
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!
- IS LEAP BAIT???
- 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.


I
Mystic Burst
+50% cloak damage in lane.


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


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


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


III
Stamina Mastery
More movement upgrades.


I
Imbue
Mystic Expansion
Makes hitting Affliction easy.
Situational - 1600 Green Alternatives


I
Rebuttal
If your lane is super punch heavy, especially vs Viscous if you can parry Puddle Punch.


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


II
Healbane
Helps 1v1 sustain characters before our ult is levelled up. Sellable for Spirit Burn.


II
Weapon Shielding
Great into weapon spam lanes like Abrams, Billy, McGinnis. A little less versatile than the other barriers.


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


II
Imbue
Compress Cooldown
More Affliction more often.


IV
Spirit Burn
Healing reduction and bonus damage over time. If you can proc this on multiple people, you will likely win the teamfight.


IV
Diviner's Kevlar
Massive barrier and spirit power for causing an impact in teamfights.


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


III
Tankbuster
True Spirit damage lets us deal with high resist heroes.


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


I
Monster Rounds
Weapon investment and wave shove early.


II
Kinetic Dash
Extra stamina and solid fire rate boost.


III
Point Blank
Great for close-range sustained fights.


IV
Spellslinger
BANG BANG BANG BANG
+ Spirit Damage


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


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


IV
Escalating Exposure
Unlimited money late-game item, buy basically everything before this.
+ Debuff


II
Active
Slowing Hex
Great for locking people down if they're able to escape us.


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
Cursed Relic
Shut down a single target.
+ Survival


IV
Cheat Death
Good into heavy cc if you just need to Afflict, survive and get out. Sort of required against Mo / Dynamo.


IV
Plated Armor
Good against heavy on-hit teams.


IV
Spellbreaker
Big late game anti-burst item.


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


IV
Active
Ethereal Shift
Strong invulnerability, especially with Torment Pulse.
+ Utility


I
Extra Stamina
Get moving!


II
Debuff Reducer
Good into small CCs or if you're upgrading into Unstoppable.


III
Active
Dispel Magic
Great into any heavy CC / Debuff team.


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


III
Active
Warp Stone
Get out of there fast! Bullet Resist is also useful.
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