Puck - The Ultimate Escape Artist
Created by RAC1ST on 2011-01-09
Last modified: 2011-01-13
Viewed 104348 times
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
Comment: You got to love this skill. It is your bread and butter. Used for initiating, chasing, and fleeing. Has so many great uses.
Releases Puck's mystical faeire dust around him dealing damage and silencing enemies.
Level 1 - Deals 60 damage and Silences for 0.75 seconds.
Level 2 - Deals 120 damage and Silences for 1.5 seconds.
Level 3 - Deals 180 damage and Silences for 2.25 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: 16 Seconds
Comment: Awesome skill to use after you jaunt in for damage and silence. Also great for farming and getting that creep score up.
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
Comment: Putting this skill on auto cast isnt really my thing. That is more of a noob friendly maneuver in my opinion. I love this skill. It is one of my favorite skills in DotA. More on why it is so good in the guide!
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 - 100 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 1.50 seconds break stun.
Level 2 - 150 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 2.25 seconds break stun.
Level 3 - 200 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 3 seconds break 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 (7*) seconds before it disappears.
• Casting range: 750
• Area of Effect: 600
• Can be upgraded with Aghanim's Scepter (* shows upgraded values).
Mana Cost: 100/150/200 (150/200/250 with Scepter)
Cooldown: 85 seconds
Comment: This is a great ultimate. also has a fairly low cooldown. If you can catch a lot of your opponents in this you are golden. Makes it very easy for your team to win team clashes.
Skill Build:1. Illusory Orb
2. Phase Shift
3. Illusory Orb
4. Phase Shift
5. Waning Rift
6. Dream Coil
7. Illusory Orb
8. Waning Rift
9. Illusory Orb
10. Waning Rift
11. Dream Coil
12. Waning Rift
13. Phase Shift
14. Phase Shift
16. Dream Coil
Boots of Travel (2500)
100 Movement Speed
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal
Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll
Power Treads are also a viable option. BoT allows you to farm and push very easily and gives you great movespeed for chasing and fleeing.
Kelen's Dagger (2150)
Teleports the caster to 1200 range. Can't be used if the carrier was damaged by an enemy player-controlled unit or Roshan in the last 3 seconds. 75 manacost. 14 seconds cooldown.
Note: can't be held by Butcher or Vengeful Spirit.
This item is great on Puck. IMO it is a core item. Get after you have BoT and maybe a few bracers.
Shiva`s Guard (4700)
Passive: Freezing Aura
Gives -25 Attack Speed to enemies. 1000 AoE.
Active: Arctic Blast
Emits a freezing wave around the caster. Enemies hit by the wave take 200 magic damage and have their movement speed slowed by 40% for 4 seconds. The wave extends at a speed of 300 to a max size of 744. 100 manacost. 30 second cooldown.
Note: Can be disassembled.
Plate Mail + Mystic Staff + Shiva's Guard
Also another good item on Puck. Good for team clashes and catching fleeing heroes. Also very effective against melee attackers.
Guinsoo's Scythe of Vyse (5675)
150% Mana Regeneration
Turns a target unit into a sheep. Disables damage block and evasion. Reduces the units base movement speed to 100. Affected unit retains its normal health, mana, armor value, and armor type. If cast on an illusion, it is immediately destroyed. Lasts 3.5 seconds. 100 manacost. 35 seconds cooldown. 800 cast range.
Mystic Staff + Ultimate Orb + Void Stone
Arguably one of the best items in dota. Turns the most powerful of heroes into chickens that you can beat on for 3.5 seconds. Plenty of time to take down a late game Mortred or Troll.
Puck is a great laner. Works well with basically anyone. Puck is also a great solo. A lot of times you will see Puck soloing mid because people know that the faster Puck levels up, the better off your team is. Be aware that Puck is not an easy hero to play well. 4 spells and jaunt which also has another hotkey. This means that if you are not that great with heroes that have a lot of spells, you should reconsider playing this hero. Also I suggest that if you have not already done so, get warkeys. Warkeys allows you to manipulate what your hotkeys are for each hero. For Puck the default hotkeys are R for Illusionary Orb, E for Erethral Jaunt, W for Waning Rift, F for Phase Shift, and C for Dream Coil. Yes, these hotkeys are doable by default but if you are one of those people like me who like to have all the hotkeys next to each other get warkeys and switch them to whatever order and whatever position you want. It helps. I played DotA for years by using default keys and there is nothing wrong with that. When you switch over, however, it takes your game to the next level. I recently aquired a Razer Imperator mouse and I programmed the extra buttons on the mouse to be set to numpad 1-4 so that i can blink, dagon, shiva, BKB, hex, tornado(euls)...etc, at the perfect time. It really has accelerated my gameplay. Just keep some of those things in mind. Maybe look into either programming your existing mouse or getting one that you program. Item slot 1 (top left hand corner) is numpad 1. Item slot 2 is numpad 2....ect.... until 6. (MAKE SURE NUM LOCK IS ON!)
Starting Items For Puck: (These items are only for 5v5 scenarios because I believe that anything besides 5v5 doesnt really matter that much and is 90% of the time for fun. You dont see pros 1v1 each other. DotA is a team game designed for 5 players on either team.)
5v5 AP, SD, RD, CM, CD:
You can replace with if you so choose. I generally like to get bracers on Puck.
can be replaced by if you so choose. If you are one of those dagon users go for it.
and can also be switched.
is also a great thing to get.
Note:(Although I dont suggest playing EM very often if at all, we all play them whether you are in a clan or not. It is inevitable)
Soloing in a 5v5: (If you are soloing with puck you may want to get different items then if you are with a partner but it depends on the player.)
^^ If you are a "rune whore" like myself. Dont be surprised if you get raged at for getting bottle. I personally dont see anything wrong with it but some people do. Just ignore them and shut them up by doing well.
You can get the normal build like as if you were laning with someone but I always suggest that if someone hasnt already done so you should get a chicken. Since you are a ganker/initiator/support hero you should not let your carry(s) buy wards, or crow, or anything like that. Let them farm their cores so that your team is better off. Share your chicken with your team! That is very important. No use in buying more than one.
^^Magic Wand. I really like this item because it has saved my life countless times. Only get this if you are facing people with a lot of spells though because it builds up charges that way.
Puck has a good attack animation. This means that it is fairly easy to last hit and deny. Dont be lazy and auto attack. If anything just last hit if you are too lame/lazy to deny. Last hitting + your illusionary orb to waning rift combo on creeps = Very high CS. Your not going to get a higher CS than a Nevermore but you should have a high one. (That is if you are laning with a NON carry or soloing). It is important to last hit and deny but if you are laning with a carry try to let the carry do the last hitting. Focus on denying. If the carry is not making any attempt to last hit then go for it. No sense in letting creep gold go to waste.
The illusionary orb to waning rift combo on creeps is very easy. Cast illusionary orb (R), jaunt when you are directly over the creeps (E), and cast waning rift directly after you jaunt in (W). This is a great combo for farming. You will rack up on gold if you do this a lot. Keep in mind that when you do this combo you have used up 2 spells that can help you escape. This means you need to have map awareness so that as soon as you do this combo you dont get ganked and die.
Here is an image of Puck farming. At this exact stage, jaunt in, then cast waning rift.
^^ This is a picture of an illusionary orb cast to an erethral jaunt to give you some sense as to what you are dealing with. Keep in mind that the range of illusionary orb is a lot more than the picture shows. also, be aware that sometimes you will not be able to "find the orb" after trying to jaunt. This means that you are trying to jaunt to impassible terrain or over trees that cannot be accessed by foot.
I find myself running out of mana alot early game when I play Puck. You can solve this a couple of ways. Get a bottle, get null talismans instead of bracres, stock up on clarity potions, get arcane boots, get void stone(turn into sheep later), or get a magic wand. All of these are viable options. Personally I either go bottle or wand depending on what lane I start out in, if anyone else has bottle, or if the opponents are casters. I suggest you also always get a void stone farely early that you can turn into guinsoo later.
Early game like with every hero besides techies you need to farm and survive. Puck is one of those heroes who is honestly a great all around hero at every stage in the game. Even late game puck is still effective. That is one of my favorite parts about Puck. My other favorite part about Puck is the ability to get in and out of battles and the ability to escape.
I only get 2 levels of phase shift early because early game phase is really only useful to dodge projectiles and help you to survie.
^^Here is a picture of a very useful technique with Phase Shift. If you are attacking a tower and your creeps and the enemy creeps are fighting the tower starts to attack you. Also the towers attacks seem to go way out of there range as you are running away after it starts attacking you. If you are low on HP this can be a really annoying situation. Just before the towers attack reaches you, phase shift. You will not be damaged for up to 3 seconds depending on th level of phase shift. This also works very well with heroes like Sven, VS, mirana, who all have projectile stuns. Right before the stun gets to you (it is very easily seen) phase shift! It is the perfect spell for this. It will also piss off your opponents beyond belief.
Note: While you are phase shifted, you can become "un" phase shifted AT ANY TIME by moving or any other type of action. For an example: You are being chased by Sven. As soon as he casts his stun and the projectile is almost to you, phase shift. As soon as the projectile looks like it has gotten to where you were, start running again. You will come out of phase shift and this will make it so Sven does't catch up to you. Once more... YOU NEVER HAVE TO STAY IN PHASE SHIFT FOR THE FULL DURATION.
Escaping early game is simple. If you know you are about to get ganked or you get ganked immediately cast illusionary orb in the direction you want to escape to and then phase shift. Right before pahse shift is about to end press E and jaunt to your orb. Puck is one of the hardest heroes to kill if the player is decent. Puck is the best escape artist in the game. Yes magina has blink but magina doest have phase shift. Phase shift allows you to dodge projectiles and take 0 damage while phased. Magina can be disabled so he cant blink. If you are phased they cant stun you or cast spells that will affect you. This is why puck is the best escape artist. Maginas blink is obviously 10 times easier to perform and takes no thinking but if you are facing any halfway decent kids, they will disable the crap out of you or silence you so you cant blink. Obviously if Puck is silenced or perma stunned before you can phase shift your screwed. As soon as you can, phaseshift. If you are silenced then wait till silence is over and then phase and if your stunned wait till that is over and phase. Puck has great potential to be a minimal death hero if you play him wisely.
You are looking to have items along these lines by the time you reach level 8-9:
Use your mana wisely early game!