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Puck - Faerie Dragon
Range: 550 | Move Speed: 295
Primary: INT
Str: 15 + 1.7 | Agi:
22 + 1.7 | Int: 25
+ 2.4
Damage: 38 - 49 | HP: 435
| Mana: 325
HP Regen: 0.7 | Mana Regen:
1.01
Attack Speed: 0.72 | Armor:
2 |
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Illusory Orb (R)
Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place.
Level 1 - Deals 70 damage.
Level 2 - Deals 140 damage.
Level 3 - Deals 210 damage. Level 4 - Deals 280 damage. • Damage type: magical • The Illusory Orb grants flying vision to the area around it while it travels. • Even though it is castable at 3000 range, it will only travel at most 1800. • Area of Effect: 225
Ethereal Jaunt (E)

Key Combo: E
Description: Shifts into the Illusory Orb.
Cooldown: 0 seconds
Mana Cost: 0 • This ability is automatically gained when the first level of Illusory Orb is learned. • Unlike the Blink ability, Ethereal Jaunting to an Illusory Orb cannot dodge projectiles.
Mana Cost: 150
Cooldown: 15
Comment: The starter of the combo, good for chasing, initiating, ganking (ganging up on 1 or several opponents), escaping and probing. All in all, a highly versatile skill with decent damage, long range and a blink like effect. Good for positioning Wanning Rift in the combo. More on positioning, chasing and escaping later.
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Waning Rift (W)
Releases Puck's mystical faeire dust around him dealing damage and silencing enemies.
Level 1 - Deals 60 damage and Silences for 0.1 seconds.
Level 2 - Deals 120 damage and Silences for 1 second.
Level 3 - Deals 180 damage and Silences for 2 seconds. Level 4 - Deals 240 damage and Silences for 3 seconds. • Damage type: magical • Area of Effect: 400
Mana Cost: 100/110/120/130
Cooldown: 20
Comment: The second part of the combo. AOE, silences and damages, can't ask for much more. Highly effective against spell casters, who tend to panic when they cant use there spells, and can often stop opponents escaping (blinkers and wind walkers). |
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Phase Shift (F)
Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.
Level 1 - Grant temporary invulnerability up to 0.75 seconds.
Level 2 - Grant temporary invulnerability up to 1.5 seconds.
Level 3 - Grant temporary invulnerability up to 2.25 seconds. Level 4 - Grant temporary invulnerability up to 3 seconds. • Puck can avoid most damage from spells or attacks when this ability is on autocast, but if he is disabled this ability won't work. • Phase Shift will not trigger from damages that comes after a disable or stun. • Puck retains his collision size while phaseshifted.
Mana Cost: 50/40/30/20
Cooldown: 6
Comment: An extremely annoying spell for your opponents. You become invulnerable and near invisible as long as you don't - attack, move or cast a spell. Can be used to trick enemies who you are fleeing from, or to avoid massive damage spells (Finger of Death, Laguna Blade) and can be used effectively in conjunction with Illusory Orb when escaping. More on this later. |
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Dream Coil (C)
Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy units as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time. Lasts 5 seconds.
Level 1 - Initial: 100 damage and 0.5 seconds stun. Coil Break: 100 damage and 1.5 seconds stun.
Level 2 - Initial: 150 damage and 0.5 seconds stun. Coil Break: 150 damage and 2.25 seconds stun.
Level 3 - Initial: 200 damage and 0.5 seconds stun. Coil Break: 200 damage and 3 seconds stun. • Damage type: magical • 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 seconds before it disappears. • Casting range: 750 • Area of Effect: 600
Mana Cost: 100/150/200
Cooldown: 85 seconds
Comment: The finisher of the combo. Gives you the one thing you don't have - a stun. Most opponents will panic and break the coils giving them more damage and more time for you or your teammates to kill them. Making it very good for chasing. |