Dota 2/Puck the Faerie Dragon

Puck is a ranged intelligence hero who can be played as a ganker, semi-carry or an initiator. Despite its fragility, it's abilities make it very hard to kill. It is incredibly elusive with Illusory Orb and Phase Shift. Illusory Orb gives Puck an option to teleport to the projectile, but lets it play mindgames if it chooses not to. Phase Shift can let Puck evade the strongest attacks with good timing. Puck also has good initiation, being able to use Waning Rift and Dream Coil to start a teamfight. Waning Rift is a great AoE silence, and does decent damage as well. Dream Coil can severely limit enemy movement, setting up other strong teamfight abilities for your allies. Puck requires a crafty playstyle and good reflexes, setting up devastating initiations and juking enemies.

Illusory Orb
Illusory Orb launches an orb in the targeted direction, damaging enemies it hits. You can use Ethreal Jaunt to warp to the orb as long as it is active. It is a decent damage nuke, if not a bit slow, that can be used to harass or push. The ability to warp to it is what makes this spell interesting. It gives you an optional escape mechanism and improves your ability at chasing enemies. You can even send an orb in a different direction from where you're moving, forcing your enemies to decide whether to pursue the orb or yourself.
 * Ability: Target Point
 * Damage Type: Magical
 * Damage: 70 / 140 / 210 / 280
 * Distance: 1800
 * Mana Cost: 150
 * Cooldown: 13

Ethereal Jaunt
Teleports you to the location of the Illusory Orb.
 * Ability: No Target

Waning Rift
Waning Rift deals damages and silences all nearby enemies. It is a good initiation spell that renders spellcasters useless for a short while, which can delay crucial enemy initiation spells from being thrown out. Outside of initiating, it can be used as a simple damage nuke or disable. Silencing your enemies can stop them from throwing out stuns or slows on you. The damage it does, while it is slightly lower compared to other damage spells, is still enough to ward off weaker heroes during the early-mid game.
 * Ability: No Target
 * Damage Type: Magical
 * Damage: 70 / 140 / 210 / 280
 * Radius: 400
 * Duration: 0.75 / 1.5 / 2.25 / 3
 * Mana Cost: 100 / 110 / 120 / 130
 * Cooldown: 16

Phase Shift
Phase Shift makes you invulnerable to attacks for a short while. This ability can save your life during crucial moments, letting you dodge a lethal attack or projectile. While the cooldown is quite short, it is best to save it for when your enemies throw out deadly disables or high damage spells. Good timing and reflexes can mean the difference between getting killed by a strong spell and completely dodging the spell leaving you unharmed.
 * Ability: No Target
 * Duration: 0.75 / 1.5 / 2.25 / 3.25
 * Mana Cost: 0
 * Cooldown: 6

Dream Coil
Dream Coil will leash all enemies near the targeted point, dealing damage and mini-stunning. If an enemy moves away from the leash point and breaks the leash, it will take damage again and get stunned longer. It is a very strong initiation spell, and catching multiple heroes with it can either restrict their movement or force them to stun themselves. If they do choose to stay safe by not breaking the coil, they will be packed together leaving them vulnerable to other strong teamfight abilities.
 * Ability: Target Point
 * Damage Type: Magical
 * Break Stun: 1.5 / 2.25 / 3
 * Break Radius: 600
 * Coil Duration: 6
 * Break Damage: 100 / 150 / 200
 * Mana Cost: 100 / 150 / 200
 * Cooldown: 85
 * Scepter Coil Duration: 8
 * Scepter Break Damage: 200 / 250 / 300

Aghanim's Scepter can be bought by Puck and will increase the duration and break damage of Dream Coil.