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* '''Mana Cost:''' 100 / 110 / 120 / 130
* '''Mana Cost:''' 100 / 110 / 120 / 130
* '''Cooldown:''' 16
* '''Cooldown:''' 16
 
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.


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Revision as of 04:48, 19 November 2012

Dota 2 puck.png
Puck the Faerie Dragon
Base stats and attributes
Strength 15 + 1.7
Agility 22 + 1.7
Intelligence 25 + 1.4
Base damage 22-33
Move speed 295
Armor 2.08
Statistics
Level 1 16 25
Hit Points 435 887 1590
Mana 325 762 1334
Damage 47-58 81-92 125-136
Armor 2 5 11
Sight Range 1800/1200
Attack Range 550
Missile Speed 900

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.

Abilities

Illusory Orb

Dota 2 puck illusory orb.png
  • Ability: Target Point
  • Damage Type: Magical
  • Damage: 70 / 140 / 210 / 280
  • Distance: 1800
  • Mana Cost: 150
  • Cooldown: 13

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.

Ethereal Jaunt

Dota 2 puck ethereal jaunt.png
  • Ability: No Target

Teleports you to the location of the Illusory Orb.

Waning Rift

Dota 2 puck waning rift.png
  • 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

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.

Phase Shift

Dota 2 puck phase shift.png
  • Ability: No Target
  • Duration: 0.75 / 1.5 / 2.25 / 3.25
  • Mana Cost: 0
  • Cooldown: 6


Dream Coil

Dota 2 puck dream coil.png
  • 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 damage of Dream Coil.

Suggested Items

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Strategy

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