Abilities
Barrage
Ability 1 · channelled stream of area projectiles Pocket channels, launching a stream of projectiles that deal spirit damage and apply a slow around wherever they land. Projectiles that connect with heroes build stacking damage increases. He can cast it while airborne, which makes him float.
What it is for: His main damage and his zone denial. The airborne float is the important interaction — he can barrage from above a fight where nothing can reach him, and the stacking amp means a sustained channel on a hero escalates fast.
- Damage
- 32 damage per projectile (deadlock.one). T3 adds +4% amplification per stack and +3m radius.
- Crowd control
- A slow around each impact point, which compounds in a small area.
- Mobility
- Casting while airborne makes him float, extending his air time; the channel is not cancelled by an air dash or by Flying Cloak (metabot.gg).
- Defensive
- The float keeps him out of melee and ground-level reach while he deals damage.
How to play against it
- It is a channel with a visible origin. Look up — if he is floating and barraging, he is committed to that position and is a free target for any hitscan hero.
- Break out of the impact area rather than trading through it; the stacking amp punishes standing still more than anything else in his kit.
- Hard CC on him while he channels ends both the damage and his float, dropping him into the fight.
Interactions
- It is not interrupted by AirDash or Flying Cloak, so he can channel it while repositioning — this is the core of high-level Pocket play per deadlock.io.
- The slow sets up his shotgun follow-up by keeping the target in spread range.
- T3's +3m radius makes it much harder to simply walk out of.
Upgrade tiers
- T3: +4% amplification per stack, +3m radius.
Flying Cloak
Ability 2 · travelling projectile with a teleport recast Pocket sends a living cloak flying forward, damaging enemies it passes. Pressing the ability again teleports him to wherever the cloak currently is.
What it is for: His gap-closer and his repositioning tool, and crucially it is a deferred choice — he can throw the cloak, see how the fight develops, and then decide whether to follow it in.
- Damage
- 60 damage (deadlock.one). T2 grants +5 weapon damage for 6s.
- Mobility
- Teleport to the cloak's live position, so the distance is chosen after the cast rather than before.
- Defensive
- Can be thrown backward as an escape route rather than forward as an engage.
How to play against it
- Kill the tempo by tracking the cloak, not Pocket. The cloak's position is where he will be; pre-aim there rather than at his current body.
- The teleport has to happen within the cloak's lifetime — deny the angle for those seconds and he either commits badly or loses the option.
- With Flying Cloak on cooldown he is a 780 HP shotgun hero with one escape left; that is the window to commit.
Interactions
- Barrage is not cancelled by Flying Cloak, so he can channel damage and teleport in the same window.
- The 'suitcase-cancel teleport' combo with Enchanter's Satchel is the standard safe backline entry (deadlock.io).
- Teleports ignore geometry-based zoning entirely — McGinnis' Spectral Wall and Paradox's Time Wall do not stop him.
Upgrade tiers
- T2: +5 weapon damage for 6s.
- T3: +1.6s cloak lifetime, -10s cooldown.
Enchanter's Satchel
Ability 3 · self-untargetable stasis with an exit explosion Pocket vanishes into his suitcase, becoming unreachable for a duration. When it ends, he bursts out damaging nearby enemies. He can end it early by taking any action.
What it is for: His panic button and his reposition-in-place. It eats burst damage and ultimates aimed at him, and because he can cancel it at will, it is also a feint that baits out enemy cooldowns.
- Damage
- 65 damage on exit (deadlock.one). T3 adds +1.5s duration, +4m radius and a -40% movement speed and fire rate debuff for 4s.
- Crowd control
- None at base. T3's exit applies a -40% movement speed and fire rate slow for 4s.
- Mobility
- None directly, but it buys time for other cooldowns to come back.
- Defensive
- His best defensive tool — a full untargetable window on demand that he controls the length of.
How to play against it
- He does not move. Drop a persistent zone on the suitcase — McGinnis' Heavy Barrage, Paradox's Pulse Grenade, Paige's Captivating Read — and he emerges into it.
- Do not waste your burst while he is in it; hold your combo for the exit, which is at a known point and a known moment.
- Reposition your team away from the satchel while he waits; the exit explosion needs bodies nearby to matter.
Interactions
- Cancelling it early is the point — the satchel-cancel into Flying Cloak teleport is his standard safe-entry pattern (deadlock.io).
- It does not move him, so persistent ground zones placed on the satchel still catch him on exit.
- It is why deadlocklabs.gg lists him as an escape-dependent hero who survives aggressive positioning.
Upgrade tiers
- T3: +1.5s duration, +4m radius, and -40% movement speed and fire rate for 4s on exit.
Affliction
Ultimate · persistent aura damage-over-time An aura around Pocket that continuously damages nearby enemies. The damage is explicitly non-lethal and does not trigger item procs.
What it is for: Teamfight pressure rather than a kill button. Because it cannot kill on its own it is about softening an entire group so his shotgun and Barrage finish them, and at T3 it becomes a full healing shutdown.
- Damage
- 32 damage per second (deadlock.one). T3 adds +13 DPS with spirit scaling.
- Crowd control
- None at base.
- Defensive
- None directly, though the T3 heal prevention is effectively defensive against sustain compositions.
How to play against it
- Simply leave the aura. It is centred on a 780 HP hero with -15% spirit resist — walking out is usually safer than trying to out-trade inside it.
- The damage cannot kill you on its own, so do not panic-retreat from a winning fight because of the ticking bar; check whether anything else is actually hitting you.
- At T3 it stops your healing, so pre-heal and pre-shield before the fight rather than relying on in-combat sustain.
Interactions
- Non-lethal and no item procs, so it deliberately cannot secure kills by itself — it must be paired with his gun or Barrage.
- Because it is an aura on him, he has to stay in the fight to apply it, which conflicts with his squishiness.
- T3's total heal prevention is a direct answer to Lash's Flog, Mirage's Fire Scarabs and Mo & Krill's Scorn.
Upgrade tiers
- T2: +3s duration, +4m radius.
- T3: prevents all healing on affected enemies, +13 DPS with spirit scaling.