Enchanter’s Satchel should be taken level 1, it’s the best push and dueling tool Pocket has, followed by Flying cloak enabling your early game success.
The concept of this spell combo carries out through this build making you a banking machine. While the ability order is not yet put together due to phone website issues it should be obvious you want to focus on the levels in your cloak and satchel to reduce their cooldowns and keep you in the fight.
Basic Magazine into Extra Stamina to enable better last hitting and tower pressure. Picking up Spirit Boots next to allow you to roam and assist your nearby lanes and get back in a timely manner. High velocity Mag and mystic burst both speed up your push and enhance your dueling abilities, finishing with close quarters at the end of lane phase allows you to be as good at picking off as possible in the early game coming out of lane.
Abilities deal bonus Spirit Damage if they deal 80 damage or more in a single hit.
35 Bonus Damage
Deal additional Weapon Damage when in close range to your target
+25% Weapon Damage (Conditional)
15m Close Range
Point Blank Component
Immediately pick up enduring speed to increase your map presence, followed by bullet lifesteal to allow you to keep in the fight as long as possible. Soul shredder and bullet shredder combo to enhance everything you and your team do, while improved cooldown speeds up your farm and your map presence.
Reduces the effects of enemy Movement Slow
+40% Movement Slow Resist
Your bullets apply a debuff that amplifies your Spirit Damage against the target and grants you Spirit Lifesteal against them.
10% Spirit Amp (Conditional)
+20% Spirit Lifesteal (Conditional)
6s Debuff Duration
Reduces Bullet Resist on enemies when you deal Spirit Damage.
-12% Bullet Resist
8s Duration
Late we want to enhance our engage and disengage strengths so superior stamina and majestic leap cover that. Superior cooldown specifically can upgrade our ultimate, the more often we have out the harder it is for the enemy to fight us. Titanic Mag can finally be picked up here at any point if we find ourselves lacking ammo regularly enough.
Increases the number of Air Dashes and Air Jumps that can be performed before landing from 1 to 2
Launch yourself high into the air. While in the air, you can use the active again to drop down faster.
Cannot be used for 5s if attacked by enemy Hero.
These late game tools do not have an order and are instead options to consider. Curse keeps Haze, Geist, Seven and Ivy under control. While Magic Carpet gives us better mobility if we need to be covering multiple angles of the map. Glass Canon gives us our biggest damage burst and siphon bullets gives us that much more survivability
Curses an enemy - interrupting, Siliencing, Disarming, and preventing item usage.
3.25s Status Duration
20m Cast Range
Summon a Magic Carpet that will fly you away and gain Bullet and Spirit Shields. Cannot use abilities while the carpet is being summoned. While flying you are immune to slows and doing any action will dismiss the carpet.
+400 Bullet & Spirit Shield Health
7.7s Duration
1.3s Summon Duration
+6m/s Bonus Fly Speed
17.6s Shield Duration
Each hero kill grants permanent Weapon Damage (up to a max of 5 times). Death results in loss of 1 stack.
Conditional: +10% Weapon Damage per Kill
45 Max HP Steal Per Bullet
20s Steal Duration
0.8s Max Frequency