Skill order
Order set by the author · gold is the ultimate
Item order
Stages top to bottom, items left to right
- 1
Laning
12,800 SoulsSequential build is okay, after finishing a row plus entry gear, one of three can achieve three items at 4.8k, if you have your own preferred or more targeted builds, you can look for them below, the main issue is just aligning prices to ensure the three items achieve the given boost.
Monster RoundsSpeed up resource clearing, rhythm smoothly upgrade Offering or sell it, if sold, I suggest swapping for the below Swift Boots or Shattered Spirit Bullets and then upgrading to Vanishing or Spirit Tea
Mystic BurstCore item components, no rush to build, but must build before Ice and Snow
Cold FrontSupplement damage and resistance while keeping people, if not used to it or feel it will take up your usual support item slots, you can swap for the below Mana Reload. Brawl enhancement is optional.
Cultist SacrificeDon't hold back on items, even if you win the lane and get rich, because the earnings get cut. If you get a steal from the enemy or neutral level 3 jungle, sell it later. If not, you can swap for Spir
Enchanter's EmblemIn lane, if you lose to monsters, don't rush Icebound first. Don't think that the enemy AD has no Spirit damage and skip it. Even if you really don't want to, you need to get a 1600 green item for inv
Swift StrikerSpeed up the pace, improve efficiency, occupy space later, sell the anomaly first, low gun accuracy, don't sell what you've bought, can change what you haven't bought, Mystic Shot. Don't take in brawl
TankbusterCore item, get it first then hold on to Burn. Worth taking in brawl, must take for enhancement.
All item notes
- Monster Rounds — Speed up resource clearing, rhythm smoothly upgrade Offering or sell it, if sold, I suggest swapping for the below Swift Boots or Shattered Spirit Bullets and then upgrading to Vanishing or Spirit Tea
- Mystic Burst — Core item components, no rush to build, but must build before Ice and Snow
- Cold Front — Supplement damage and resistance while keeping people, if not used to it or feel it will take up your usual support item slots, you can swap for the below Mana Reload. Brawl enhancement is optional.
- Cultist Sacrifice — Don't hold back on items, even if you win the lane and get rich, because the earnings get cut. If you get a steal from the enemy or neutral level 3 jungle, sell it later. If not, you can swap for Spir
- Enchanter's Emblem — In lane, if you lose to monsters, don't rush Icebound first. Don't think that the enemy AD has no Spirit damage and skip it. Even if you really don't want to, you need to get a 1600 green item for inv
- Swift Striker — Speed up the pace, improve efficiency, occupy space later, sell the anomaly first, low gun accuracy, don't sell what you've bought, can change what you haven't bought, Mystic Shot. Don't take in brawl
- Tankbuster — Core item, get it first then hold on to Burn. Worth taking in brawl, must take for enhancement.
- 2
Out of health?
Optional2,400 SoulsChoosing one to sell when lacking slots isn't a bad thing.
Restorative ShotWant to increase damage and also recover. Not recommended to take enhancement in brawl.
Extra RegenFor a conservative playstyle or wanting to build up through a weak phase. Take enhancement in brawl, for upgrading, but not recommended to upgrade Healing Rhythm.
Melee LifestealFor those who like to steal with Light Elbow. Not recommended in brawl, do you want to gamble on Rune Gloves?
All item notes
- Restorative Shot — Want to increase damage and also recover. Not recommended to take enhancement in brawl.
- Extra Regen — For a conservative playstyle or wanting to build up through a weak phase. Take enhancement in brawl, for upgrading, but not recommended to upgrade Healing Rhythm.
- Melee Lifesteal — For those who like to steal with Light Elbow. Not recommended in brawl, do you want to gamble on Rune Gloves?
- 3
Golden Egg got nerfed
Optional800 SoulsAll item notes
- Golden Goose Egg — The latest patch has fixed the Golden Egg tax evasion, please don't buy it if you don't understand.
- 4
Practical Lane Alternatives
Optional15,200 SoulsIf you're not satisfied with the lane gear above or have your own commonly used gear, you can look for corresponding gear in this list, Heavy Rebuild's nemesis and its components are core must-haves, generally not replaced and not recommended to replace.
Sprint BootsNot very useful early on, suitable for speeding up clearing when the opponent's box resources refresh or jungle refresh. After the laning phase ends, start roaming to upgrade Vanishing Act for speed a
RebuttalHigh-level matches have more common gambles, not only recovering damage but also increasing it. Generally not recommended in brawl due to limitations, but it's actually strong if used well.
Healing RiteNot recommended for practical matches, but if you prefer or plan to upgrade Rescue Beam, you can put it here as a substitute for three healing item options. Not chosen in brawl unless for enhancement,
Spirit ShredderCan replace Monster Hunter Shot as a component for upgrading Spirit Tear, can be chosen in brawl for upgrading.
Quicksilver ReloadMercury Heavy Shot is a pre-component, can be used as a replacement for Icebound to go for a full Mercury set. The stats are also pretty good, but still recommend Icebound, brawl recommended.
Shadow WeaveCan be used as a replacement option for Anomaly Offering at the same price of 3200, better to upgrade from Swift Boots to increase roaming speed and chances of catching. Not recommended in brawl, stil
Spirit RendCan replace Anomaly Offering at the 3200 price, but the effect of reducing Spirit is also decent. If there are no Spirit options in brawl, take it to make bullets more effective.
Weapon ShieldingDuring the laning phase, against characters that don't deal Spirit damage, it's a substitute for Enchanter's Emblem. Due to the passive of Combat Vest not boosting pocket much and Weapon Protection pr
Mystic ShotThis is generally not taken as a substitute for Swift Assault, also serves a similar role to not taking Icebound, compensates for damage well, prioritized higher than Close Quarters Duel in brawl, but
All item notes
- Sprint Boots — Not very useful early on, suitable for speeding up clearing when the opponent's box resources refresh or jungle refresh. After the laning phase ends, start roaming to upgrade Vanishing Act for speed a
- Rebuttal — High-level matches have more common gambles, not only recovering damage but also increasing it. Generally not recommended in brawl due to limitations, but it's actually strong if used well.
- Healing Rite — Not recommended for practical matches, but if you prefer or plan to upgrade Rescue Beam, you can put it here as a substitute for three healing item options. Not chosen in brawl unless for enhancement,
- Spirit Shredder — Can replace Monster Hunter Shot as a component for upgrading Spirit Tear, can be chosen in brawl for upgrading.
- Quicksilver Reload — Mercury Heavy Shot is a pre-component, can be used as a replacement for Icebound to go for a full Mercury set. The stats are also pretty good, but still recommend Icebound, brawl recommended.
- Shadow Weave — Can be used as a replacement option for Anomaly Offering at the same price of 3200, better to upgrade from Swift Boots to increase roaming speed and chances of catching. Not recommended in brawl, stil
- Spirit Rend — Can replace Anomaly Offering at the 3200 price, but the effect of reducing Spirit is also decent. If there are no Spirit options in brawl, take it to make bullets more effective.
- Weapon Shielding — During the laning phase, against characters that don't deal Spirit damage, it's a substitute for Enchanter's Emblem. Due to the passive of Combat Vest not boosting pocket much and Weapon Protection pr
- Mystic Shot — This is generally not taken as a substitute for Swift Assault, also serves a similar role to not taking Icebound, compensates for damage well, prioritized higher than Close Quarters Duel in brawl, but
- 5
Less mobility, hard to engage?
9,600 SoulsEntry gear one of three, one plus emblem is enough for 4.8k, if worried about being short, select again.
Majestic LeapLaunch skill one, descend with Pain, enter with a suitcase, exit with a cloak. Worth taking enhancement in brawl, it's exaggerated.
Warp StoneCan't catch the opportunity to enter? Then just start the fight yourself, even escaping is fine. Brawl lacks bullet resistance, can also take it.
Stamina MasterySuitable for traveling and mobility, entering is also good, but generally it's for those who feel 4.8k isn't enough as a secondary option. Take enhancement in brawl.
All item notes
- Majestic Leap — Launch skill one, descend with Pain, enter with a suitcase, exit with a cloak. Worth taking enhancement in brawl, it's exaggerated.
- Warp Stone — Can't catch the opportunity to enter? Then just start the fight yourself, even escaping is fine. Brawl lacks bullet resistance, can also take it.
- Stamina Mastery — Suitable for traveling and mobility, entering is also good, but generally it's for those who feel 4.8k isn't enough as a secondary option. Take enhancement in brawl.
- 6
Optional gear for different builds
Optional6,400 Souls
Trophy CollectorActually not recommended for hunting, but in practice it's easy to assist, so it's up to personal preference. Want to buy it or not buy Anomaly Offering, although you lose yellow item investment, but
Arcane SurgeWant damage and stamina? Get it, while compensating for damage and mobility, but since it's not a green item, it can't gain bonuses, so priority is lower than Parkour Master. Remember to dash jump bef
Rescue BeamCan be used as a healing item to upgrade to the corresponding Enchanter's Emblem as a replacement support item. If you can use it, it's optional, otherwise it can be a trap (including for yourself!).
All item notes
- Trophy Collector — Actually not recommended for hunting, but in practice it's easy to assist, so it's up to personal preference. Want to buy it or not buy Anomaly Offering, although you lose yellow item investment, but
- Arcane Surge — Want damage and stamina? Get it, while compensating for damage and mobility, but since it's not a green item, it can't gain bonuses, so priority is lower than Parkour Master. Remember to dash jump bef
- Rescue Beam — Can be used as a healing item to upgrade to the corresponding Enchanter's Emblem as a replacement support item. If you can use it, it's optional, otherwise it can be a trap (including for yourself!).
- 7
Team positioning is pretty much determined
14,400 SoulsNote to first build entry gear to reach 4.8k, if team damage is insufficient or you need to target, you can try to hold back a Spirit Burn, think twice before selling gear if you're stuck, relying solely on gear attributes to judge builds can give away the advantage.
Extra SpiritStat component item. Take enhancement at the start in brawl, otherwise you'll get swamped by Spirit Surge.
Improved SpiritIncrease stats. Remember to take enhancement in brawl.
Compress CooldownNo need to give barrage, barrage t2 only has one more second than t3 cloak. In brawl, you can take enhancement with normal picks.
Spirit BurnCore damage items and healing reduction items, at least get the heavy armor nemesis out before going out. Is enhancement a must in brawl?
Superior CooldownFeeling hot, transforming into a throwing monster. Enhancement is a must in brawl.
Mystic ExpansionCore component items, you can actually choose the player briefcase. Must take in brawl.
All item notes
- Extra Spirit — Stat component item. Take enhancement at the start in brawl, otherwise you'll get swamped by Spirit Surge.
- Improved Spirit — Increase stats. Remember to take enhancement in brawl.
- Compress Cooldown — No need to give barrage, barrage t2 only has one more second than t3 cloak. In brawl, you can take enhancement with normal picks.
- Spirit Burn — Core damage items and healing reduction items, at least get the heavy armor nemesis out before going out. Is enhancement a must in brawl?
- Superior Cooldown — Feeling hot, transforming into a throwing monster. Enhancement is a must in brawl.
- Mystic Expansion — Core component items, you can actually choose the player briefcase. Must take in brawl.
- 8
Counter items
Optional8,000 SoulsThere are always some characters you don't like, so just build to counter them.
HealbaneSuppress the laning phase, rem raises health, and can always counter unexpected people. If you feel that adding Spirit Burn can't stop it, try switching to Decay. Choose based on the lineup in brawl.
Dispel MagicIf you're afraid of the enemy's debuff buffs, you can get them, but they can't remove ultimates like Pocket or Searing. If you get them, switch or sell the healing items. Optional in brawl.
CounterspellIf you're targeted upon entry or out of stamina, just block for a bit, you can always block damage. Will be used in brawl.
All item notes
- Healbane — Suppress the laning phase, rem raises health, and can always counter unexpected people. If you feel that adding Spirit Burn can't stop it, try switching to Decay. Choose based on the lineup in brawl.
- Dispel Magic — If you're afraid of the enemy's debuff buffs, you can get them, but they can't remove ultimates like Pocket or Searing. If you get them, switch or sell the healing items. Optional in brawl.
- Counterspell — If you're targeted upon entry or out of stamina, just block for a bit, you can always block damage. Will be used in brawl.
- 9
Good items that can be built
Optional9,600 SoulsHaving ideas to build is also good.
Spirit LifestealAs a Bloodworm, Spirit Infusion, and Spirit Overflow component items, if you plan to get these, you can get them early. If there's no green item for survival, just take it, better than nothing, someti
Mystic VulnerabilityNot necessarily to get, but if you're hitting core, it's best to do it early. Enhancement is a must in brawl, upgrade damage to add damage.
Mercurial MagnumOriginally paired with Spirit Overflow, the wheelchair has been nerfed, but it's still usable. If you want to get it, you can get Spirit Overflow first, the difference is significant. You can swap for
All item notes
- Spirit Lifesteal — As a Bloodworm, Spirit Infusion, and Spirit Overflow component items, if you plan to get these, you can get them early. If there's no green item for survival, just take it, better than nothing, someti
- Mystic Vulnerability — Not necessarily to get, but if you're hitting core, it's best to do it early. Enhancement is a must in brawl, upgrade damage to add damage.
- Mercurial Magnum — Originally paired with Spirit Overflow, the wheelchair has been nerfed, but it's still usable. If you want to get it, you can get Spirit Overflow first, the difference is significant. You can swap for
- 10
Four-legged drops are about done?
27,200 SoulsAt this point, if you're not in an advantage, don't think about just building smoothly, consider support or core. If you're just struggling or at a disadvantage against certain characters, it's recommended to look below for any gear that can counter or turn the disadvantage around to build early.
Duration ExtenderComponent items, can skip.
Greater ExpansionCore items, increase skill hit rate. Must take in brawl.
Superior DurationMaking the cloak last longer also increases survival rate, and can make life-saving items last longer. Choose to take in brawl.
Arctic BlastIf you use him upon entry, you're also a big control, but that's it, just supplementing some resistance. Choose enhancement in brawl.
Spiritual OverflowEven if you don't get Mercury, the attributes themselves are decent. Honestly, the nerf isn't that big, still usable. The passive compensates for the late-game gun uselessness. If you occupy space, yo
Transcendent CooldownDon't rush to get it, choose some desired items first before buying. Must get in brawl.
All item notes
- Duration Extender — Component items, can skip.
- Greater Expansion — Core items, increase skill hit rate. Must take in brawl.
- Superior Duration — Making the cloak last longer also increases survival rate, and can make life-saving items last longer. Choose to take in brawl.
- Arctic Blast — If you use him upon entry, you're also a big control, but that's it, just supplementing some resistance. Choose enhancement in brawl.
- Spiritual Overflow — Even if you don't get Mercury, the attributes themselves are decent. Honestly, the nerf isn't that big, still usable. The passive compensates for the late-game gun uselessness. If you occupy space, yo
- Transcendent Cooldown — Don't rush to get it, choose some desired items first before buying. Must get in brawl.
- 11
Want to rely on yourself
Optional25,600 SoulsIf teammates are unreliable and you want to steamroll, once the rhythm is up, everything is purple maxed, to prevent a flip, add a Last Resort, if at a disadvantage just grab a damage boost.
Boundless SpiritNot recommended to prioritize, if you're short on space and have spare cash, then get it. Must take enhancement in brawl.
Escalating ExposureThe rhythm is good enough to be core, but in the late game, it still needs to be a core for reducing resistance. Must take in brawl unless compared to Spirit Burn.
Mystic ReverbNot often taken, actually prefer lifesteal and slow over damage. In brawl, if you don't have Spirit Burn or Boundless Spirit, don't recommend getting it.
Vortex WebIf the opponent consciously avoids clustering and can't find opportunities to ult, you can try using it. In brawl, it's generally the slow curse that gives upgrades, so it becomes used for the sake of
All item notes
- Boundless Spirit — Not recommended to prioritize, if you're short on space and have spare cash, then get it. Must take enhancement in brawl.
- Escalating Exposure — The rhythm is good enough to be core, but in the late game, it still needs to be a core for reducing resistance. Must take in brawl unless compared to Spirit Burn.
- Mystic Reverb — Not often taken, actually prefer lifesteal and slow over damage. In brawl, if you don't have Spirit Burn or Boundless Spirit, don't recommend getting it.
- Vortex Web — If the opponent consciously avoids clustering and can't find opportunities to ult, you can try using it. In brawl, it's generally the slow curse that gives upgrades, so it becomes used for the sake of
- 12
The enemy's big guy hits hard
Optional44,800 SoulsSome defensive gear, although building it probably won't be useful, but what if? If you're stuck, it's recommended to sell Enchanter's Emblem first.
Spirit ResilienceUsually a replacement for entry items or extra options, but actually, compared to Death's Resistance, it's better to choose mobility to dodge damage. Choose enhancement in brawl.
Metal SkinA treasure for AD heroes, best paired with Breakthrough, maximizing resistance. If you occupy space, swap for Offering, if still feeling unable to withstand, please switch to Iron Plate Heavy Armor. C
Plated ArmorAlthough usually take Copper Skin Iron Bones, facing Spirit Mina and similar bullets causing Spirit damage and countering silence bullets, it's more suitable to get. Not recommended in brawl.
IndomitableNot often taken, can be taken if specifically targeted, but likely to be silenced immediately after. Optional in brawl.
Diviner's KevlarHigh values, can be taken upon entry if inside. Optional in brawl.
Cheat DeathAnti-flip, if it's a disadvantage then it's not necessary. Brawl enhancement selection, because Pocket isn't that easy to trigger
InfuserCan revolve around equipment to deal damage with Dragon. Brawl selection
SpellbreakerCountermeasures against high single damage bursts, like main 3 Paradox. Brawl's resistance isn't easy to find, so use this to supplement
All item notes
- Spirit Resilience — Usually a replacement for entry items or extra options, but actually, compared to Death's Resistance, it's better to choose mobility to dodge damage. Choose enhancement in brawl.
- Metal Skin — A treasure for AD heroes, best paired with Breakthrough, maximizing resistance. If you occupy space, swap for Offering, if still feeling unable to withstand, please switch to Iron Plate Heavy Armor. C
- Plated Armor — Although usually take Copper Skin Iron Bones, facing Spirit Mina and similar bullets causing Spirit damage and countering silence bullets, it's more suitable to get. Not recommended in brawl.
- Indomitable — Not often taken, can be taken if specifically targeted, but likely to be silenced immediately after. Optional in brawl.
- Diviner's Kevlar — High values, can be taken upon entry if inside. Optional in brawl.
- Cheat Death — Anti-flip, if it's a disadvantage then it's not necessary. Brawl enhancement selection, because Pocket isn't that easy to trigger
- Infuser — Can revolve around equipment to deal damage with Dragon. Brawl selection
- Spellbreaker — Countermeasures against high single damage bursts, like main 3 Paradox. Brawl's resistance isn't easy to find, so use this to supplement
- 13
Want to roam in team fights
Optional25,600 SoulsYou can play without picking, usually just pick one if you want.
JuggernautIf you want to escape, you can't stop it, the gun position hitting you is still painful, mainly don't steal item slots. Brawl selection
Ethereal ShiftGive teammates a chance to choose, it's also a way to let the briefcase deal damage as a fallback. Brawl enhancement must take
ScourgeGood stats, can choose teammates. Brawl can also take enhancement must take
UnstoppableUsually it's about being targeted when entering or being controlled by multiple stuns when trying to avoid being caught, honestly getting pressured to use this basically depends on which side makes a
All item notes
- Juggernaut — If you want to escape, you can't stop it, the gun position hitting you is still painful, mainly don't steal item slots. Brawl selection
- Ethereal Shift — Give teammates a chance to choose, it's also a way to let the briefcase deal damage as a fallback. Brawl enhancement must take
- Scourge — Good stats, can choose teammates. Brawl can also take enhancement must take
- Unstoppable — Usually it's about being targeted when entering or being controlled by multiple stuns when trying to avoid being caught, honestly getting pressured to use this basically depends on which side makes a
- 14
Want to do the support you can
Optional22,400 SoulsIf you're afraid the ultimate is useful but not enough, then pick it, but don't pick for support's sake, at most pick two.
Disarming HexThe enemy's gun position needs to be resolved. Brawl selectable
KnockdownBring the airborne people down. Brawl selectable, no need to say when encountering a witch
Divine BarrierCan help teammates, can also save yourself. Brawl enhancement must take
Cursed RelicDon't think about using it after entering and using your ultimate, once you get this you can only rely on your big brother, too expensive can also choose the 3200 tier Silence Tide. Brawl enhancement
DecayCan be used as a counter to the big brother's unhealable curse, can also be one of the damage sources, Brawl recommended especially when encountering enhancements must choose
All item notes
- Disarming Hex — The enemy's gun position needs to be resolved. Brawl selectable
- Knockdown — Bring the airborne people down. Brawl selectable, no need to say when encountering a witch
- Divine Barrier — Can help teammates, can also save yourself. Brawl enhancement must take
- Cursed Relic — Don't think about using it after entering and using your ultimate, once you get this you can only rely on your big brother, too expensive can also choose the 3200 tier Silence Tide. Brawl enhancement
- Decay — Can be used as a counter to the big brother's unhealable curse, can also be one of the damage sources, Brawl recommended especially when encountering enhancements must choose
- 15
Late-game entry ticket
Optional16,000 SoulsUsually swap for other entry items.
Veil WalkerDue to the new patch removing the sprint shoe component causing loss of acceleration, but invisibility and recovery are good, although losing the roaming ability of acceleration but not stealing item
Magic CarpetGood for both entering and escaping, stats are also fitting. Not recommended for Brawl, enhancement selectable
Phantom StrikeEven if it's not pulling airborne people down, it can still be a good thing to initiate a fight, Brawl selectable
All item notes
- Veil Walker — Due to the new patch removing the sprint shoe component causing loss of acceleration, but invisibility and recovery are good, although losing the roaming ability of acceleration but not stealing item
- Magic Carpet — Good for both entering and escaping, stats are also fitting. Not recommended for Brawl, enhancement selectable
- Phantom Strike — Even if it's not pulling airborne people down, it can still be a good thing to initiate a fight, Brawl selectable
- 16
Not often chosen in practice
Optional53,600 SoulsCan be paired with other gear.
Blood TributeUsing open and close often is actually good. Not recommended for Brawl and basically not taken
Alchemical FireOnly serves as a bullet resistance support role. Brawl generally looks at the lineup
SpellslingerEffect is easy to trigger, pocket gun damage isn't low, but more recommended is Elemental Overflow, not recommended for Brawl
Extra StaminaAs a Parkour Master component, used early to grab support or if you feel stamina isn't enough, then upgrade to Parkour Master. Brawl selectable but comparable to extra life
FortitudeNot only as a 3200 tier green gear benefit, but also a key point for roaming characters to maintain rhythm, disengaging is exactly what Pocket excels at, unfortunately there are many 3200s as good as
Siphon BulletsCan pair with Mercury Overflow's wheelchair set, but Pocket's bullet speed isn't particularly high, so whether to build it mainly depends on the lineup, if built then switch to Mystic Wave. Not recomm
WitchmailBrawl visible, generally still used as a targeted gear to gain benefits, but Pocket's cooldown is really short now, most hope to reduce Pain's cooldown
LeechA relatively versatile healing green, although the recovery efficiency isn't as strong as Spirit Infusion but excels in regular lifesteal stats, suitable for full item slots or those not used to activ
Slowing HexA relatively cheap restriction gear, suitable for mid-game team fights using lower economy for restrictions. Brawl selectable but often hard to find, generally targeting Apollo, Mina, Pocket
Silence WaveUsually used to prevent face jumps and preemptively remove Unyielding Will to catch people, Brawl selectable
RefresherWorried about not being big enough, just go for his ultimate against the enemy carry, same logic for brawls.
Echo ShardThe barrage isn't the pocket's main output, using it doesn't feel particularly comfortable. Generally for brawls.
All item notes
- Blood Tribute — Using open and close often is actually good. Not recommended for Brawl and basically not taken
- Alchemical Fire — Only serves as a bullet resistance support role. Brawl generally looks at the lineup
- Spellslinger — Effect is easy to trigger, pocket gun damage isn't low, but more recommended is Elemental Overflow, not recommended for Brawl
- Extra Stamina — As a Parkour Master component, used early to grab support or if you feel stamina isn't enough, then upgrade to Parkour Master. Brawl selectable but comparable to extra life
- Fortitude — Not only as a 3200 tier green gear benefit, but also a key point for roaming characters to maintain rhythm, disengaging is exactly what Pocket excels at, unfortunately there are many 3200s as good as
- Siphon Bullets — Can pair with Mercury Overflow's wheelchair set, but Pocket's bullet speed isn't particularly high, so whether to build it mainly depends on the lineup, if built then switch to Mystic Wave. Not recomm
- Witchmail — Brawl visible, generally still used as a targeted gear to gain benefits, but Pocket's cooldown is really short now, most hope to reduce Pain's cooldown
- Leech — A relatively versatile healing green, although the recovery efficiency isn't as strong as Spirit Infusion but excels in regular lifesteal stats, suitable for full item slots or those not used to activ
- Slowing Hex — A relatively cheap restriction gear, suitable for mid-game team fights using lower economy for restrictions. Brawl selectable but often hard to find, generally targeting Apollo, Mina, Pocket
- Silence Wave — Usually used to prevent face jumps and preemptively remove Unyielding Will to catch people, Brawl selectable
- Refresher — Worried about not being big enough, just go for his ultimate against the enemy carry, same logic for brawls.
- Echo Shard — The barrage isn't the pocket's main output, using it doesn't feel particularly comfortable. Generally for brawls.
- 17
Brawl Legends!
Optional149,985 SoulsDon't just get hung up on a single item choice, sometimes getting it isn't good, also check out gear outside of legendary items.
Frostbite CharmMust pick! Whether you choose ultimate or barrage, both are good, picking the box can reduce cooldown and be infinite.
Prism BlastIf you really have nothing left, just treat it as a big illusion, not recommended to take.
Mystic ConduitMust pick! The passive easily counters the pocket!
Omnicharge SignetMust pick! Very low cooldown and charge can help you avoid most damage and also let the barrage avatar start bombing!
Mystical PianoA decent crowd control, but as a legendary item, it's not enough. Buff it, must pick!
Unstable ConcoctionAs a last resort for harvesting, but the pocket's briefcase can't be blocked. Don't pick.
Eternal GiftA love-hate item, if you take it at match point, how long will you have to endure~ Buff it, must pick!
Nullification BurstNot as weak as imagined, but as a legendary it's just okay, must pick.
Celestial BlessingOptional, very reliant on awareness. But buff it, must pick!
Seraphim WingsMust pick! Note that the ultimate has a z-axis range.
Cloak of OpportunityUsually a carry's lifeline, but the pocket's skill set is already quite survivable. Optional.
Electric SlippersDon't pick, not useful even if you take it.
Haunting ShotCan take, very strong effect, but still a bit reliant on player acceptance, so if you have roll points, you can brush it.
Infinite RoundsDon't pick, are you planning to switch to gun after taking it?
Runed GauntletsOptional, if the enemy doesn't have a habit of checking equipment, you'll get them good.
All item notes
- Frostbite Charm — Must pick! Whether you choose ultimate or barrage, both are good, picking the box can reduce cooldown and be infinite.
- Prism Blast — If you really have nothing left, just treat it as a big illusion, not recommended to take.
- Mystic Conduit — Must pick! The passive easily counters the pocket!
- Omnicharge Signet — Must pick! Very low cooldown and charge can help you avoid most damage and also let the barrage avatar start bombing!
- Mystical Piano — A decent crowd control, but as a legendary item, it's not enough. Buff it, must pick!
- Unstable Concoction — As a last resort for harvesting, but the pocket's briefcase can't be blocked. Don't pick.
- Eternal Gift — A love-hate item, if you take it at match point, how long will you have to endure~ Buff it, must pick!
- Nullification Burst — Not as weak as imagined, but as a legendary it's just okay, must pick.
- Celestial Blessing — Optional, very reliant on awareness. But buff it, must pick!
- Seraphim Wings — Must pick! Note that the ultimate has a z-axis range.
- Cloak of Opportunity — Usually a carry's lifeline, but the pocket's skill set is already quite survivable. Optional.
- Electric Slippers — Don't pick, not useful even if you take it.
- Haunting Shot — Can take, very strong effect, but still a bit reliant on player acceptance, so if you have roll points, you can brush it.
- Infinite Rounds — Don't pick, are you planning to switch to gun after taking it?
- Runed Gauntlets — Optional, if the enemy doesn't have a habit of checking equipment, you'll get them good.
- 18
About Brawl
Optional68,000 SoulsAll bullet items that appear in brawls, excluding t4.
Headshot BoosterVisible at the start of brawl, but generally not picked.
High-Velocity RoundsCommon at the start of brawl, usable, but the upgrades after might only make rapid fire somewhat usable.
Extended MagazineVisible at the start of brawl, picking it early does feel good but the upgrades don't really fit, belongs to no development.
Rapid RoundsCommon at the start of brawl, optional, usually a standard component for upgrading swift assault.
Close QuartersCommon at the start of brawl, higher priority than quick-fire, best to have green before picking.
Kinetic DashVisible in brawl, generally only picked if there are no stamina upgrades, not recommended.
Split ShotNot recommended for brawl, you might clear minions fast, but it's just like the briefcase.
StalkerNot recommended for brawl, the pocket has too many entry options, no need to use step reduction to get close, buff it, optional.
Weakening HeadshotBrawl not recommended, but can be used for upgrades.
Titanic MagazineBrawl is rare, not recommended, if you picked Expansion early, then take this for upgrades.
Slowing BulletsBrawl is rare, not recommended, even if it triggers ideally, you'll get swapped out, the upgrade isn't great.
FleetfootBrawl is common, can be chosen, increases mobility in matches, unless you don't have the habit of sliding and shooting or Gun Horse.
Melee ChargeBrawl can be chosen, suitable for players who like to fight in Brawl.
Intensifying MagazineBrawl is visible, not recommended, the Pocket Gun damage is already high, enhancement is not advised.
Opening RoundsBrawl is common, can be chosen, hope you're not picking it for the upgrade from High-Speed Bullet, enhancement recommended.
Long RangeBrawl is rare, not recommended, not compatible with Pocket Gun.
Active ReloadBrawl is visible, early game it will only be used to clear lanes, not recommended.
Escalating ResilienceBrawl is visible, only upgrade this if you really have no bullet resistance, but if it shows up, don't pick it.
Burst FireBrawl is visible, upgrade can be chosen, but honestly, Pocket usually flies.
HeadhunterBrawl is rare, if it's for upgrades, pick it only if you have no good gear, enhancement suggested to roll.
Point BlankBrawl is common, upgrade is a must, if random, you can pick it even without bullet gear.
Express ShotBrawl is visible, no changes in stats so the passive requires players to be accurate, if not accurate, not recommended.
Heroic AuraBrawl is visible, don't pick, passive aura stats aren't enough.
Weighted ShotsBrawl not recommended, not good in practice.
Ballistic EnchantmentBrawl not recommended, Pocket can't use it.
SharpshooterBrawl is visible, not recommended, not compatible with Pocket Gun.
Hunter's AuraBrawl can be chosen, there will always be a few times you randomly get bad gear, using it is fine, enhancement is a must.
Toxic BulletsBrawl is visible, not recommended, Pocket is hard to trigger, benefits aren't as good as other healing reductions.
Tesla BulletsBrawl is visible, don't pick, not compatible with Pocket Gun.
BerserkerBrawl is visible, not recommended, Pocket doesn't really need these stats.
Hollow PointBrawl is visible, can be chosen, essentially a Band-Aid plus gun damage, but useless later.
All item notes
- Headshot Booster — Visible at the start of brawl, but generally not picked.
- High-Velocity Rounds — Common at the start of brawl, usable, but the upgrades after might only make rapid fire somewhat usable.
- Extended Magazine — Visible at the start of brawl, picking it early does feel good but the upgrades don't really fit, belongs to no development.
- Rapid Rounds — Common at the start of brawl, optional, usually a standard component for upgrading swift assault.
- Close Quarters — Common at the start of brawl, higher priority than quick-fire, best to have green before picking.
- Kinetic Dash — Visible in brawl, generally only picked if there are no stamina upgrades, not recommended.
- Split Shot — Not recommended for brawl, you might clear minions fast, but it's just like the briefcase.
- Stalker — Not recommended for brawl, the pocket has too many entry options, no need to use step reduction to get close, buff it, optional.
- Weakening Headshot — Brawl not recommended, but can be used for upgrades.
- Titanic Magazine — Brawl is rare, not recommended, if you picked Expansion early, then take this for upgrades.
- Slowing Bullets — Brawl is rare, not recommended, even if it triggers ideally, you'll get swapped out, the upgrade isn't great.
- Fleetfoot — Brawl is common, can be chosen, increases mobility in matches, unless you don't have the habit of sliding and shooting or Gun Horse.
- Melee Charge — Brawl can be chosen, suitable for players who like to fight in Brawl.
- Intensifying Magazine — Brawl is visible, not recommended, the Pocket Gun damage is already high, enhancement is not advised.
- Opening Rounds — Brawl is common, can be chosen, hope you're not picking it for the upgrade from High-Speed Bullet, enhancement recommended.
- Long Range — Brawl is rare, not recommended, not compatible with Pocket Gun.
- Active Reload — Brawl is visible, early game it will only be used to clear lanes, not recommended.
- Escalating Resilience — Brawl is visible, only upgrade this if you really have no bullet resistance, but if it shows up, don't pick it.
- Burst Fire — Brawl is visible, upgrade can be chosen, but honestly, Pocket usually flies.
- Headhunter — Brawl is rare, if it's for upgrades, pick it only if you have no good gear, enhancement suggested to roll.
- Point Blank — Brawl is common, upgrade is a must, if random, you can pick it even without bullet gear.
- Express Shot — Brawl is visible, no changes in stats so the passive requires players to be accurate, if not accurate, not recommended.
- Heroic Aura — Brawl is visible, don't pick, passive aura stats aren't enough.
- Weighted Shots — Brawl not recommended, not good in practice.
- Ballistic Enchantment — Brawl not recommended, Pocket can't use it.
- Sharpshooter — Brawl is visible, not recommended, not compatible with Pocket Gun.
- Hunter's Aura — Brawl can be chosen, there will always be a few times you randomly get bad gear, using it is fine, enhancement is a must.
- Toxic Bullets — Brawl is visible, not recommended, Pocket is hard to trigger, benefits aren't as good as other healing reductions.
- Tesla Bullets — Brawl is visible, don't pick, not compatible with Pocket Gun.
- Berserker — Brawl is visible, not recommended, Pocket doesn't really need these stats.
- Hollow Point — Brawl is visible, can be chosen, essentially a Band-Aid plus gun damage, but useless later.
- 19
About Brawl
Optional57,600 SoulsAll t4 bullet items that appear in brawls.
Crushing FistsBrawl usually bets on him getting Rune Gloves and starting elbow strikes, but the annoying thing is they always come together, generally not recommended, if you have Rune Gloves, it's a must pick.
Crippling HeadshotBrawl can be chosen, shotgun headshots are easy, plus healing reduction, enhancement is a must.
FrenzyBrawl is visible, enhancement recommended, generally it also replaces the offering to increase resistance, but requiring below 50% health is still quite tough, so it can't compare to Indomitable Will
Glass CannonBrawl is visible, not built, current cost-performance ratio is too low
Lucky ShotBrawl is visible, not selected, not compatible with Pocket Gun, triggering benefits are low, not to mention hard to trigger
CapacitorBrawl is rare, not selected, not compatible with Pocket Gun
RicochetBrawl is rare, not selected, not compatible with Pocket Gun
Armor PiercerBrawl is visible, generally aimed at opponents with heavy armor, only selected when there are Mercury Heavy Bullets
SilencerBrawl is visible, optional or not selected, although it can trigger, it's too difficult compared to others
All item notes
- Crushing Fists — Brawl usually bets on him getting Rune Gloves and starting elbow strikes, but the annoying thing is they always come together, generally not recommended, if you have Rune Gloves, it's a must pick.
- Crippling Headshot — Brawl can be chosen, shotgun headshots are easy, plus healing reduction, enhancement is a must.
- Frenzy — Brawl is visible, enhancement recommended, generally it also replaces the offering to increase resistance, but requiring below 50% health is still quite tough, so it can't compare to Indomitable Will
- Glass Cannon — Brawl is visible, not built, current cost-performance ratio is too low
- Lucky Shot — Brawl is visible, not selected, not compatible with Pocket Gun, triggering benefits are low, not to mention hard to trigger
- Capacitor — Brawl is rare, not selected, not compatible with Pocket Gun
- Ricochet — Brawl is rare, not selected, not compatible with Pocket Gun
- Armor Piercer — Brawl is visible, generally aimed at opponents with heavy armor, only selected when there are Mercury Heavy Bullets
- Silencer — Brawl is visible, optional or not selected, although it can trigger, it's too difficult compared to others
- 20
About Brawl
Optional28,000 SoulsAll spirit items that appear in brawls.
Rusted BarrelBrawl is rarely seen at the start, can be selected depending on the lineup, generally used to upgrade Disarm, but hard to upgrade in practice
Spirit StrikeBrawl is commonly seen at the start, suitable for players who want to fight quickly, can be selected
Mystic Regeneration
Spirit SapBrawl is visible at the start, recommended, upgrading is also good
SuppressorBrawl can be selected, but generally not taken, just given from the attachments
Bullet Resist ShredderBrawl is visible, not recommended, although the effect is easy to trigger, the upper limit is too low
Mystic SlowBrawl is visible, generally also a bonus from upgrades, although it can be selected when built, it's not recommended, Pocket can't make Thunder Scrolls
Radiant RegenerationBrawl is common, generally recommended, enhancement must be taken
Torment PulseBrawl is common, good for catching and clearing minions, but generally not selected, enhancement is optional
Surge of PowerBrawl is common, looks like it enhances quite a bit, but honestly, let's skip it, better to recommend Surge of Power, not recommended
Spirit SnatchBrawl is visible, optional, basically all major damage upgrades, but not recommended to take alone
Focus LensBrawl is visible, upgrading or enhancing is more recommended, as a support item for catching and dealing damage is okay
All item notes
- Rusted Barrel — Brawl is rarely seen at the start, can be selected depending on the lineup, generally used to upgrade Disarm, but hard to upgrade in practice
- Spirit Strike — Brawl is commonly seen at the start, suitable for players who want to fight quickly, can be selected
- Spirit Sap — Brawl is visible at the start, recommended, upgrading is also good
- Suppressor — Brawl can be selected, but generally not taken, just given from the attachments
- Bullet Resist Shredder — Brawl is visible, not recommended, although the effect is easy to trigger, the upper limit is too low
- Mystic Slow — Brawl is visible, generally also a bonus from upgrades, although it can be selected when built, it's not recommended, Pocket can't make Thunder Scrolls
- Radiant Regeneration — Brawl is common, generally recommended, enhancement must be taken
- Torment Pulse — Brawl is common, good for catching and clearing minions, but generally not selected, enhancement is optional
- Surge of Power — Brawl is common, looks like it enhances quite a bit, but honestly, let's skip it, better to recommend Surge of Power, not recommended
- Spirit Snatch — Brawl is visible, optional, basically all major damage upgrades, but not recommended to take alone
- Focus Lens — Brawl is visible, upgrading or enhancing is more recommended, as a support item for catching and dealing damage is okay
- 21
These pockets can't build
Optional12,000 SoulsBut it will still be marked.
Extra ChargePocket can't be built
Rapid RechargePocket can't be built
Lightning ScrollPocket can't be built
Recharging RushPocket can't be built
All item notes
- Extra Charge — Pocket can't be built
- Rapid Recharge — Pocket can't be built
- Lightning Scroll — Pocket can't be built
- Recharging Rush — Pocket can't be built
- 22
About Brawl
Optional56,000 SoulsAll life items that appear in brawls.
Extra HealthBrawl is commonly seen at the start, optional enhancement must be taken, whether it's Lionheart or Giant is good
GritBrawl is commonly seen at the start, optional, generally upgrade Guardian Barrier then upgrade Holy Barrier
Debuff ReducerBrawl is visible, actually usable in practice, but as a 4.8k for 1600, recommended
Enduring SpeedBrawl is common, generally the Sprint Shoes give upgrades, against lineups with more gun positions can prepare to upgrade to break the formation
Healing BoosterBrawl is visible, will select based on lineup and equipment, but generally not selected
Bullet LifestealBrawl is visible, not recommended to take, unless you want to upgrade to Red Locust
Reactive BarrierBrawl is visible, generally not selected, upgrades are also not selected, because Fortitude upgrading Guardian Barrier is better, Unyielding Spirit is just okay.
Guardian WardHoly Barrier component, visible in Brawl, must select for Holy Barrier.
Restorative LocketBrawl is visible, not used in actual combat, but very targeted. Brawl can be selected, must select for enhancement.
Return FireBrawl is rarely seen, generally not selected, there are many better bullet resist options.
Battle VestBrawl is visible, in actual combat it counters Enchanter's Emblem's useful bullet resist, although the passive is also decent, but in actual combat it's more recommended to go for Weapon Protection, e
Spirit ShieldingBrawl is rarely seen, Fortitude's upgrade, belongs to transitional 1600, not built.
LifestrikeBrawl is visible, generally appears with Melee Therapy upgrades, can be built.
Fury TranceBrawl is visible, not useful, not built.
Healing NovaBrawl commonly seen support item, better than Beam but weaker than Beam, enhancement can be selected, not very strong.
Bullet ResilienceBrawl not selected, unless you're really lacking green gear or bullet resist, enhancement can be selected.
Healing TempoBrawl upgrade commonly seen, not selected or upgraded, passive is hard to trigger or very difficult to trigger.
ColossusBrawl is visible, can be selected, the main issue is still item slot competition, but the stats and active are very good, but even with enhancement it's still just selectable.
InhibitorBrawl is visible, belongs to the lower tier of Eerie Bullets, and the enhancement given is not significant, can only say selectable but not recommended.
Vampiric BurstBrawl generally upgrade visible, not selected, pocket gain is too low.
All item notes
- Extra Health — Brawl is commonly seen at the start, optional enhancement must be taken, whether it's Lionheart or Giant is good
- Grit — Brawl is commonly seen at the start, optional, generally upgrade Guardian Barrier then upgrade Holy Barrier
- Debuff Reducer — Brawl is visible, actually usable in practice, but as a 4.8k for 1600, recommended
- Enduring Speed — Brawl is common, generally the Sprint Shoes give upgrades, against lineups with more gun positions can prepare to upgrade to break the formation
- Healing Booster — Brawl is visible, will select based on lineup and equipment, but generally not selected
- Bullet Lifesteal — Brawl is visible, not recommended to take, unless you want to upgrade to Red Locust
- Reactive Barrier — Brawl is visible, generally not selected, upgrades are also not selected, because Fortitude upgrading Guardian Barrier is better, Unyielding Spirit is just okay.
- Guardian Ward — Holy Barrier component, visible in Brawl, must select for Holy Barrier.
- Restorative Locket — Brawl is visible, not used in actual combat, but very targeted. Brawl can be selected, must select for enhancement.
- Return Fire — Brawl is rarely seen, generally not selected, there are many better bullet resist options.
- Battle Vest — Brawl is visible, in actual combat it counters Enchanter's Emblem's useful bullet resist, although the passive is also decent, but in actual combat it's more recommended to go for Weapon Protection, e
- Spirit Shielding — Brawl is rarely seen, Fortitude's upgrade, belongs to transitional 1600, not built.
- Lifestrike — Brawl is visible, generally appears with Melee Therapy upgrades, can be built.
- Fury Trance — Brawl is visible, not useful, not built.
- Healing Nova — Brawl commonly seen support item, better than Beam but weaker than Beam, enhancement can be selected, not very strong.
- Bullet Resilience — Brawl not selected, unless you're really lacking green gear or bullet resist, enhancement can be selected.
- Healing Tempo — Brawl upgrade commonly seen, not selected or upgraded, passive is hard to trigger or very difficult to trigger.
- Colossus — Brawl is visible, can be selected, the main issue is still item slot competition, but the stats and active are very good, but even with enhancement it's still just selectable.
- Inhibitor — Brawl is visible, belongs to the lower tier of Eerie Bullets, and the enhancement given is not significant, can only say selectable but not recommended.
- Vampiric Burst — Brawl generally upgrade visible, not selected, pocket gain is too low.
