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Puck icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
17 + 2.4
22 + 2.5
23 + 3.5
Level 0 1 15 25 30
Health 200 540 1200 1680 1920
Health regen 0.5 2.2 5.56 7.96 9.16
Mana 75 351 939 1359 1563
Mana regen 0 1.15 3.6 5.35 6.23
Armor -3 0.67 6.5 10.67 12.75
Att/sec 0.59 0.72 0.92 1.07 1.14
Damage 23‒34 46‒57 95‒106 130‒141 147‒158
Magic resistance 25%
▶️ Movement speed 290
▶️ Attack speed 100
Turn rate 0.8
Vision range 1800/800
Attack range 550
Projectile speed 900
Attack animation 0.5+0.8
Base attack time 1.7
Damage block 0
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 minimap icon.pngPuck, the Faerie Dragon
▶️ "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 (Talent 3150)
Travel Distance: 1950 (Talent 2925)
Damage Radius: 225
Damage: 75/150/225/300
Cooldown: 13/12/11/10
Mana: 80/100/120/140
Buff modifier_projectile_vision: Undispellable. Persists death.
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.


  • The Illusory Orb travels at a speed of 651 (Talent 976.5).
  • The orb takes 3 seconds to reach max distance and can hit units up to 2175 range away (travel distance + damage radius).
    • It takes up to 3.23 seconds and can hit units up to 2325 range away when the general cast range increasing talent is chosen.
    • It takes up to 3 seconds and can hit units up to 3150 range away when Illusory Orb's own range and speed increasing talent is chosen.
    • It takes up to 3.15 seconds and can hit units up to 3300 range away when both talents are chosen.
  • Only the distance increase from the level 20 talent is displayed. The level 10 talent can further increase the distance to 3075.
    • The level 10 talent alone increases the distance to 2100.
  • The orb starts emitting red pulses after having traveled for 2.5 seconds, indicating that it is about to reach its maximum travel range.
  • The orb leaves behind a trail of flying vision, with a radius of 450. The vision lingers for 5 seconds.

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


  • 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.
    • In Ability Draft, due to non-ultimate abilities being limited to one ability slot, Ethereal Jaunt replaces Illusory Orb while the orb flies, instead of being in a separate slot.
  • 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 the caster to their last created orb.

Waning Rift
Waning Rift icon.png
Enemies / Self
Puck teleports to the target location and releases a burst of faerie dust that deals damage and silences enemy units nearby.
Cast Animation: 0.1+0.27
Cast Range: Global
Max Distance: 300 (Talent 575)
Radius: 400 (Talent 675)
Damage: 70/140/210/280 (With Aghanim's Shard 140/210/280/350)
Knockback Distance: 0 (With Aghanim's Shard 250)
Knockback Duration: 0 (With Aghanim's Shard 0.4)
Silence Duration: 2/2.5/3/3.5
True Sight Duration: 0 (With Aghanim's Shard 5)
Cooldown: 16/15/14/13 (Talent 10/9/8/7)
Mana: 100/110/120/130
Aghanim's Shard upgrade: Waning Rift now deals 70 bonus damage and knocks enemies back 250 distance over 0.4 seconds (non-interrupting). Reveals invisible enemy units and wards in the area for 5 seconds.
Does not pierce spell immunity. Silence persists if debuff was placed before spell immunity and when not dispelled.
Cannot be cast while rooted or leashed. When cast while rooted or leashed, it always gets cast at the current location, no matter where it gets targeted.
Debuff modifier_silence: Dispellable with any dispel.
Debuff modifier_knockback: Dispellable with any dispel.
Debuff modifier_item_dustofappearance: Dispellable with any dispel.
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.


  • Double-clicking the ability automatically targets 25 range in front of Puck.
  • Does not disjoint projectiles upon cast.
  • Despite the visual effects, the silence and damage are applied instantly in the entire radius.
  • Waning Rift first applies the damage, then the silence debuff (Upgradable by Aghanim's Shard. then the knockback, then the True Sight debuff).
  • With Aghanim's Shard icon.png Aghanim's Shard, knocks units back at a speed of 625. Knockback distance is always 250, no matter how far the unit is from the center.
    • Units are not disabled during the knockback. They can still turn, attack, and use items. Channeling items are not interrupted.
    • Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.
    • Places the same debuff as Dust of Appearance icon.png Dust of Appearance on enemies to reveal them. However, it does not slow enemies.
    • The debuff is placed on wards as well.

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
Instant Attack Range Bonus: 0 (Talent 200)
Cooldown: 6
Buff modifier_puck_phase_shift: Dispellable with death only.
With a quip and flash, Puck returns to the alien dimension from whence it came.


  • Does not provide phased movement, so the caster can still block other units during Phase Shift.
  • The buff lingers for one server tick once the channeling ends or is interrupted, which allows using items while still invulnerable and hidden.
  • When the level 15 talent is chosen, the caster performs instant attacks on all enemies within attack range, plus 200.

Dream Coil
Dream Coil icon.png
Creates a coil of volatile magic that latches onto enemy Heroes, stunning them for 0.5 seconds, damaging and leashing 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 (Talent 900)
Coil Latch Radius: 375
Link Break Radius: 600
Rapid Fire Radius: 0 (Talent 775)
Initial Damage: 125/200/275
Link Break Damage: 300/400/500 (With Aghanim's Scepter 400/550/700)
Rapid Fire Attack Interval: 0 (Talent 0.75)
Initial Stun Duration: 0.5
Link Break Stun Duration: 1.8/2.4/3 (With Aghanim's Scepter 2/3.25/4.5)
Coil Duration: 6 (With Aghanim's Scepter 8)
Cooldown: 80/75/70
Mana: 100/150/200
Aghanim's Scepter upgrade: Increases damage from coil breaks, increases coil duration, coil break stun goes through spell immunity.
Partially pierces spell immunity. Does not latch on spell immune enemies. Turning spell immune dispels the leash.
When upgraded, latches on spell immune enemies without stunning or damaging them. Turning spell immune does not dispel the leash. Leash break stun and damage pierce spell immunity.
Buff modifier_dream_coil_thinker: Undispellable. Persists death.
Debuff modifier_puck_coiled: Dispellable with death only.
Debuff modifier_stunned: Dispellable with strong dispels.
The Faerie Dragon sows confusion by forcing its enemies to vividly dream about their own mortality.


  • If a leashed enemy moves 600 range away from the coil, the leash snaps, stunning and damaging the enemy.
    • It does not matter how far or how fast the enemy moves away, the stun and damage always hit it if possible.
    • The leash snap first applies the damage, then the debuff.
  • Dream Coil leashes invisible units and on units in the Fog of War as well, but it does not provide vision over them. The link visually draws to their last known location.
  • Multiple instances of Dream Coil fully stack, with each cast placing its own separate leash.
  • When the level 25 talent is chosen, the caster performs instant attacks on all leashed enemies, as long as Puck stays within 775 radius of the targeted area.
    • These attacks can proc any attack modifier and on hit effects normally.
    • The attacks are performed even while the caster is disabled, or hidden. This means the attacks happen even during Phase Shift.
    • Since the rapid fire is bound to the leash, snapping it, or dispelling it with spell immunity causes the attacks to stop.
    • Multiple instances of Dream Coil on enemies causes the caster to attack multiple times, for each instance, with the interval based on when the debuffs were received.


Hero Talents
Dream Coil Rapid Fire25+275 Waning Rift AoE and Range
+50% Illusory Orb Distance/Speed20-6s Waning Rift Cooldown
Phase Shift Attack15+12% Spell Amplification
+150 Cast Range10+30 Damage
  • This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.

Recent Changes[edit]

Main Article: Puck/Changelogs
  • Increased Dream Coil cooldown from 70/65/60 to 80/75/70.
  • Talents:
Level 20 right talent: -7s Waning Rift cooldown reduced to -6s.
  • Increased Agility attribute symbol.png agility gain from 2.2 to 2.5.
  • Increased turn rate from 0.5 to 0.8.
  • Increased Illusory Orb damage from 70/140/210/280 to 75/150/225/300.
  • Increased Waning Rift max distance from 275 to 300.
  • Increased Dream Coil initial damage from 100/150/200 to 125/200/275.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Increased Dream Coil link break stun duration from 1.8/3/4.5 to 2/3.25/4.5.
  • Added Aghanim's Shard icon.png Aghanim's Shard upgrade for Puck minimap icon.png Puck:
    • Increases Waning Rift damage by 70, causes it to knock enemies 250 range away from the center over 0.4 seconds, and causes it to apply a debuff on hit enemies that provides True Sight over them.
  • Talents:
Level 10 right talent: +25 attack damage increased to +30.
Level 25 right talent: +300 Waning Rift radius/cast range reduced to +275.
  • Talents:
Level 25 left talent: 0.85s Dream Coil rapid fire interval reduced to 0.75s.
Level 25 right talent: +350 Waning Rift radius/cast range reduced to +300.

Recommended items[edit]

Starting items:

  • Enchanted Mango icon.png Enchanted Mango 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:

  • Healing Salve icon.png Healing Salve helps keep Puck in lane. You can also use healing salve into phase shift to allow Puck to heal HP even while in combat.
  • Magic Wand icon.png Magic Wand helps Puck sustain mana and health to keep active in the mid lane.
  • Null Talisman icon.png Null Talisman because two null talismans have a ton of potential because of the magic amplification. Puck relies on fast bursts to get kills.
  • Bottle (Full) icon.png Bottle helps Puck manages rune from the mid lane, as well as replenishing mana for its 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 helps Puck rotate to different lanes and help 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 its mana pool.
  • Arcane Boots icon.png Arcane Boots, an alternative to Power Treads, help 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 abilities and further augments its evasive nature.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity offers another disable, as well as keeping Puck safe for a few extra seconds until its other escape abilities come off cooldown.

Late game:

  • Dagon 1 icon.png Dagon increases Puck's damage output with magical burst and intelligence.
  • Linken's Sphere icon.png Linken's Sphere makes Puck even harder to pin down, and provides great attributes and regeneration.
  • Scythe of Vyse icon.png Scythe of Vyse provides mana and mana regeneration, helping Puck use its expensive abilities. It also provides hex for Puck to disable the enemies.
  • 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 will have more time to fire extra attacks.

Situational items:

  • Veil of Discord icon.png Veil of Discord helps increase your team's magical damage output in the mid game.
  • Force Staff icon.png Force Staff gives Puck extra mobility. Puck can also use it to break Dream Coil and trigger a stun.
  • Shiva's Guard icon.png Shiva's Guard increases mana pool and armor to resist physical damage. It also provides an area nuke and slow.


Roles: Initiator Initiator Disabler Disabler Escape Escape Nuker Nuker
Complexity: ★★☆
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 ▶️ "One Puck, two Puck, three Puck more!" is a reference to Eminem's final rap battle in 8 Mile movie (2002).
  • This line ▶️ "One and one and one is three!" is a reference to The Beatles' song "Come Together" (1969).