Pocket

C-tier

Trickster · Burst Damage · Frogs

Overview

Identity

Pocket gets close, unloads, and keeps an escape in reach. Their cloak and suitcase make them hard to catch, while lingering damage leaves enemies worn down after they've gone.

Abilities

1. Barrage

32 second cooldown

Channel to start launching projectiles that deal spirit damage and apply slow around their impact point. Projectiles that hit a hero grant Pocket increased damage that stacks. Casting while airborne will cause Pocket to float. Casting AirDash or Flying Cloaking will not cancel Barrage.

First upgrade
+16.0 Damage Per Projectile
Second upgrade
-16.0 Cooldown
Third upgrade · 5 points
+4% Amp Per Stack and 3m Radius

How to use. Use Barrage to start the wave pressure and soften the route you plan to enter. Lead the landing so your movement and Barrage arrive as the same commitment.

2. Flying Cloak

25 second cooldown

Launch a sentient cloak that travels forward and damages enemies. You can press Ability 2 to teleport to its location.

First upgrade
+70.0 Damage
Second upgrade
+5.0 Weapon Damage for 6 seconds
Third upgrade · 5 points
+1.6 seconds Lifetime and -10 seconds Cooldown.

How to use. Send Flying Cloak toward the position you may want to occupy a moment later. The cloak can also act as a fake because enemies may watch its path instead of your actual movement.

3. Enchanter's Satchel

17 second cooldown

Escape into your suitcase. When the duration ends, deal spirit damage to nearby enemies. Duration can be ended early by performing any action.

First upgrade
-5.0 Cooldown
Second upgrade
90 Damage
Third upgrade · 5 points
+1.5 seconds Duration +4m Radius -40% Move Speed and Fire Rate for 4.0 seconds

How to use. Use Enchanter’s Satchel as part of a burst sequence on a target the rest of your kit can meaningfully threaten. Do not spend it on a healthy frontliner with no follow-up.

4. Affliction

170 second cooldown

Applies damage over time to enemies nearby. Affliction's damage is non-lethal and does not apply item procs.

First upgrade
-35 Cooldown
Second upgrade
+3 seconds Duration and +4m Radius
Third upgrade · 5 points
Prevents all healing +13.0 DPS with increase Spirit scaling

How to use. Use Affliction on a target your team can keep in the fight long enough for the damage to matter, then force the follow-up. Avoid wasting it on a healthy tank who can simply disengage or absorb the pressure.