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Puck icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
17 + 2
22 + 1.7
23 + 2.4
Level Base 1 15 25
Health 200 506 1010 1370
H. regen amp 0% 9.35% 24.75% 35.75%
Magic res. 25% 26.38% 28.4% 29.84%
Mana 75 420 915 1275
M. regen amp 0% 51.75% 127.35% 181.35%
Spell dmg 0% 2.01% 4.95% 7.05%
Armor -2 1.52 5.33 8.05
Att/sec 0.59 0.72 0.86 0.96
Move sp amp. 0% 1.1% 2.29% 3.14%
Damage 30‒41 53‒64 86‒97 110‒121
Base health regen 1.5
Base mana regen 0.9
Movement speed 295
Turn rate 0.5
Vision range 1800/800
Attack range 550
Projectile speed 900
Attack animation 0.5+0.8
Base attack time 1.7
Collision size 24
Gib type Default

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 "I find myself strangely drawn to this odd configuration of activity."
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.


Illusory Orb
Illusory Orb icon.png
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: 0.1+0.27
Cast Range: 3000
Travel Distance: 1950 ( 2730)
Damage Radius: 225
Damage: 70/140/210/280
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.


  • Illusory Orb travels at a speed of 651 ( 911.4), resulting in a total travel time of 2.995 seconds.
  • 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 ( 2955) range away (travel distance + radius).
  • The orb also spawns 7 ( 10) vision fields with the same vision range every 279 ( 273) distance traveled.
  • These vision fields last for 3.34 seconds each.

Ethereal Jaunt
Ethereal Jaunt icon.png
No Target
Teleports Puck to a flying Illusory Orb.
Cast Animation: 0+0.53


  • 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.
  • 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
Waning Rift icon.png
No Target
Puck releases a burst of faerie dust that deals damage and silences enemy units nearby.
Cast Animation: 0.1+0.27
Radius: 400
Damage: 100/160/220/280
Duration: 0.75/1.5/2.25/3
16/15/14/13 ( 8/7/6/5)
Silence persists if debuff was placed before spell immunity and when not dispelled.
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.
  • Waning Rift first applies the damage, then the debuff.

Phase Shift
Phase Shift icon.png
Puck briefly shifts into another dimension where it is immune from harm.
Cast Animation: 0+0
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.


  • Phase Shift disjoints projectiles upon cast.
  • Puck is invulnerable and hidden during Phase Shift, turning it to an invalid target for every spell.
  • The buff lingers for one server tick once the channeling ends or is interrupted, which allows using items while still invulnerable and hidden.
  • Puck retains its collision size during Phase Shift.
  • Puck can cancel Phase Shift at any time with any action.

Dream Coil
Dream Coil icon.png
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: 0.1+0.27
Cast Range: 750
Coil Latch Radius: 375
Link Break Radius: 600
Link Break Damage: 300/400/500 ( 400/550/700)
Rapid Fire Attack Interval: 0 ( 0.6)
Initial Stun Duration: 0.5
Link Break Stun Duration: 1.5/2.25/3 ( 1.5/3/4.5)
Coil Duration: 6 ( 8)
Increases damage from coil breaks, increases coil duration, coil break stun goes through 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.
Coiled: Undispellable.
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.
  • If a linked hero moves 600 range away from the coil, the link breaks and stuns and damages the hero.
  • 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.
  • The link break first applies the damage, then the debuff.
  • Multiple instances of Dream Coil fully stack, with each cast placing its own separate debuff.
  • When the level 25 talent is chosen, Puck performs instant attacks on all enemies who have the coiled debuff.
    • The attacks are limited to Puck's attack range, and are not global.
    • These attacks can proc any attack modifier and on hit effects normally.
    • The attacks are performed even while Puck is disabled, hidden or even while dead. This means the attacks happen even during Phase Shift icon.png Phase Shift.
    • Since the rapid fire is bound to the coiled debuff, removing it earlier causes the attacks to stop, even when the enemy is still linked.
    • Multiple instances of Dream Coil on enemies causes Puck to attack multiple times, for each instance, with the interval based on when the debuffs were received.


Hero Talents
Dream Coil icon.png Dream Coil Rapid Fire25+420 Gold/Min
+40% Illusory Orb icon.png Illusory Orb Distance/Speed20-8s Waning Rift icon.png Waning Rift Cooldown
+50 Damage15+8% Spell Amplification
+5 Armor10+10 Intelligence attribute symbol.png Intelligence

Recommended items[edit]

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 early game attributes boost.
  • Faerie Fire icon.png Faerie Fire supplies an instant heal and attack damage, which may give Puck an edge in trading hits and killing creeps.

Early game:

  • Magic Wand icon.png Magic Wand helps 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 lane presence, and is needed to replenish mana for his early game nukes.
  • Boots of Speed icon.png Boots of Speed increase movement speed to help Puck get to runes.
  • Town Portal Scroll icon.png Town Portal Scroll is always useful for rotating lanes and helping out allies.

Mid game:

  • Power Treads icon.png Power Treads help Puck in the early to 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 its magical nukes more often in the early to mid game.
  • Blink Dagger icon.png Blink Dagger provides great synergy with Puck's other abilities and further augments Puck's evasive nature.
  • 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.

Late game:

  • 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 magical damage.
  • Linken's Sphere icon.png Linken's Sphere makes Puck even harder to pin down, and provides great attributes.
  • Scythe of Vyse icon.png Scythe of Vyse provides a large amount of mana and mana regeneration (which are useful as Puck's abilities have a large mana cost), as well as having a very effective disable.

Situational items:

  • Veil of Discord icon.png Veil of Discord is a good item to greatly increase your team's DPS in the early to mid game. The two Null Talisman icon.png Null Talismans required to build it also benefits Puck.
  • Phase Boots icon.png Phase Boots grant high damage at early game, helping Puck getting most of last hits. The high movement speed bonus helps Puck escape or chase enemies.
  • Hand of Midas icon.png Hand of Midas is a viable item if your team is ahead, as Puck is not extremely item dependent after getting Blink Dagger icon.png Blink Dagger.
  • Force Staff icon.png Force Staff gives Puck extra mobility. It can also be used to break Dream Coil to trigger a stun.
  • 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 physical attack heroes. It will also provide you with a fairly powerful area nuke and slow.
  • Aghanim's Scepter icon.png Aghanim's Scepter grants attributes and increases duration of Dream Coil to better control the enemies. It also prolongs the stun duration and pierces spell immunity, great if allies can force the stun. Combined with the Level 25 Rapid Fire modifier, Puck's rapid fire attack can reach up to 10 attacks instead of 8.
  • Bloodstone icon.png Bloodstone will eliminate any need for extra mana regeneration, while also giving you a large amount of HP. However, it should be only picked up if you are snowballing.


Roles: Initiator Initiator Disabler Disabler Escape Escape Nuker Nuker


Playstyle: Hatched on the frond of the Undertree, Puck's youthful mischievousness belied inscrutable motives. Tricky and elusive, the neotenous Faerie Dragon launches a bright Illusory Orb, then reappears at any point along its path. It disrupts magecraft with a sprinkle of faerie dust, then Phase Shifts out of existence to avoid swords and spells alike. Equally adept at fighting and play, Puck binds foes to a single point with Dream Coil, forcing them to break their restraints and be stunned, or stay and face Puck's advancing allies.





  • 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.
  • This line Play "One Puck, two Puck, three Puck more!" is a reference to Eminem's final rap battle in 8 Mile movie (2002).
  • This line Play "One and one and one is three!" is a reference to The Beatles' song "Come Together" (1969).


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