Puck

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Puck
Puck.png
Radiant icon.png The Radiant
Strength
15 + 1.7
Agility
22 + 1.7
Intelligence
24 + 2.4
Level 1 16 25
Hit Points 435 948 1575
Mana 312 806 1313
Damage 42-53 80-91 119-130
Armor 2.08 5.86 10.48
Attacks / Second 0.71 0.87 1.07
Movement Speed 295
Sight Range 1800/1200
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 spellcaster Hero best known for its multiple escape mechanisms and damaging spells that affects an area. It is commonly played as both an initiator and a ganker.

Playing Puck is really tricky as one must utilize the different escape mechanisms properly in order to be effective. Once mastered, Puck can potentially beat any opponent with just evasion and misdirection. Puck is recommended for intermediate to advanced players.

Contents

[edit] Bio

Puck Puck, the Faerie Dragon
"Stay and amuse me!"
Role: Initiator / Nuker / Disabler / 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 hide a darker purpose. Its endless fondness for mischief is the true indicator of Puck's true nature.
Voice: Responses

[edit] Abilities

Illusory Orb
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
R
Illusory Orb icon.png
Ability Affects Damage
Target Point Enemies Magical
Puck launches 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: 200
Damage: 70/140/210/280
Cooldown 13 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.

Waning Rift
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: 60/120/180/240
Cooldown 16 Mana 100/110/120/130
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.

Phase Shift
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.

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

Notes:

  • This ability is automatically gained when the first level of Illusory Orb is learned.
  • Ethereal Jaunt dodges projectiles.

Dream Coil
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
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, dealing additional damage and stuns.
Radius: 375
Coil Range: 750
Initial Stun Duration: 0.5
Coil Break Stun Duration: 1.5/2.25/3
Initial Damage: 100/150/200
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:

  • The initial stun and damage can be blocked by Linken's Sphere, but the target will still be affected by the coils themselves.
  • Each coil lasts a maximum time of 5 (7*) seconds before it disappears.

[edit] Recommended Items

Explanation:

  • Early game, you may want to offset your low health with gauntlets, bracers, branches, or a magic wand.
  • Phase boots are excellent for ganking, which you should be doing.
  • Blink Dagger synergizes very well with all of Puck's abilities. Get it as soon as possible. See the Tips section.
  • As an initiator, your situational item depends on what kind of disable your team needs. Scythe against any carry, Shiva's if they cluster up, Orchid if they have a troublesome caster, Bloodstone if you need more health and mana, or Dagon if you want to killsteal.

[edit] Tips

  • 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.
  • Puck is probably the hero with most escape/survival methods. This makes for a good solo laner against a multi hero lane.
  • With a Level 4 Phase Shift and Blink Dagger, Puck can escape almost any dangerous situation with quick hands or queuing up spells.

[edit] Trivia

  • Puck's alternate name was Kupu-Kupu which means Butterfly in the Indonesian language, which suits Puck's butterfly-esque appearance and colors.
  • Puck was introduced in v6.48 as result of a hero creation contest for the warcraft 3 fairy dragon model held by the playdota.com forums.
  • Puck is somewhat based off the character Puck from Shakespeare's A Midsummer Night's Dream, evidenced by the voice line "A midsummer nightmare."

[edit] Update History

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 he 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] Ability Change Log

6.74

  • Ethereal Jaunt now dodges projectiles.
  • Phase Shift autocast removed.
  • Phase Shift manacost removed.
  • Phase Shift level 4 duration increased from 3 to 3.25 seconds.
  • Aghanim Upgraded Dream Coil no longer increases the manacost from the base spell.

6.72

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

6.70

  • Waning Rift cooldown from 20 to 16.


[edit] See also

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