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Puck

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Puck
Puck.png
Strength
15 + 1.7
Agility
22 + 1.7
Intelligence
25 + 2.4
Level 1 16 25
Hit Points 435 948 1575
Mana 325 819 1326
Damage 47‒58 85‒96 124‒135
Armor 2.08 5.93 10.59
Attacks / Second 0.71 0.87 1.07
Movement Speed 295
Turn Rate 0.4
Sight Range 1800/800
Attack Range 550
Missile Speed 900
Attack Duration 0.5+0.8
Cast Duration 0.1+0.51
Base Attack Time 1.7

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.

Contents

[edit] Bio

Puck Puck, the Faerie Dragon
Play "I find myself strangely drawn to this odd configuration of activity."
Role: Pip initiator.png Initiator / Pip ganker.png Nuker / Pip disabler.png Disabler / Pip tank.png Escape
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)

[edit] Abilities

Illusory Orb
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Play
Q
R
Illusory Orb icon.png
Ability Affects Damage
Target Point Enemies 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 Range: 3000
Travel Range: 1800
Radius: 225
Damage: 70/140/210/280
Cooldown 12 Mana 150
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.

Notes:

  • The Illusory Orb grants flying vision to the area around it while it travels.
  • The orb will travel 1800 units in 3 seconds at 600 movement speed, hitting all enemies in a 225 unit radius around the orb.

Waning Rift
Blocked by Magic Immunity. Can be purged. Play
W
W
Waning Rift icon.png
Ability Affects Damage
No Target Enemies Magical
Puck releases a burst of faerie dust that deals damage and silences enemy units nearby.
Radius: 400
Silence Duration: 0.75/1.5/2.25/3.0
Damage: 70/140/210/280
Cooldown 16 Mana 100/110/120/130
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.

Phase Shift
Play
E
F
Phase Shift icon.png
Ability Affects
Channeled Self
Puck briefly shifts into another dimension where it is immune from harm.
Duration: 0.75/1.5/2.25/3.25
Cooldown 6
With a quip and flash, Puck returns to the alien dimension from whence it came.

Notes:

  • Puck retains its collision size while phaseshifted.
  • Puck can cancel Phase Shift at any time with any action.
  • Puck will not receive assist gold or Urn of Shadows charges while phase shifted.
  • Currently with a bug if Puck Phase Shifts while under the effects of Last Word, it will stay on Puck until a spell is cast.

Ethereal Jaunt
Play
D
E
Ethereal Jaunt icon.png
Ability Affects
No Target Self
Shifts into the Illusory Orb.

Notes:

  • This ability is automatically attained when the first level of Illusory Orb is learned.
  • Ethereal Jaunt disjoints, dodging projectile attacks and spells.

Dream Coil
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
R
C
Dream Coil icon.png
Ability Affects Damage
Target Point Enemies Magical
Creates a coil of volatile magic that latches onto enemy Heroes, stunning them for .5 seconds and damaging them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage. Upgradable by Aghanim's Scepter.
Radius: 375
Coil Range: 750
Coil Duration: 6 (8*)
Initial Stun Duration: 0.5
Initial Damage: 100/150/200
Coil Break Stun Duration: 1.5/2.25/3
Coil Break Damage: 100/150/200 (200/250/300*)
Cooldown 85 Mana 100/150/200
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage from coil breaks and increases coil duration.
The Faerie Dragon sows confusion by forcing its enemies to vividly dream about their own mortality.

Notes:

  • Any movement ability used to escape Dream Coil, including blinking or using a town portal scroll, will trigger the damage and stun, though the hero will still continue to their destination. Certain abilities, such as Storm Spirit's Ball Lightning and Morphling's Waveform, grant invulnerability during cast and will break Dream Coil with no effect.
  • If a hero becomes magic immune after being linked by Dream Coil, the visual effect will still be present but the ability will not do anything if the immunity is active upon breaking the link. But, if the magic immunity ends before the coil duration ends, and the link is broken its effects will still apply.
  • Does not leash invisible units.

[edit] Recommended items

Explanation:
Starting Items

Early Game

  • 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.

Core Items

  • 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.

Situational Items

  • A 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.
  • A 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 rarely bought on Puck. If your team has a lot of AoE that for some reason they need to chain together, it can be a good pickup, but it's usually better to choose something else.
  • A 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 is also very useful on Puck.

[edit] Tips

  • Puck needs a solo lane in order to capitalize on its powerful abilities, and can easily play alone even against a dual lane because of Ethereal Jaunt and Illusory Orb.
    • Puck should generally go mid, as Puck is highly elusive in solo lanes and as such will keep the enemy's midgame carry/ganker busy longer; as well as the easy access to the sidelanes for ganking that mid grants. Puck also burns mana very quickly and as such will require a bottle and runes to sustain its lane.
  • When escaping from danger, always Phase Shift after you use Illusory Orb. This way, you can sit invulnerable and wait for the orb to travel before you slip away.
  • The Blink Dagger is the perfect item to get on Puck, as it helps with initiating and escaping in addition to the many escape methods that Puck has.
  • With a Level 4 Phase Shift and Blink Dagger, Puck can escape many dangerous situations with quick hands or queuing up spells. It is important to note, however, that Puck must still turn to cast abilities while phase shifted. Blinking out, for instance, can be very difficult if you wish to escape in the opposite direction, particularly if damage over time effects are active.
    • Puck's turn speed is among the lowest of all heroes.
  • Phase Shift can be used to avoid physical effects like Pudge's Hook.
  • An effective Puck player uses tricks and mind games on opponents. One such example is casting Illusory Orb, running in a different direction to where you cast it, then teleporting to it.
  • Mix Puck with a hero like Chen and you can use an Illusory Orb, then have Chen teleport you back to base to refill your bottle without leaving lane. Use Ethereal Jaunt to the orb before it disappears.
  • Should you have a Blink Dagger, the ideal initiation combo is to blink in a group of enemies, 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 more than long enough to execute this combination.
  • Waning Rift is your most important ability in late-game, as its silence is a huge boon to your team.
  • Force Staff is an alternative for Blink Dagger. It has half the escape range, but is not subject to the 3 seconds penalty for being hit. It is harder to target than blink dagger, but it is more versatile, since it can be used on allies and enemies as well. It is 100 gold more expensive, have a higher cd and costs 25 mana per cast (instead of 0), but it provides +10 intelligence, and +3 HP regen. In addition, the Push effect can be used to force break your Dream Coil on an enemy hero to deliver more damage and stun, making all the more useful.
  • If you choose to purchase a Dagon and find yourself carrying, or your team already have enough initiation but are lacking in damage, purchasing an Ethereal Blade is a possible option, as it allows Puck to deal massive damage to an enemy carry with its multitude of spells and a Dagon, and prevents the targeted hero from autoattacking which may disable Blink Dagger. Take care to avoid magical damage while under the effects, as you suffer from the effects of Ethereal as well. This can be counteracted with good Phase Shift timing.

[edit] Equipment

[edit] Trivia

  • Puck's alternate name was Kupu-Kupu, which means "moth" or "butterfly" in Malay and Bahasa Indonesia language
  • Puck was introduced in v6.48 as result of a hero creation contest for the Warcraft III: Frozen Throne fairy dragon model held by the dota-allstars.com forums.
  • 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, its lines are all delivered in iambic pentameter.

[edit] Update history

June 14, 2013 Patch

  • Updated Puck icon.png Puck's face.

October 25, 2012 Patch

September 13, 2012 Patch

July 12, 2012 Patch

  • Fixed Phase Shift proccing Essence Aura.

May 17, 2012 Patch

  • Fixed being able to cast Phase Shift while rooted.

May 10, 2012 Patch

  • Fixed attack range.
  • Fixed channel time on level 4 Phase Shift.

April 12, 2012 Patch

  • Fixed Ethereal Jaunt not dodging projectiles properly.

March 08, 2012 Patch

  • [Undocumented]Updated Puck's textures.

February 16, 2012 Patch

  • Fixed Phase Shift sometimes not dodging incoming attack projectiles.
  • Fixed some types of spells (like EMP) from causing damage when already Phase Shifted.

January 19, 2012 Patch

  • Fixed Ethereal Jaunt from triggering Last Word/Magic Stick.
  • Fixed Phase Shift autocasting if you were already stunned before.
  • Fixed being able to move in certain situations while auto-casting Phase Shift.

December 01, 2011 Patch

  • Fixed a bug with Phase Shift that could let you use it an infinite number of times.
  • Fixed endless Phase Shift during Chronosphere.

August 06, 2011 Patch

  • Changed legacy keys for the following heroes: Drow Ult from P to M, Puck secondary 1 from D to E, Dazzles Ult from E to W, Enchantress ability1 from P to N.

August 02, 2011 Patch

  • Illusory Orb now grants 800/800 flying vision which persists for 3.34 seconds.
  • Illusory Orb no longer uses a frontal cone.
  • Dream Coil no longer affects illusions.

July 29, 2011 Patch

  • Phase Shift is now a channeled ability, so it displays a channel bar and allows actions to be queued after it.

July 22, 2011 Patch

  • Fixed a bug with Phase Shift on autocast that could cause him/her/it to get stuck attacking Axe permanently.

July 16, 2011 Patch

  • Fixed Phase Shift interaction with various spells.
  • Fixed minimap icon disappearing when it used Phase Shift.

July 08, 2011 Patch

  • Dream Coil will no longer do its initial attachment to invisible units.
  • Fixed Phase Shift avoiding all damag while silenced if set to autocast.

July 01, 2011 Patch

  • Fixed Phase Shift autocast not interrupting other actions (ie. continuing to move while shifted).

March 12, 2011 Patch

  • Fixed a few bugs with Dream Coil interaction with magic immune.

March 03, 2011 Patch

  • Fixed Dream Coil stunning invulnerable units (waveform, omnislash, etc).

February 12, 2011 Patch

  • Added a modifier to indicate that you are tethered by Puck's Dream Coil.

January 30, 2011 Patch

  • Fixed Puck's autocast Phase Shift not working correctly (still doesn't work correctly with disables).
  • Fixed cases where creating a linear projectile directly on yourself would cause it to get stuck. This includes fixes to Fissure, Ghost Ship, Dragon Slave, Arrow, Impale, Waveform, Illusory Orb, Meat Hook, Burrowstrike, Wave of Terror, and Power Shot.

January 22, 2011 Patch

  • Fixed abilities not updating their buttons when changing states. (ie. Puck's Ethereal Jaunt).


[edit] Balance changelog

6.79

  • Night vision reduced from 1200 to 800.

6.77

6.76

  • Base Damage increased by 5.

6.75

  • Dream Coil icon.png Dream Coil duration increased from 5 to 6 (Aghanim's from 7 to 8).
  • Illusory Orb icon.png Illusory Orb AoE increased from 200 to 225.
  • Waning Rift icon.png Waning Rift damage increased from 60/120/180/240 to 70/140/210/280.

6.74

6.72

  • Base damage increased by 4.
  • Waning Rift icon.png Waning Rift silence duration rebalanced from 0.1/1/2/3 to 0.75/1.5/2.25/3 seconds.

6.70

6.68

6.63

  • Illusory Orb icon.png Illusory Orb manacost increased by 25, Ethereal Jaunt manacost (25) removed.

6.52

  • Lowered Puck's attack range from 600 to 550.

6.48b

  • Lowered Puck's Intelligence gain per level.
  • Increased cool down on Waning Rift icon.png Waning Rift.
  • Slightly lowered Puck's movement speed.

6.48

  • Created.

[edit] Gallery

[edit] See also