Bio
Puck, the Faerie Dragon | |
Play "I find myself strangely drawn to this odd configuration of activity." | |
Role: | Initiator / Disabler / Escape / Nuker |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Puck, the Faerie Dragon While Puck seems at first glance a mischievous, : | 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 Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
Target Point
Enemies

Magical

Notes:
- Illusory Orb travels at a speed of 651 (
1139.25), resulting in a total of 2.995 second travel time.
- The orb emits red pulses for the last 650 distance, indicating that it is about to reach its maximum travel range.
- The orb has 550 range flying vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a
.
- The orb also spawns 5 (
10) vision fields with the same vision range every 390 (
340) distance traveled.
- These vision fields last for 3.34 seconds each.
Notes:
- 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.
- The cast of Ethereal Jaunt is not registered as a spell cast and thus does not proc any on-cast effects.
- Ethereal Jaunt disjoints Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is
projectiles upon cast.
- When two orbs are cast in succession, this ability only stays active for the duration of the first cast orb.
- Be that as it may, it always teleports Puck to its last created orb.
No Target
Enemies

Magical


Notes:
- Despite the visual effects, the silence Play Silence! Silence is a status effect that prevents those affected from using active hero abilities for the duration of the silence. It can be useful when ganking a hero with a blink or invisibility
and damage are applied instantly in the entire radius.
No Target / Channeled
Self
Notes:
- The cast of Phase Shift is not registered as a spell cast and thus does not proc any on-cast effects.
- Phase Shift disjoints Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is
projectiles upon cast.
- Certain items which do not cancel channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another
spells (e.g. Shadow Blade For the cosmetic item equipped by Kunkka, see Kunkka s Shadow Blade. Item Changelogs Known Bugs Shadow BladeB The blade of a fallen king, it allows you to move unseen and
or Shiva`s Guard) do 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.
Target Area
Enemy Heroes

Magical




Notes:
- 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.
- 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 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 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.
- Also latches on illusions and creep-heroes.
Videos
Info
Puck the Faerie Dragon is a highly mobile ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During
best known for being an extremely unpredictable and slippery target. Puck is commonly played as an initiator The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the
and ganker The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the
, 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.
Talents
Hero Talents | ||
+75% Illusory Orb Distance/Speed | 25 | +420 Gold/Min |
-3s Waning Rift Cooldown | 20 | +10% Spell Amplification |
+20% Magic Resistance | 15 | +50 Damage |
+175 Health | 10 | +8 ![]() |
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
- Gold granted from the talent is unreliable gold.
Recommended items
Starting Items
- Healing Salve helps keep Puck in lane.
- Clarity allows Puck to use Illusory Orb more often in lane.
- Null Talisman and its components gives Puck a decent stats boost.
Early Game
- Magic Stick can help Puck sustain mana and health to keep active in the mid lane.
- Bottle is optimal for Puck because of his mid presence, and is needed to replenish mana for his early game nukes.
- Town Portal Scroll is always useful for rotating lanes and helping out allies.
Core Items
- Blink Dagger provides great synergy with Puck`s other abilities and further augments Puck`s evasive nature.
- 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.
- Arcane Boots is a viable alternative, and helps Puck use his magical nukes more often in the early game.
Situational Items
- Veil of Discord is a good item to greatly increase your team`s DPS in the early/mid game, which is what Puck should probably strive for. The build-up with 2 Null Talismans is perfect.
- 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.
- If you use it on yourself right after launching your Illusory Orb, the banish from the Eul`s should last just the right amount so you get a near max-distance Ethereal Jaunt.
- 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.
Puck, the Faerie Dragon
Recommended Roles |
Initiator Disabler Escape Nuker |
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.
Abilities
| Notes
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Ethereal Jaunt | |||
Ability: No Target Affects: Self Teleports Puck to the flying Illusory Orb. | |||
D E
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Talent Tree
Talent Tree | ||
+75% Illusory Orb Distance/Speed | 25 | +420 Gold/Min |
-3s Waning Rift Cooldown | 20 | +10% Spell Amplification |
+20% Magic Resistance | 15 | +50 Damage |
+175 Health | 10 | +8 Intelligence |
Recommended Items
Standard Build | |||||||||||
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Starting Items | Early Game | Core Items | Situational Items | ||||||||