
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.
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.
- Always updated and fully annotated!
- Check back for changes as I'm always trying to improve the build, especially just after a patch, and message me in the Discord if you have any questions! @Gami


I
Active
Healing Rite
Emotional Support Healing Rite. Buy when low.


II
Active
Cold Front
Your fifth ability, use it often!


III
Active
Cultist Sacrifice
Tempo item for destroying the jungle and early ability range. Sell late.


III
Torment Pulse
Gives us sustained damage for chasing down kills and incredibly fast jungle clear.


II
Kinetic Dash
Gun investment, while giving us stamina.


II
Healbane
Helps 1v1 sustain characters before our ult is levelled up. Sellable after Affliction T2 or Spirit Burn.


III
Active
Majestic Leap
Your main way of engaging, use it to stack Barrage and evaluate the fight. Still good after the nerfs.
Early / Lane Situational


I
Imbue
Mystic Expansion
Makes hitting Affliction easy.


II
Reactive Barrier
Great into stun lanes like Bebop, Abrams or Haze.


II
Spirit Shielding
Great into burst lanes like Mina, Yamato or Talon.


II
Improved Spirit
Cheap damage an all of your abilities.


II
Mystic Vulnerability
Easy to apply resist shred. 8% Spirit Resist is also useful.


III
Greater Expansion
Extra range for those late-game teamfights.


IV
Transcendent Cooldown
We usually get four actives so this gives us a ton of value.


III
Stamina Mastery
More movement upgrades.


IV
Active
Scourge
Fun item! Go dive in and cause chaos!


III
Superior Duration
More ticks, more damage, more debuff.


IV
Spirit Burn
Healing reduction and bonus damage over time. If you can proc this on multiple people, you will likely win the teamfight.
Build is left to right, unless otherwise stated - Items in the last two rows are situational. Use them to add to the core build if you feel you're lacking in a particular area.
+ Damage


II
Swift Striker
My personal 1600 gun preference, but you can slot in basically anything here.


II
Arcane Surge
Loads of strong stats if you proc if before engaging. Sellable late.


III
Active
Alchemical Fire
Massive bullet resist reduction, also applies all our spirit damage debuffs . A real teamfight winner if played right.


III
Tankbuster
"True" spirit damage means we can deal with high resist heroes.


IV
Active
Shadow Weave
Tons of stats and the rotate ability is really useful.


IV
Spellslinger
BANG! BANG! BANG! BANG!
+ Survival


I
Rebuttal
If your lane is super punch heavy.


III
Counterspell
Stop That Right Now!


IV
Diviner's Kevlar
Big barrier for surviving chaotic late game fights.


IV
Plated Armor
Good against heavy on-hit teams.


IV
Spellbreaker
Big late game anti-burst item.
Slotlock


IV
Active
Arctic Blast
Stun people in close range to land your abilities and keep them in Alch Fire.


IV
Escalating Exposure
Unlimited money late game item. Get basically everything before this.
+ Debuff


II
Suppressor
Surprisingly good base stats and a strong anti-gun item. Good if you're against a ton of fire rate characters.


III
Active
Disarming Hex
With gun appearing more and more, this stops them pressing their button.


IV
Active
Phantom Strike
For when you need to disarm / knockdown, but also want to aura farm.


IV
Active
Curse
Shut down a single target.
+ Escape


II
Debuff Reducer
Good for minor stuns and debuffs if you don't have any active slots.


III
Active
Debuff Remover
Anti Focus Lens / Capacitor tech.


III
Active
Warp Stone
Get out of there fast. An alternative to Debuff Remover.


IV
Cheat Death
For when you just need a tiny bit more time. Great if Mo, Wraith or Dynamo are a problem.


IV
Active
Unstoppable
For when you need to deal with late-game chaos.
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