Silhouette frêle avec un fusil à pompe puissant à la main, Pocket peut se réfugier à tout moment dans sa mallette mystique et se téléporter vers sa redingote volante afin de survivre aux affrontements trop risqués.
Silhouette frêle avec un fusil à pompe puissant à la main, Pocket peut se réfugier à tout moment dans sa mallette mystique et se téléporter vers sa redingote volante afin de survivre aux affrontements trop risqués.
Always updated - now with full annotations!
Welcome back, Double Barrier Pocket.
Majority left-to-right - Hybrid Burst playstyle.
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Active
Rite de guérison
Emotional Support Healing Rite.
II
Active
Souffle glacial
Your fifth ability, use it often!
II
Tir mystique
Good poke from range. Something that Pocket lacks, typically.
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Active
Bond majestueux
Your main way of engaging, use it to stack barrage and evaluate the fight.
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Balles antimonstres
Good lane pressure and builds into Cultist later.
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Bonus d'endurance
Good boost to your movement.
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Choc mystique
Small damage boost for exploding people in lane.
Early Survival
II
Emblème enchanteur
A useful consideration in the mid game if you don't like the playstyle of barriers.
II
Protection d'urgence
Excellent into teams that frequently movement lock you.
II
Bouclier spirituel
Strong sustain against Spirit heroes.
II
Sabotage
Surprisingly good base stats and a strong anti-meta item.
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Active
Sacrifice rituel
Lots of good stats, but needs Transcendent Cooldown to be worth it.
IV
Récupération transcendante
Reduces your cooldowns further. Most important for Cultist Sacrifice.
III
Tir express
A strong addition to our burst damage
IV
Active
Refuge céleste
Very short cycle time with Transcendant Cooldown. Barriers sellable if tight on slots.
IV
Brulure spirituelle
Healing reduction and bonus damage over time. If you can proc this on multiple people, you will likely win the teamfight.
III
Antichar
"True" spirit damage means we can deal with high resist heroes.
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Maitrise d'endurance
More movement upgrades.
IV
Active
Explosion arctique
For extra damage and a small stun. Use it first to amp the rest of your combo.
Get one Early Survival in lane, then another later if needed.
+ Damage
I
Frappe spirituelle
Solid additional burst in lane.
II
Balles anti-esprit
Solid damage amp for relatively cheap.
III
Razzia spirituelle
For even more spirit shred if you can get in close.
III
Active
Pyroalchimie
Huge team damage and bullet shred in late teamfights.
III
Rafale
Very cost-efficient fire rate boost.
III
Entaille spirituelle
Good if you can build up stacks over a longer fight.
IV
Brise-tête
All-in-one solution to resist problems.
+ Escape
II
Atténuateur d'effets négatifs
For avoiding minor stuns and debuffs
III
Active
Dissipateur d'effets négatifs
Useful for non-stun debuffs like Infernus Afterburn or Mirage Mark.
III
Active
Pierre de distorsion
Good escape, the extra bullet resist is also very valuable.
IV
Active
Intouchable
Your late game answer to all crowd-control effects.
+ Survival
II
Bouclier balistique
Strong sustain against Gun heroes. Not quite as versatile as Reactive or Spirit.
III
Résilience balistique
Good if the enemy team is particularly Gun heavy.
III
Contresort
Stop that right now!
IV
Brise-magie
Late game Spirit counter. Barriers sellable.
IV
Armure de plates
Late game Gun counter. Barriers sellable.
+ Utility
I
Imprégner
Expansion mystique
If you need more range on Affliction.
II
Imprégner
Récupération comprimée
Less Affliction downtime is always good.
III
Expansion supérieure
When teamfights get big late game, this allows you to hit everyone with Affliction
III
Récupération supérieure
More abilities, more damage, more escape.
IV
Active
Rembobineur
For when one ult just isn't enough
IV
Active
Malédiction
If you need to shut down a single carry
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