Puck the Faerie Dragon is a highly mobile ranged intelligence hero best known for being an extremely unpredictable and slippery target. Puck is commonly played as an initiator and ganker, with spells that are equally useful for super-aggressive maneuvers as well as daring escapes. Expert use of Puck's abilities will let you appear out of nowhere, suddenly leave your enemies crippled and disadvantaged, and get away in the blink of an eye - but mess up your timing or misjudge the situation, and there is little left to save this fragile Hero from death.
Bio[edit | edit source]
Abilities[edit | edit source]
|Puck launches a magic orb that floats in a straight path, damaging enemy units along the way. At any point, Puck may teleport to the orb's location using Ethereal Jaunt.|
|Cast Animation: +|
Cast Range: 3000
Travel Distance: 1950
Damage Radius: 225
|The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.|
- Illusory Orb travels at a speed of 651, resulting in a total of 2.995 second travel time.
- The orb emits red pulses for the last 650 distance, indicating that it is about to reach its maximum travel range.
- The orb can damage units up to 2175 range away (1950 travel distance + 225 radius).
- The orb has 800 range flying vision.
- The orb also spawns 4 extra vision fields with the same vision range every 487.5 distance traveled.
- These vision fields last for 3.34 seconds each.
|Teleports Puck to a flying Illusory Orb.|
|Cast Animation: +|
- This ability is automatically learned whenever Illusory Orb is learned.
- This ability stays inactive until Illusory Orb is cast and turns inactive again once the orb of that cast is gone.
- The cast of Ethereal Jaunt is not registered as a spell cast and thus does not proc any on-cast effects.
- Ethereal Jaunt disjoints projectiles upon cast.
- When two orbs are cast in succession, this ability only stays active for the duration of the first cast orb.
- However, it always teleports Puck to its last created orb.
|Puck releases a burst of faerie dust that deals damage and silences enemy units nearby.|
|Cast Animation: +|
Silence: Dispellable with any dispel.
|With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.|
- Despite the visual effects, the silence and damage are applied instantly in the entire radius.
|Puck briefly shifts into another dimension where it is immune from harm.|
|Cast Animation: +|
Max Channel Time: 0.75/1.5/2.25/3.25
Phase Shift: Undispellable.
|With a quip and flash, Puck returns to the alien dimension from whence it came.|
- The cast of Phase Shift is not registered as a spell cast and thus does not proc any on-cast effects.
- Phase Shift disjoints projectiles upon cast.
- Certain items which do not cancel channeling spells (e.g. Shadow Blade or Shiva's Guard) do cancel Phase Shift.
- Puck is invulnerable and hidden during Phase Shift, turning it to an invalid target for every spell.
- Puck retains its collision size during Phase Shift.
- Puck can cancel Phase Shift at any time with any action.
- Puck cannot cast this while rooted. On attempt, the player gets the error message "Can't cast this while rooted".
|Creates a coil of volatile magic that latches onto enemy Heroes, stunning them for 0.5 seconds and damaging them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage.|
|Cast Animation: +|
Cast Range: 750
Coil Latch Radius: 375
Link Break Radius: 600
Initial Damage: 100/150/200
Link Break Damage: 100/150/200 ( 200/250/300)
Initial Stun Duration: 0.5
Link Break Stun Duration: 1.5/2.25/3 ( 1.5/3/4.5)
Coil Duration: 6 ( 8)
Stunned: Dispellable with strong dispels.
|The Faerie Dragon sows confusion by forcing its enemies to vividly dream about their own mortality.|
- Every enemy hero within 375 range of the coil upon cast gets linked to it. The links last as long as the coil itself or until broken.
- Walking within 375 range to the coil after cast has no effect.
- Can link heroes up to 1125 range away (750 cast range + 375 coil radius).
- If the linked heroes move 600 range away from the coil, they break the link and get stunned and damaged.
- It does not matter how far or how fast the hero moves away, the stun and damage always hit it, unless they are invulnerable.
- Dream Coil latches on invisible units and on units in the Fog of War. But the visible link draws to their last known location.
Recommended items[edit | edit source]
- Tango, Healing Salve, and Clarity are highly useful regeneration items that are helpful for many heroes to remain in lane.
- In the early game, Puck's low health can be offset with Gauntlets of Strength and/or a Circlet, which can eventually be built into a Bracer.
- In the mid lane, a Bottle can provide much needed mana for Puck, as well as provide excellent rune control.
- It is always a good idea to have a Town Portal Scroll, no matter which hero you are playing.
- Magic Stick can help Puck sustain mana and health to keep active in the mid lane.
- Power Treads help Puck in the early-mid game, as they supplement both Puck's small health pool, as well as Puck's mana pool.
- Blink Dagger provides great synergy with Puck's other abilities and further augments Puck's evasive nature.
- Scythe of Vyse provides a large amount of mana and mana regen (which are useful as Puck's abilities have a large mana cost), as well as having a very effective disable.
- Bloodstone will eliminate any need for extra mana regen, while also giving you a large amount of HP. However, it should be only picked up if you are snowballing.
- Aghanim's Scepter is really good on Puck against Black King Bar carriers. It Increases coil duration, coil-break damage and coil-break stun duration. Makes Coil-break stun pierce spell immunity.
- Dagon is a good extension from your core if the enemy team doesn't have the resources to focus you down, as it greatly increases your magic damage.
- Shiva's Guard will increase your mana pool and your resistance to physical damage, which makes it an ideal item against right-click heroes. It will also provide you with a fairly powerful AoE nuke and slow.
- Linken's Sphere is very useful if you are more of an initiator than a damage dealer, and it will also provide you with helpful attribute bonuses.
- Eul's Scepter of Divinity is a useful pickup if your team needs another disable really soon. The extra movement speed and mana regeneration are also very useful on Puck.
- Force Staff gives Puck extra mobility. Can also be used to break Dream Coil to trigger a stun.
Counters[edit | edit source]
- Riki can keep you silenced and slowed, giving him enough time to take a serious toll on your HP, and even if you survive and try to escape, he has a Blink Strike ready to prevent you from getting away. Once he gets his Diffusal Blade, he will have an even easier time not only killing you by slowing you in the smokescreen, but also sapping your mana.
- Early on, Lion can easily one shot you with his Finger of Death, along with the ability to disable you and steal your mana, both things that can easily get Puck killed or forced to go back to base early on.
- Legion Commander will heal off most of your spells, nuke you with her Overwhelming Odds, and easily win against you in duels due to your low HP and armor.
- Huskar can get heavy harass on you, and with his ultimate he can pursue you if you try to escape.
- Wraith King's high HP pool and durability makes him shrug off all of your spells, he can also manage some easy kills on you with his stun if your HP is low enough. Even if you do manage to kill him once, it's unlikely you'll be able to get the second kill.
- Riki can easily sneak up on you and keep you out of the fight with a smokescreen and tons of backstabs, the smokescreen will also prevent you from using your spells and most importantly; your ultimate.
- Normally Bloodseeker is pretty easy to deal with as Puck, but in a team fight he will make you a sitting duck with his Rupture
- Faceless Void will likely make you his first target in his Chronosphere due to you not being able to use shift, jaunt, blink dagger, or any of the normal ways you would be able to get away, not to forget your relatively low HP and armor.
- Huskar's spell immunity and magic resistance can really put a damper on your damage towards him, and due to your rather squishy nature he can easily destroy you in combat.
- Scythe of Vyse Will make you slow and unable to resist, by the time it wears off there's a good chance you might just be dead.
- Orchid Malevolence is like Scythe of Vyse in that it makes you unable to fight back or use your spells to escape, not quite as effective as Scythe of Vyse but more common and easily gotten.
- Puck already has rather unimpressive armor, and when being attacked by a Desolator it will make you an easier target in team fights.
Tips[edit | edit source]
- Puck can easily play a solo lane against a dual lane because of Phase Shift, Ethereal Jaunt and Illusory Orb.
- Puck does very well in the middle lane, with the easy access to either side lane for ganking, and access to runes to refill Bottle.
- When escaping from danger, Phase Shift after using Illusory Orb. This way, you can sit invulnerable and wait for the orb to travel before you slip away.
- Blink Dagger is a great item to get, as it helps with initiating and escaping in addition to the many escape methods that Puck has.
- Play mind games on opponents. For example, cast Illusory Orb, and run in a different direction from the orb. Opponents must choose which direction to follow.
- Ethereal Jaunt can be used in combination with some teleports such as Chen's Test of Faith (Teleport) to refill Puck's Bottle. Cast Illusory Orb just before getting sent to the fountain, refill the Bottle, and Ethereal Jaunt back to the Orb before it disappears.
- Illusory Orb does not disappear when Puck dies. This means it is possible to quickly buy back and Ethereal Jaunt to the Orb if it still remains.
- A good initiation combo is as follows: Blink Dagger in to the fight, use Waning Rift, Dream Coil, shoot an Illusory Orb through as many enemies as possible but in a safe direction, Phase Shift, then use Ethereal Jaunt to teleport to the Orb. The silence from Waning Rift is long enough to execute this combination.
- Phase Shift, when used, removes creep aggro. This allows you to freely harass with auto-attacks, then use Phase Shift to avoid taking damage from creeps.
Gameplay[edit | edit source]
Audio[edit | edit source]
History[edit | edit source]
Equipment[edit | edit source]
Trivia[edit | edit source]
- Puck's alternate name was Kupu-Kupu, which means "moth" or "butterfly" in Malay and Indonesian language
- Puck was introduced in v6.48 as a result of a hero creation contest for the Warcraft III: Frozen Throne faerie dragon model held by the dota-allstars.com forums, making Puck to the first (and as of now, the only) community-created hero.
- Puck pays homage to a character of the same name from Shakespeare's A Midsummer Night's Dream; aside from Puck's playful attitude, its line "A midsummer nightmare" is also an allusion to the play.
- Since Puck pays homage to a Shakespeare character, most of its lines are delivered in phrasing similar to iambic pentameter.
- The 6.87 Illusory Orb speed change was a developer's joke based on this reddit thread.