Lane
5k≈ 6–9 min
4%Headshot Booster800
8%Extra Health800
10%ActiveGrit800
14%Enchanter's Emblem1,600
9%Mystic Burst800




Infiltrates and disrupts the backline
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.
4%Headshot Booster800
8%Extra Health800
10%ActiveGrit800
14%Enchanter's Emblem1,600
9%Mystic Burst800



12%Spirit Shredder1,600
23%ActiveAlchemical Fire3,200
19%ActiveCold Front1,600
14%Mystic Vulnerability1,600
15%Suppressor1,600



Upgrade15%Spirit Rend3,200
11%Spirit Lifesteal1,600
11%Spirit Shielding1,600
4%Extra Spirit800
16%Torment Pulse3,200



9%Mystic Shot1,600
Upgrade32%ActiveInfuser6,400
6%Bullet Resist Shredder1,600
Upgrade8%Improved Spirit1,600
Upgrade30%Escalating Exposure6,400



7%Titanic Magazine1,600
12%Tesla Bullets3,200
11%Toxic Bullets3,200
9%Battle Vest1,600
Upgrade20%Boundless Spirit6,400
26%Mercurial Magnum6,400



Each phase lists what to buy since the previous one; the % on a card is how much of the build's score you lose without it. Lit pips under an ability are its upgrade tiers (green: new in this phase). Hover anything for details.
For each net worth, the optimiser searches items and ability upgrades that maximise the score: damage per second against the reference enemy × effective health^weight, averaged over short, standard and long fights, each both fresh and mid-match (long cooldowns still recovering from the previous fight). Each checkpoint starts from the previous one's items, so the builds read as a path.
Gun, spirit and hybrid differ only in where the offensive souls go. The fight assumptions (accuracy, distance, the target…) are on the Data page and adjustable in the simulator.

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 Cloak will not cancel Barrage.
• Channelled: the gun is silent. ProjectileAmount projectiles over the channel, each hitting at the ability hit rate; each hit adds AmpPercentPerStack to all of Pocket's damage for AmpDuration.
• The slow is not scored.
Values are base values with their scaling; the simulator shows them at a chosen net worth and build.
Boons come with net worth; gun DPS is every bullet hitting at close range, no headshots. Items and investment bonuses come on top (see builds).
35 boons in all, the last at 49.2k souls.
| Souls | Weapon dmg | Base health | Spirit |
|---|---|---|---|
| 800 | +9% | +9% | +7 |
| 1.6k | +12% | +12% | +11 |
| 2.4k | +15% | +15% | +15 |
| 3.2k | +18% | +20% | +19 |
| 4.8k | +46% | +38% | +38 |
| 6.4k | +54% | +42% | +45 |
| 8k | +62% | +46% | +52 |
| 11.2k | +74% | +50% | +59 |
| 16k | +86% | +54% | +66 |
| 22.4k | +100% | +60% | +75 |
| 28.8k | +115% | +66% | +100 |
Souls spent in a category (each owned item's full price) unlock the highest tier reached. The biggest step is at 4.8k; after it each tier adds less per soul (weapon: +17.5% per 1k souls up to it, +5% per 1k to the next), so piling souls into one category has diminishing returns. Builds and tier lists include it.