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15 + 1.7
22 + 1.7
25 + 2.4
Level Base 1 16 25
Hit Points 150 435 948 1575
Mana 0 325 819 1326
Damage 22‒33 47‒58 85‒71 124‒135
Armor -1 2.08 5.93 10.59
Attacks / Second 0.58 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
Base Attack Time 1.7
Collision Size 24

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.


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: 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)



Illusory Orb
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
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 Time: 0.1+0.27
Cast Range: 3000
Travel Distance: 1800
Damage Radius: 225
Damage: 70/140/210/280
Cooldown 12 Mana 150
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.


  • Illusory Orb icon.png Illusory Orb travels at a speed of 600, resulting in a total of 3 second travel time.
  • The orb will emit red pulses for the last 600 distance, indicating that it about to reach its maximum travel range.
  • The orb can damage units up to 2025 range away (1800 travel distance + 225 radius).
  • The orb also spawns 4 extra vision fields with the same vision range every 450 distance traveled.
  • The 4 vision fields last for 3.34 seconds each.

Ethereal Jaunt
Ethereal Jaunt icon.png
Ability Affects
No Target Self
Teleports Puck to a flying Illusory Orb.
Cast Time: 0+0.53


  • This ability is automatically learned whenever Illusory Orb icon.png Illusory Orb is learned.
  • This ability stays inactive until Illusory is cast and turns inactive again once the orb of that cast is gone.
  • When 2 orbs are cast in succession, this ability will only stay active for the duration of the first cast orb.
  • However, it will always Teleport Puck to its last created orb.

Waning Rift
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
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.
Cast Time: 0.1+0.27
Radius: 400
Damage: 100/160/220/280
Duration: 0.75/1.5/2.25/3.0
Cooldown 16 Mana 100/110/120/130
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.


  • Damages non-hero units but does not silence them.

Phase Shift
Not blocked by Spell Immunity. Cannot be dispelled. Play
Phase Shift icon.png
Ability Affects
No Target / Channeled Self
Puck briefly shifts into another dimension where it is immune from harm.
Cast Time: 0+0
Channel Time: 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.


  • 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.

Dream Coil
Partially blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be dispelled. Play
Dream Coil icon.png
Ability Affects Damage
Target Area Enemies 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 Time: 0.1+0.27
Cast Range: 750
Coil Latch Radius: 375
Link Break Radius: 600
Initial Damage: 100/150/200
Link Break Damage: 100/150/200 (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*)
Cooldown 85 Mana 100/150/200
Partially blocked by Spell Immunity. Latches on spell immune units, but does not stun them. Aghanim's Scepter causes the stun from coil-break to pierce spell immunity.
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases coil duration, coil-break damage and coil-break stun duration. Makes Coil-break stun pierce spell immunity.
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 will get 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 will 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 will always hit it, if they are not spell immune or invulnerable.

Recommended items[edit]

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 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.
  • 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.
  • Force Staff gives Puck extra mobility. Can also be used to break Dream Coil to trigger a stun.



  • Puck can easily play a solo lane against a dual lane because of Phase Shift icon.png Phase Shift, Ethereal Jaunt icon.png Ethereal Jaunt and Illusory Orb icon.png 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 icon.png Bottle.
  • When escaping from danger, Phase Shift icon.png Phase Shift after using Illusory Orb icon.png Illusory Orb. This way, you can sit invulnerable and wait for the orb to travel before you slip away.
  • Blink Dagger icon.png 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.
    • Level 4 Phase Shift icon.png Phase Shift's duration is long enough to wait out Blink Dagger icon.png Blink Dagger's 3 second cooldown, allowing Puck to escape from many dangerous situations. Keep in mind that Puck must still turn in the direction blinked. Puck's turn speed is among the lowest of all heroes.
  • 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 icon.png Ethereal Jaunt can be used in combination with some teleports such as Chen icon.png Chen's Test of Faith (Teleport) icon.png Test of Faith (Teleport) to refill Puck's Bottle icon.png Bottle. Cast Illusory Orb icon.png Illusory Orb just before getting sent to the fountain, refill the Bottle icon.png Bottle, and Ethereal Jaunt icon.png Ethereal Jaunt back to the Orb before it disappears.
  • Illusory Orb icon.png Illusory Orb does not disappear when Puck dies. This means it is possible to quickly buyback and Ethereal Jaunt icon.png Ethereal Jaunt to the Orb if it still remains.
  • A good initiation combo is as follows: Blink Dagger icon.png Blink Dagger in to the fight, use Waning Rift icon.png Waning Rift, Dream Coil icon.png Dream Coil, shoot an Illusory Orb icon.png Illusory Orb through as many enemies as possible but in a safe direction, Phase Shift icon.png Phase Shift, then use Ethereal Jaunt icon.png Ethereal Jaunt to teleport to the Orb. The silence from Waning Rift is long enough to execute this combination.


  • Puck's alternate name was Kupu-Kupu, which means "moth" or "butterfly" in Malay and Indonesian 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 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.
  • Puck is also relatively based off a character in the manga Berserk. One of the main characters of the manga is a a fairy/wood elf named Puck.

Update history[edit]

November 18, 2014 Patch

  • Fixed Puck's Dream Coil icon.png Dream Coil not playing the cast animation properly.

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, Ghostship, 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).

Balance changelog[edit]


  • Increased Waning Rift icon.png Waning Rift damage from 70/140/210/280 to 100/160/220/280.





  • Increased base attack damage from 17-28 to 22-33 (total attack damage is now 47-58).




  • Increased base attack damage from 13-24 to 17-28 (total attack damage is now 42-53).
  • Increased Waning Rift icon.png Waning Rift silence duration from 0.1/1/2/3 to 0.75/1.5/2.25/3.


  • Illusory Orb icon.png Illusory Orb now starts flashing 1 second before it expires.



  • Fixed Waning Rift icon.png Waning Rift damage radius being slightly smaller than the silence radius.



  • Added Aghanim's Scepter icon.png Aghanim's Scepter upgrade for Puck: Increased Dream Coil icon.png Dream Coil duration from 5 to 7, link break damage 100/150/200 to 200/250/300 and manacost from 100/150/200 to 150/200/250.


  • Fixed an exploit possible with Puck.





  • Reduced base Intelligence intelligence and gain from 27 + 3.1 to 25 + 2.4.




  • Created.


See also[edit]