Hero Discussion of this Day: Puck, Faerie Dragon (14 July 2013)
Puck, the Faerie Dragon
Loved by aggressive players everywhere, Puck the Faerie Dragon is one of the best heroes in the game at starting fights. Puck's skills are useful in any situation, giving it a lot of flexibility and making it a great hero in both support and offensive roles. Puck's signature skill, Illusory Orb, is an example of this. Although it functions like a regular line damage spell, at any time during its course Puck can use its Ethereal Jaunt skill and instantly teleport to the position of the Illusory Orb. This makes the spell useful in both attacking and escaping. It also works perfectly with its second offensive spell, Waning Rift. Waning Rift deals damage and silences in an area around Puck, making it the natural choice for use after an Illusory Orb and Ethereal Jaunt. Puck's final offensive spell, Dream Coil, can be used either before or after this combo with great effect. Dream Coil traps enemies in a small area, forcing them to remain near the target point or take damage and get stunned. To complement its need to get up into its target's face, Puck has Phase Shift to help in sticky situations. Phase Shift renders Puck invulnerable for several seconds, although it is unable to move in this state. Puck is a relatively easy hero to pick up, but a rewarding one to master.
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.
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Roles: Initiator, Nuker, Disabler, Escape
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Strength: 15 + 1.7
Agility: 22 + 1.7
Intelligence: 24 + 2.4
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Damage: 47-58
Armour: 2.08
Movement Speed: 295
Attack Range: 550
Missile Speed: 900
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 1200 (Night)
Turn Rate: 0.4
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Spells
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Illusory Orb
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.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 150 | 12 | 3000 | 225 | N/A | Sends out an orb that deals 70 damage to enemies it touches, travelling 1800 distance |
| 2 | 150 | 12 | 3000 | 225 | N/A | Sends out an orb that deals 140 damage to enemies it touches, travelling 1800 distance |
| 3 | 150 | 12 | 3000 | 225 | N/A | Sends out an orb that deals 210 damage to enemies it touches, travelling 1800 distance |
| 4 | 150 | 12 | 3000 | 225 | N/A | Sends out an orb that deals 280 damage to enemies it touches, travelling 1800 distance |
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Magical Damage
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The Illusory Orb grants flying vision to the area around it while it travels
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The orb will travel 1800 units in 3 seconds, hitting all enemies in a 200 unit radius around the orb
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Puck gains a second ability, Ethereal Jaunt, when this skill is cast. Using Ethereal Jaunt moves Puck instantly to wherever the Orb is, you can dodge projectiles this way
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.
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Waning Rift
Puck releases a burst of faerie dust that deals damage and silences enemy units nearby.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 100 | 16 | N/A | 400 | 0.75 | Deals 70 damage and silences enemies in an area around Puck |
| 2 | 110 | 16 | N/A | 400 | 1.5 | Deals 140 damage and silences enemies in an area around Puck |
| 3 | 120 | 16 | N/A | 400 | 2.25 | Deals 210 damage and silences enemies in an area around Puck |
| 4 | 130 | 16 | N/A | 400 | 3 | Deals 280 damage and silences enemies in an area around Puck |
- Magical Damage
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.
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Phase Shift
Puck briefly shifts into another dimension where it is immune from harm.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 0 | 6 | N/A | N/A | 0.75 | Puck becomes temporarily invulnerable and untargettable |
| 2 | 0 | 6 | N/A | N/A | 1.5 | Puck becomes temporarily invulnerable and untargettable |
| 3 | 0 | 6 | N/A | N/A | 2.25 | Puck becomes temporarily invulnerable and untargettable |
| 4 | 0 | 6 | N/A | N/A | 3.25 | Puck becomes temporarily invulnerable and untargettable |
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Puck retains its collision size while phaseshifted
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Puck can cancel Phase Shift at any time with any action
With a quip and flash, Puck returns to the alien dimension from whence it came.
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Dream Coil
Ultimate
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, deals damage again and stuns.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 100 | 85 | 750 | 375 | 6 (8) | Plants a coil in the targetted area which attaches itself to all enemy heroes in the area, when cast it deals 100 initial damage and stuns for 0.5 seconds, if an enemy breaks the coil by walking 750 range from the centre, they get dealt 100 (200) damage and are stunned for 1.5 seconds |
| 2 | 150 | 85 | 750 | 375 | 6 (8) | Plants a coil in the targetted area which attaches itself to all enemy heroes in the area, when cast it deals 150 initial damage and stuns for 0.5 seconds, if an enemy breaks the coil by walking 750 range from the centre, they get dealt 150 (250) damage and are stunned for 2.25 seconds |
| 3 | 200 | 85 | 750 | 375 | 6 (8) | Plants a coil in the targetted area which attaches itself to all enemy heroes in the area, when cast it deals 200 initial damage and stuns for 0.5 seconds, if an enemy breaks the coil by walking 750 range from the centre, they get dealt 200 (300) damage and are stunned for 3 seconds |
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Magical Damage
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This ultimate can be upgraded via Sceptre, (*) shows the upgraded effects
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Any movement ability used to escape Dream Coil will trigger the damage and stun, however the hero will still continue to their destination. Certain abilities, such as Storm Spirit's Ball Lightning and Morphling's Waveform, grant invulnerability during cast and will break Dream Coil with no effect
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If a hero becomes magic immune after being linked by Dream Coil, the visual effect will still be present but the ability will not do anything if the immunity is active upon breaking the link
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The initial stun and damage can be blocked by Linken's Sphere, but the target will still be affected by the coils themselves
The Faerie Dragon sows confusion by forcing its enemies to vividly dream about their own mortality.
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Recent Changes from 6.78
- None
Recent Changes from 6.77/6.77b/6.77c
- Illusory Orb cooldown decreased from 13 to 12
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Tips:
If a projectile is coming at you, any type, you can Phase Shift and dodge it, dodging all effects (damage or stun) it had. If you just used Phase Shift and another projectile is about to kill you, you can use Illusory Orb and Ethereal Jaunt REALLY quickly to dodge the projectile.
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MrsWarboys asks What is the point of picking Puck? Some good comments by, Condom, CountJigglesworth and MisguidedWizard
A thread here discusses what is/isn't the problem with Puck (thought some of the thread may be outdate) by URecBighead
This thread discusses Puck's merits, by XenosKing
Shred_Kid has a mini-writeup from a previous discussion (ignore the parts about autocast phase shift)
Buy dagger, be invincible - littleimp
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If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list
No Valve Artwork | Voice Responses | In-game Icon | Dota Cinema Video Overview | Dota2Wiki Hero Page
Posts are every two days now, again.
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Important Rubick tip/s of last thread by tyion:
Take this on your way when you next pick him, when going into a teamfight, it is important with Rubick to have a plan, more so than with other heroes. Don't just run in there and fight, think exactly about what you want to do, which spell you will need and which will be the most suitable one.
Also always have a spell stolen, the ultimate has a very low cooldown so it is a waste to only wait for the perfect spell, that being said, be careful that you dont have it on cooldown right before a big teamfight and then you just stand there without being able to steal that delicious Warlock golem.
Posted Jul 14, 2013, 4:24 PM UTC · edited