Deadlock Pocket Guide
Pocket is an assassin with 790 health and a spreadshot / close range kit. What each ability does and when to request Pocket on a boost.
Pocket's kit is built on getting in, dealing burst, and getting out. Flying Cloak is a teleport that opens and closes fights, Enchanter's Satchel hides Pocket in the suitcase for a moment and deals spirit damage to nearby enemies when it ends, and Affliction puts a damage over time on every enemy nearby so no one walks away healthy.
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Ability kit
Pocket snapshot
Deadlock Wiki lists Pocket as a assassin with 790 base health, 7.2 move speed, 3 stamina, and a spreadshot / close range weapon profile.
The ability set is Barrage, Flying Cloak, Enchanter's Satchel, Affliction.
Pocket's kit is built on getting in, dealing burst, and getting out. Flying Cloak is a teleport that opens and closes fights, Enchanter's Satchel hides Pocket in the suitcase for a moment and deals spirit damage to nearby enemies when it ends, and Affliction puts a damage over time on every enemy nearby so no one walks away healthy.
Solo boost fit
In a solo boost the booster plays Pocket on your account after the encrypted credential handoff and wins on execution: Flying Cloak to teleport onto a target, shotgun pressure plus Barrage hits on the hero that stack increased damage, then out through the cloak or Enchanter's Satchel before the enemy can answer. The booster manages cloak timing, the Satchel escape, and Affliction on grouped enemies, since that damage over time is what turns a good trade into a won fight. Pocket punishes a mistimed dive hard, so the hero is only as stable as the hands on it, and Eternus 6 hands are the reason this is a safe request.
Duo boost notes
In a duo boost you play every game on your own account and the booster queues alongside you, so the whole hero comes down to timing between two people. Whoever is on Pocket opens with Flying Cloak, teleporting onto a target, and the partner commits to that same target the moment the shotgun starts landing. Affliction is the call to take the full team fight, since the damage over time is already ticking on everyone nearby, and Enchanter's Satchel is the call to back off while Pocket hides inside the suitcase.
When to request this hero
Request Pocket by name when it is your main, when you want your account's match history to stay on the hero you actually play, or when you are running a duo where you are on Pocket and want the booster building around your Flying Cloak engages. If you only care about the rank, let the booster pick, since Pocket is a dive assassin whose value shifts with the enemy lineup.
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FAST ANSWERS
Should I request Pocket for a Deadlock boost?
Yes, if Pocket is the hero you play or the one you want on your account's history. Flying Cloak, Enchanter's Satchel, and Affliction give an Eternus 6 booster everything needed to take over fights, but Pocket is a close-range assassin that lives or dies on execution, so it is a request worth making on purpose rather than by default.
Is Pocket better for solo or duo boosting?
Both work. Solo lets the booster run Pocket's full dive and escape loop on your account without waiting on anyone, while duo works best when you and the booster agree on who commits on Flying Cloak and who covers the exit, since a Pocket dive with follow-up is far stronger than a Pocket dive alone.
What makes Pocket different to boost with?
Pocket does not win by standing still and shooting. Every fight is a sequence: Barrage stacks damage amplification and slows the area, Flying Cloak teleports in or out, Enchanter's Satchel hides Pocket in the suitcase for a moment and deals spirit damage to nearby enemies when it ends, and Affliction leaves a damage over time on every nearby enemy that cannot kill on its own but keeps them from walking away clean. A booster on Pocket is managing timing and position constantly, which is a different job from boosting on a hero that trades from range.