
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! Currently 4.8k breakpointmaxxing for the new patch!
- 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
Monster Rounds
More lane pressure and helps with farm.


I
Mystic Burst
Essentially +50% Cloak damage in lane. Sellable late.


III
Active
Cultist Sacrifice
Always buy at 8 minutes, and steal a T3 creep. Sellable very late for active space.


I
Rapid Rounds
Efficient gun damage, buy before Close Quaters if long-range lane. Sellable if it doesnt take you below 4800 gun invesment.


I
Close Quarters
Big gun damage boost in lane. Buy before Rapid Rounds if close-range lane. Sellable if it doesnt take you below 4800 gun invesment.


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


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


I
Extra Spirit
Scales all of your damage throughout the game. Sellable late.
Lane Flex Buys


I
Active
Healing Rite
Emotional Support Healing Rite. Sellable late.


II
Enchanter's Emblem
Really strong buffs, especially when we start with negative spirit resist.


II
Suppressor
Surprisingly good base stats and a strong anti-meta item.


IV
Transcendent Cooldown
We live and die by our cooldowns, so we want as much reduction as we can get. Also affects our multiple actives too.


IV
Active
Focus Lens
Damage amp and silence on a very short cooldown.


IV
Spellslinger
BANG BANG BANG BANG BANG


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


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


II
Mystic Vulnerability
Cheap, easy to apply resist shred.


III
Greater Expansion
Extra range for when all that matters is hitting Affliction.


IV
Diviner's Kevlar
Massive barrier and the Ability Duration is also really useful.
+ Damage


III
Active
Alchemical Fire
Great for end-game seiging or defending. Especially with range and duration buffs.


II
Improved Spirit
Good intermediate item if you want to upgrade to Boundless


III
Torment Pulse
If you're in more sustained, close-range fights, has a lot of value.


IV
Boundless Spirit
Unlimited money late game item.
+ Movement


I
Extra Stamina
Good boost to your movement.


III
Stamina Mastery
More movement upgrades.


III
Active
Warp Stone
Strong outplay potential and the bullet resist is also useful.
+ Utility


II
Imbue [E]
Duration Extender
A stepping stone to Superior Duration most of the time.


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


IV
Active
Unstoppable
For when you're the main target in fights.


IV
Active
Curse
Shut down a single target.
+ Survival


III
Counterspell
Stop that right now!


IV
Plated Armor
Big late-game anti-gun item.


IV
Spellbreaker
Big late game anti-burst item.


IV
Active
Ethereal Shift
Very short cycle time with Transcendant Cooldown.
+ Components / Upgrades


I
Imbue [E]
Mystic Expansion
More range on Affliction for cheap.


II
Active
Spirit Sap
Good standalone item against spirit carries, also builds into Focus Lens.


II
Imbue [E]
Compress Cooldown
Less Affliction downtime.


III
Superior Cooldown
More abilities, more damage, more often.


IV
Active
Arctic Blast
Stun people in close range to land your abilities.
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