the enemy carry, not their frontline: loop behind, drop the burst, and leave. Contest the king-of-the-hill Urn capture by dropping Affliction right on the circle for AoE pressure — and because you can bail into the suitcase the instant they collapse on you. Slowing Hex around here is huge: it pins your target so the Barrage channel can't be walked out of.

Late game

You're a teamfight opener and assassin, never a frontliner. Open the fight by fanning Affliction over as many enemies as possible — it's a wide, non-lethal DoT that sets up kills rather than securing them. Then find the airborne-Barrage angle onto their backline, double it with Echo Shard for a stacked nuke, and disengage. With the patch-wide -10 base HP you absolutely cannot get caught mid-channel, so by now you must own an oh-no button — Ethereal Shift to phase out a burst or Diviner's Kevlar against spirit comps. Win condition: their carry dies in the first three seconds and you're already gone.

Combos & tricks

Airborne Barrage: cast it after an air-dash, off a zipline, or mid-Flying Cloak — you float and keep momentum instead of rooting in place, and per the kit, air-dash and Flying Cloak do NOT cancel Barrage, so you can keep moving while channeling. Suitcase-cancel teleport: launch Flying Cloak past the enemy, pop Enchanter's Satchel to go invulnerable, then teleport to the cloak — you arrive on their backline untouchable and open up. Satchel is also damage: dive a clump, drop into the suitcase, and the exit-blast plus Barrage cleans up. Echo Shard double-Barrage: channel, Echo Shard, recast immediately for two amped nukes. Always lock down before you channel — Slowing Hex or Knockdown removes the only counter to Barrage, which is movement.

Buildsbuy order matters
Laning1600

Spirit spike plus lane sustain so you win the trade war. Mystic Burst adds flat damage on every ability hit, and Cold Front is the classic Pocket spike — AoE burst plus instant jungle clear.

Mid game3200

Scale Spirit Power, add the missing lockdown, and turn on the CDR engine. Mystic Expansion widens Barrage and Affliction so more projectiles land; Slowing Hex pins the target so the channel can't be dodged; Superior Cooldown is what makes Cloak and Satchel near-permanent.

Late game6400

Max burst with a survival button. Transcendent Cooldown makes you a permanent flanker, Echo Shard gives the double-channel nuke, Spirit Burn amps your DoT and spirit output, and Ethereal Shift is the phase-out so you never die mid-Barrage.

Situational6000

Swap these in by matchup. Spirit Armor is near-mandatory into spirit comps given Pocket's -15% base spirit resist; Diviner's Kevlar is the best defensive 6k for a squishy mage; Knockdown hard-locks a target or cancels a key ult; Debuff Reducer stops them chain-stunning you out of cloak.

Tips & tricks
Never channel Barrage flat-footed — throw it off a dash, zipline, or mid-cloak so you float and stay slippery.
Affliction is an opener, not an execute: fan it over the whole enemy team at the very start, then cash it in with Barrage and the gun.
Cloak past them, Satchel for invulnerability, then teleport — you land on the backline untouchable and burst before they react.
Pin first, channel second: Slowing Hex or Knockdown removes movement, the only thing that beats Barrage.
Echo Shard right after a Barrage gives you two stacked nukes with full spirit amp — your biggest single-target delete.
You have 780 HP and -15% spirit resist — survival is dodging, not tanking, so chain Satchel, Cloak and Ethereal Shift and buy Spirit Armor vs mages.
Common questions

Weapon or spirit Pocket?

Spirit, decisively. Barrage scales with Spirit Power and is your whole carry plan; the Spreadshot shotgun is just for last-hits and point-blank finishing. Stack Spirit Power and cooldown reduction.

How do I use Affliction well?

As a fight-opener, not a kill button. It's a wide, non-lethal DoT that doesn't proc items, so fan it over as many enemies as possible at the start of a fight, then convert with Barrage and the gun. It's also great for contesting the Urn KotH circle.

Why does Pocket feel so squishy?

Because he is — 780 base HP, even lower after this patch's -10 base HP, plus -15% base spirit resist. Survival comes from dodging, not health: chain Satchel, Cloak and Ethereal Shift, never channel Barrage in the open, and grab Spirit Armor or Diviner's Kevlar against magic comps.

Is Pocket beginner-friendly?

Middling. Two escapes make him forgiving to survive on, but the damage ceiling needs airborne-Barrage timing and the cloak-to-satchel teleport — expect a learning curve before you actually carry games with him.

Profilevs roster
Health 57 Mobility 74 Burst 59 Sustain 67 Range 22 Ammo 20
Health 780
Regen 1/s
Move speed 7.2 m/s
Stamina 3
Burst DPS 56.9
Sustained 38.3
Range 46 m
Ammo 11
Primary weapon
The Black Sheep
Spreadshot
56.9
DPS
4.3×7
Bullet damage
1.9rps
Fire rate
11
Ammo
2.8s
Reload
38.3
Sustained DPS
26
Shots to down
18.8s
Time to kill
16
Weak-spot shots
330
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m16m45.7m177.8m
Melee 60Light 116Heavy
Matchups

Arin Fairfax, the eldest heir to Fairfax Industries, has been living in hiding for the past 5 years after being shot and left for dead on their 18th birthday. Arin doesn't know who is trying to keep them from taking control of their parent's company... but in the avarice fueled viper's nest that is Fairfax Industries it could be anyone.

Taking on the name "Pocket", Arin desperately wants to keep their true identity a secret… not only for their own protection; but because they want to forge their own identity separate from their parents.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history31
  • Flying Cloak T3 reduced from -14s Cooldown to -13s
  • Affliction T3 reduced from +18 DPS to +14
  • Flying Cloak T2 weapon damage duration reduced from 8s to 6s
  • Affliction cooldown increased from 140s to 150s
  • Reduced bullet damage growth by 10% for the following heroes: Bebop, Pocket, Vyper
  • Enchanter's Satchel spirit scaling increased from 0.9 to 1.1
  • Affliction cooldown reduced from 150s to 140s
11-21-2025 UpdateNov 21, 2025
  • Base regen reduced from 2 to 1
  • Flying Cloak damage reduced from 85 to 70
  • Flying Cloak T2 increased from +75 to +85
07-29-2025 UpdateJul 29, 2025
  • Affliction initial Current HP % damage increased from 10% to 12%
07-04-2025 UpdateJul 04, 2025
  • Fixed Cloak sliding up walls very quickly
  • Fixed Cloak sometimes getting stuck on the lip of a corner
  • Fixed Cloak issue where you would teleport far shoter than expected
05-27-2025 UpdateMay 27, 2025
  • Flying Cloak spirit damage scaling increased from 1.04 to 1.3
05-11-2025 UpdateMay 11, 2025
  • Affliction duration reduced from 14s to 12s
Raw data & APIopen JSON from the client
pocketslug50heroIdsynthcodeName2complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt