
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 and fully annotated! Currently 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
Balles antimonstres
More lane pressure and helps with farm. Sellable late.


II
Active
Souffle glacial
Your fifth ability, use it often!


I
Choc mystique
Essentially +50% Cloak damage in lane.


I
Esprit bonus
Scales all of your damage throughout the game. Sellable late.


II
Sabotage
Surprisingly good base stats and a strong anti-gun item.


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


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


IV
Active
Tissu d'ombres
Leap, Shadow Weave, reactivate Leap, keeps you invisible in the air. The ultimate hybrid divebomb item.
Lane Flex Buys


I
Tir rapproché
Big gun damage boost for farm.


I
Frappe spirituelle
Great tempo buy, but falls off pretty fast. Sellable late.


II
Emblème enchanteur
Strong passive, especially when we start with negative spirit resist.


III
Maitrise d'endurance
More movement upgrades.


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


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
Tir express
Big burst damage if you prefer a more hybrid playstyle.


III
Active
Pierre de distorsion
Strong outplay potential and the bullet resist is also useful.


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


IV
Récupération transcendante
We have four actives so this gives us a ton of value.
+ Damage


II
Vulnérabilité mystique
Cheap, easy to apply resist shred. Spirit Resist is also useful early


II
Active
Sape spirituelle
Good standalone item against spirit heroes, also builds into Focus Lens.


IV
Fronde magique
BANG BANG BANG BANG


IV
Active
Explosion arctique
Stun people in close range to land your abilities. Only really worth it if you have nothing else to buy.


IV
Active
Lentille focale
Damage amp and silence on a very short cooldown.
+ Survival


IV
Kevlar de l'augure
Massive barrier if you're diving into brawls and just need to survive.


IV
Brise-magie
Big late game anti-burst item.


IV
Active
Refuge céleste
Very short cycle time with Transcendant Cooldown.
+ Escape


III
Contresort
Stop that right now!


III
Active
Dissipateur d'effets négatifs
Anti Focus Lens tech.


IV
Active
Intouchable
For when you're the main target in fights.
+ Utility


III
Active
Malédiction désarmante
With gun appearing more and more, this stops them pressing their button.


III
Prolongation supérieure
More ticks, more damage, more debuff.


IV
Active
Malédiction
Shut down a single target.
+ Components


I
Imprégner
Expansion mystique
More range on Affliction for cheap.


I
Active
Canon rouillé
Tempo item in lane, also builds into Disarming Hex if gun carries are a problem.


I
Bonus d'endurance
Good early upgrade to your movement.


II
Imprégner
Récupération comprimée
Less Affliction downtime.


II
Esprit amélioré
Adds more damage to every part of our combo and helps us hit the 4.8k Spirit threshold. Can be swapped out for Spirit Sap or Suppressor depending on lane.


III
Récupération supérieure
More abilities, more damage, more often.
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