Puck

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Puck
Puck.png
Strength
15 + 1.7
Agility
22 + 1.7
Intelligence
25 + 2.4
Level Base 1 16 25
Health 200 500 1040 1700
H. Regen 0.25 0.7 1.53 2.52
Mana 50 350 806 1274
M. Regen 0.01 1.01 2.53 4.11
Damage 22‒33 47‒58 85‒96 124‒135
Armor -1 2.14 6.07 10.83
Spell Dmg 0% 1.56% 3.94% 6.41%
Att / Sec 0.58 0.71 0.87 1.07
Movement Speed 295
Turn Rate 0.4
Vision Range 1800/800
Attack Range 550
Projectile Speed 900
Attack Animation 0.5+0.8
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24
Legs 2

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]

Puck Puck, the Faerie Dragon
Play "The Scrolls of Haize are concise on this matter: with youth comes grave responsibility. A thousand years of youth have fallen behind, and still I fill the time with games."
Role: Initiator Initiator / Disabler Disabler / Escape Escape / Nuker Nuker
Lore: While Puck seems at first glance a mischievous, childish character, this quality masks an alien personality. The juvenile form of a Faerie Dragon, a creature that lives for eons, Puck spends countless millennia in its childish form. So while it is technically true that Puck is juvenile, it will continue to be so when the cities of the present age have sloughed away into dust. Its motives are therefore inscrutable, and what appears to be play may in fact indicate a darker purpose or just its endless fondness for mischief.
Voice: Jen Taylor (Responses)

Abilities[edit | edit source]

Illusory Orb
Does not pierce spell immunity. Play
Q
R
Illusory Orb icon.png
Ability
Target Point
Affects
Enemies
Damage
Magical
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 Animation0.1+0.27
Cast Range: 3000
Travel Distance: 1950
Damage Radius: 225
Damage: 70/140/210/280
Cooldown 14/13/12/11
Mana 80/100/120/140
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.

Notes:

  • 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 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.


Ethereal Jaunt
Play
D
E
Ethereal Jaunt icon.png
Ability
No Target
Affects
Self
Teleports Puck to a flying Illusory Orb.
Cast Animation0+0.53
Cooldown 0

Notes:

  • This ability is automatically learned whenever Illusory Orb icon.png 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.


Waning Rift
Does not pierce spell immunity. Play
W
W
Waning Rift icon.png
Ability
No Target
Affects
Enemies
Damage
Magical
Puck releases a burst of faerie dust that deals damage and silences enemy units nearby.
Cast Animation0.1+0.27
Radius: 400
Damage: 100/160/220/280
Duration: 0.75/1.5/2.25/3.0
Cooldown 16/15/14/13
Mana 100/110/120/130
Does not pierce spell immunity. Silence persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Silence: Dispellable with any dispel.
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.

Notes:

  • Despite the visual effects, the silence and damage are applied instantly in the entire radius.


Phase Shift
Pierces spell immunity. Play
E
F
Phase Shift icon.png
Affects
Self
Puck briefly shifts into another dimension where it is immune from harm.
Cast Animation0+0
Max Channel Time: 0.75/1.5/2.25/3.25
Cooldown 6
Modifiers
Buff Phase Shift: Undispellable.
With a quip and flash, Puck returns to the alien dimension from whence it came.

Notes:

  • 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.
  • 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".


Dream Coil
Partially pierces spell immunity. Play
R
C
Dream Coil icon.png
Ability
Target Area
Damage
Magical
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 Animation0.1+0.27
Cast Range: 750
Coil Latch Radius: 375
Link Break Radius: 600
Initial Damage: 100/150/200
Link Break Damage: 100/150/200 (Upgradable by Aghanim's Scepter. 200/250/300)
Initial Stun Duration: 0.5
Link Break Stun Duration: 1.5/2.25/3 (Upgradable by Aghanim's Scepter. 1.5/3/4.5)
Coil Duration: 6 (Upgradable by Aghanim's Scepter. 8)
Cooldown 75
Mana 100/150/200
Upgradable by Aghanim's Scepter. Increases damage from coil breaks, increases coil duration, coil break stun goes through spell immunity.
Partially pierces spell immunity. Latches on spell immune enemies. Attempts to damage spell immune enemies. Does not stun spell immune enemies. When upgraded, leash break stun pierces spell immunity.
Modifiers
Debuff Coiled: Undispellable.
Debuff Stunned: Dispellable with strong dispels.
The Faerie Dragon sows confusion by forcing its enemies to vividly dream about their own mortality.

Notes:

  • 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]

Starting Items

  • Healing Salve icon.png Healing Salve helps keep Puck in lane.
  • Clarity icon.png Clarity allows Puck to use Illusory Orb more often in lane.
  • Null Talisman icon.png Null Talisman and its components gives Puck a decent stats boost.

Early Game

  • Magic Stick icon.png Magic Stick can help Puck sustain mana and health to keep active in the mid lane.
  • Bottle (Full) icon.png Bottle is optimal for Puck because of his mid presence, and is needed to replenish mana for his early game nukes.
  • Town Portal Scroll icon.png Town Portal Scroll is always useful for rotating lanes and helping out allies.

Core Items

  • Blink Dagger icon.png Blink Dagger provides great synergy with Puck's other abilities and further augments Puck's evasive nature.
  • Power Treads icon.png 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.
  • Arcane Boots icon.png Arcane Boots is a viable alternative, and helps Puck use his magical nukes more often in the early game.

Situational Items

  • Veil of Discord icon.png Veil of Discord is a good item to greatly increase your team's DPS in the early/mid game, which is what Puck should probably strive for. The build-up with 2 Null Talismans is perfect.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity is a useful pickup if your team needs another disable really soon. It also keeps Puck safe for a few extra seconds until his other escape abilities come off cooldown.
    • If you use it on yourself right after launching your Illusory Orb icon.png Illusory Orb​, the banish from the Eul's should last just the right amount so you get a near max-distance Ethereal Jaunt icon.png Ethereal Jaunt​.
  • Aghanim's Scepter icon.png 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 1 icon.png 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 icon.png 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 icon.png 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.
  • Hand of Midas icon.png Hand of Midas can be a great pick up to help you keep up with farm and scale better. The reasoning behind it is that, once you've farmed a Blink Dagger icon.png Blink Dagger, you have all the items you need to be effective in team fights. However, as Puck is usually played mid, he can lack the DPS of other mid heroes in the late game, as he does not have the mobility tools to farm as quickly as Storm Spirit icon.png Storm Spirit​ or Ember Spirit icon.png Ember Spirit​ for example. Hand of Midas will help you keep up and snowball further into the late game, or at least stay relevant.
  • Force Staff icon.png Force Staff gives Puck extra mobility. Can also be used to break Dream Coil to trigger a stun.
  • Scythe of Vyse icon.png 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 icon.png 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.


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 the Malay and Indonesian languages.
  • Puck was introduced in Version 6.48 as a result of a hero creation contest held on the DotA-Allstars forum, in which players designed a new hero to suit the faerie dragon model from Warcraft III. This makes Puck the first and only hero created by the community.
  • 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 Version 6.87 Illusory Orb speed change was a developer's joke based on this reddit thread.

Gallery[edit | edit source]

References[edit | edit source]