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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
▶️ "I find myself strangely drawn to this odd configuration of activity."
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:
[[Voice actors#|]] (Responses)
Abilities
Illusory Orb
Puck launches a magical 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.
- 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 has 800 range flying vision.
- 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.
- The orb deals no damage to Lone Druid's Spirit Bear.
Waning Rift
Puck releases a burst of faerie dust that deals damage and silences enemy units nearby.
- Damages non-hero units but does not silence them.
- Phase Shift has an instant cast time.
- Phase Shift disjoints projectiles upon cast.
- Unlike other channeling spells, certain items which do not cancel channeling spells (e.g. Shadow Blade or Shiva's Guard) will 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.
- Phase Shift cannot be cast when Puck is entangled or ensnared.
- 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.
- 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.
- Ethereal Jaunt has an instant cast time.
- Ethereal Jaunt disjoints projectiles upon cast.
Dream Coil
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. Upgradable by Aghanim's Scepter.
Cast Range: 750
Coil Radius: 375
Coil Break Radius: 600
Initial damage: 100/150/200
Initial Stun Duration: 0.5
Coil Break Damage: 100/150/200 (200/250/300*)
Coil Break Stun Duration: 1.5/2.25/3 (1.5/3/4.5*)
Coil Duration: 6 (8*)
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 or how fast the hero moves away, the stun and damage will always hit it, if they are not spell immune or 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.
- Also latches on illusions, Lone Druid's Spirit Bear, Warlock's Golem, Visage's Familiars and the Primal Split spirits.
Recommended items
Template:Recommendeditems
Tips
- 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.
- Level 4 Phase Shift's duration is long enough to wait out 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 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 buyback 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.
Equipment
Puck/equipment
Trivia
- 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 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, most of its lines are delivered in phrasing similar to iambic pentameter.
Update history
Template:Update History
Balance changelog
Template:Update History
Gallery
See also
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