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Old 11-07-2009, 10:07 PM   #1
TheDamneD
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Default A guide to Puck. A guide to ownage.


A living proof that size doesn't matter - Puck





Table of contents.



Introduction, Stats, Pros and Cons
Skills
Skill Build
Playing the little Puckie
To be continued





Introduction






In Sentinel's search for heroes to aid them in the war against the Scourge, they discovered the lost lands of the mystical Faerie Dragons. Upon explaining the conflict to the Faerie Queen of Agrace, she sent forth Puck, a personal guardian, to turn the tides of war. Despite his small size and mischievous personality, the little dragon soon proved to pack more than his fair share of power on the battlefield, blasting through the enemy ranks with balls of magic, faerie dust, and the capability to stupefy an entire army with nothing more than his imagination. His foes all learned the hard way that size matters not in combat, and that appearances are, ultimately, deceiving.

Strength Agility Intelligence

15 + 1.7 22 + 1.7 25 + 2.4


Affiliation: Sentinel
Damage: 38 - 49
Armor: 2.1
Movespeed: 295
Attack Range: 550
Attack Animation: 0.5 / 0.8
Casting Animation: 0.1 / 0.51
Base Attack Time: 1.7
Missile Speed: 900
Sight Range: 1800 / 1200


Hero Introduction


You must be wondering... How can a little "butterfly" be dangerous, it looks so cute... Awww...
Well, the truth is, Puck is one of the best heroes in DotA. He can easily disable an entire team, bounding it in a small area. His Illusory Orb, it's his trademark, can travel up to 3 seconds, and 1800 range away, and on top of that, he can replace it, anytime he wants, during the duration, escaping the moment you thought you've got him. Phase Shift, just right-click it, and you're safe from that Lion that is about to Finger you. Ah, Dream Coil, wait, what? A dreaming... COIL?! Don't let the name fool you, if you see that shiny thing above your head, pray to IceFrog, because there's no save for you.

Pros and Cons

Pros

[-]Is a VERY versatile hero.
[-]One of the best gankers.
[-]Can disable an entire team in seconds.
[-]A lot of AoE.
[-]Burst damage/disable combo.
[-]Non item dependent.
[-]Puckie is a fairy dragon, need I say more?

Cons

[-]Low health pool.
[-]Can't gank (alone, at least) until level 6.
[-]Silenced? You're just a cute dragon, then.
[-]A suicide machine if not in proper hands.


Skills





Illusory Orb
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 - 70 damage

Level 2 - 140 damage

Level 3 - 210 damage

Level 4 - 280 damage

Manacost - 150 mana
Cooldown - 15 seconds


Notes:
-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.
-The Orb travels up to 3 seconds.
-When you learn Illusory Orb , automatically, you gain the Ethereal Jaunt ability, allowing to take the Orb's place.



Illusory orb, you trademark, your signature. This skill gives Puck his versatility. allowing him to gank, chase, escape, initiate, scout and farm. Also, it works perfectly with Wanning Rift, allowing you to blink in and silence/damage the heck out of your enemies.


Wanning Rift
Releases Puck's mystical faerie dust around him dealing damage and silencing enemies.

Level 1 - 60 damage. 0.1 seconds silence.

Level 2 - 120 damage. 1 second silence.

Level 3 - 180 damage. 2 seconds silence.

Level 4 - 240 damage. 3 seconds silence.

Manacost - 100/110/120/130
Cooldown - 20 seconds

Notes:

-Damage type: Magical.
-Has an AoE of 400.

As I said, it works perfectly with Illusory Orb, with AoE of 400, you can easily disable the whole team. But it can be also used for farming, escaping, mindgaming, and disrupting channeling spells. The 3 seconds silence is also great against spellcasters, since 3 seconds is enough to do you work.


Phase Shift
Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.

Level 1 - 0.75 seconds of invulnerability.

Level 2 - 1.50 seconds of invulnerability.

Level 3 - 2.25 seconds of invulnerability.

Level 4 - 3 seconds of invulnerability.

Notes:
-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 damage that comes after a disable or stun.
-Puck retains his collision size while phaseshifted.


Ah, Phase Shift, without it you're just a cute dragon shooting out orbs, and putting little blue thingies above your head. Seriously, this is one of the most powerful and most underestimated skill in the game. You can easily dodge any damage type spells, even stuns, that is, if the damage is dealt, BEFORE the stun occurs. I will explain everything below.


Dream Coil
Puts a blue thingie above your head. What? Bah, ok...

Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy unit as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time.


Level 1 - 100 initial damage, and 0.5 seconds initial stun. Coil Break - 100 damage and 1.5 seconds stun.

Level 2 - 150 initial damage and 0.5 seconds initial stun. Coil Break - 150 damage and 2.25 seconds stun.

Level 3 - 200 initial damage and 0.5 seconds initial stun. Coil Break - 200 damage and 3 seconds stun.

Notes:
-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.

Dream Coil, the tip of the ice berg, your final step in succession with the "Orb in-Silence em'-Bound them" combo. Can be used for initiating, ganking, chasing, escaping, and well, causing mayhem in the battlefield. A coiled enemy can choose:
-Either get torn apart.
-Or run, get stunned, and THEN get torn apart.
This skill works great with a carry near you, just cast it, and let the Ursa do it's job.




Skill Build




The (Pub) Illusory Orb Build

Level 1-Illusory Orb (from now on, referred as "Orb")
Level 2-Phase Shift (from now on, referred as "Phase")
Level 3-Orb
Level 4-Wanning rift (from now on, referred as "Rift")
Level 5-Orb
Level 6-Dream Coil (from now on referred as "Coil")
Level 7-Orb
Level 8-Rift
Level 9-Rift
Level 10-Rift
Level 11-Coil
Level 12-Phase/Stats
Level 13-Phase/Stats
Level 14-Phase/Stats
Level 15 Phase/Stats
Level 16-Coil
Level 17-25 Choose from the leftover Stats, or Phase.


Skillbuild Justification

-Fist off, start with one level of Orb, just to evade any level one ganks.
-Next up is Phase, to avoid any early game harassment, and nukes.
(Note: If you are laned against NA, DO NOT leave that autocast on, it burns your mana anyway, despite the animation.)

-Take the Orb whenever possible, and one level of Rift, at level 4, some extra damage, and 0.1 silence, which can interrupt channeling spells.
-Coil is taken whenever possible.
-Until level 8, you have only 1 level of Rift, but as you go to level 10, level up the Rift, you should max it out.
-On level 11, Coil is taken.
-Now, whether or not to take Phase. This is determined by your opponents. If you play against heavy nukers, take the Phase, since Puck suffers from low mana pool. Besides, you can spam it all you want. (Ex: Farming the neutrals, feel free to right click it.)
-Coil at level 16.
-And finish of with your leftover points.


The Wanning Rift build.






























Will continue to finish the guide in about a week, I'm sorry for the inconvenience.
Except some miracle happens, I'm not.
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Last edited by TheDamneD; 05-19-2010 at 12:06 AM.
Old 11-09-2009, 11:30 AM   #2
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Default Re: A guide to Puck. A guide to ownage.

1) Remove the TM besides the Skills-->Illusory Orb please.
2) Change 0.75 silence to 0.1 silence at the skill build.
3) Change Nerub to NA/Nerubian Assasin please. (Some people can confuse with Nerubian Weaver)
4)
Quote:
Now, whether or not to take Phase. This is determined by your opponents. If you play against heavy nukers, take the Phase, since Puck suffers from low mana pool. Besides, you can spam it all you want.
Now, what's the point of playing against heavy nukers with suffering from low mana?
Clarify please. You should also tell when to spam it.

Also, I've seen a Phase Shift build once, for fun. Why not add it too?
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Old 11-09-2009, 12:01 PM   #3
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Default Re: A guide to Puck. A guide to ownage.

Done, thanks.

Quote:
what's the point of playing against heavy nukers with suffering from low mana?
Wait, what?

I don't really understand what you meant there...

E: Will add the Rift build.
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Old 11-13-2009, 01:19 PM   #4
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Default Re: A guide to Puck. A guide to ownage.

Quote:
Originally Posted by TheDamneD View Post
-Now, whether or not to take Phase. This is determined by your opponents. If you play against heavy nukers, take the Phase, since Puck suffers from low mana pool. Besides, you can spam it all you want. (Ex: Farming the neutrals, feel free to right click it.)
This. What's the relationship with the bolded ones?
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Old 11-14-2009, 10:06 AM   #5
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Default Re: A guide to Puck. A guide to ownage.

If you play against heavy nukers, you are bound to leave phase on, which consumes a LOT of mana. So let's say you're playing against Zeus, he is spamming Chain Lightning, and you waste a LOT of mana, which ultimately leads to the low mana pool thing.
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Old 11-21-2009, 06:27 PM   #6
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Default Re: A guide to Puck. A guide to ownage.

Level 4 phase consumes only 20 mana. Level 1 consumes 50. And around mid - lategame you just orb in > silence > coil and that pretty much makes everyone focus you, 3 seconds of phase shift should be sufficient for your allies to finish up before you blink out/ fight them without getting focused.
Orb> level 4 phase > press E = escape usually all the time. Or level 4 phase > blink.

And the better build would be orb > rift > rift > phase > rift > coil > rift. Why?
1. Orb is a joke to dodge, especially once enemies get magic wand, so most of the damage would be wasted if it misses.
2. Rift and orb both do the same damage, but rift has a silence that is very valuble for ganking. Level 1 phase shift will not save you from multiple stuns and disables/ spells coming your way when you just orb in.
3. You don't really need phase shift so early yet if you play carefully, and getting more burst damage at level 3 is because that's usually when the killing starts.
4. When escaping before you get level 4 phase shift, no one will just let you orb away. 3 seconds of silence if sufficient for you to make your gettaway without fear of getting disabled.
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Last edited by Stwy; 11-21-2009 at 06:31 PM.
Old 11-22-2009, 08:49 AM   #7
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Default Re: A guide to Puck. A guide to ownage.

I'm waiting you to complete for many days, but...
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Old 11-24-2009, 03:35 PM   #8
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Default Re: A guide to Puck. A guide to ownage.

First of all, I apologize to all that have been waiting.

I am not going to work on the guide for at least a week.

I should have posted that...
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Old 11-25-2009, 12:55 AM   #9
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Default Re: A guide to Puck. A guide to ownage.

Nice guide. My favorite part was the quote: "
A living proof that size doesn't matter" - Puck
I have also come up with a quote:
"I like to Puck" - Puck

In conclusion, Puck is the best hero to play, except Pandaren and Storm Spirit, because you can get your enemies to rage by saying Puck you. Also Phase Shift can escape every spell in the whole game. No offense to Storm Spirit's ultimate though.
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Old 11-26-2009, 12:36 PM   #10
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Default Re: A guide to Puck. A guide to ownage.

^ Agreed.
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Old 11-26-2009, 12:43 PM   #11
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Default Re: A guide to Puck. A guide to ownage.

What you're inactive? Puck you.

Hey, later on you shouldn't post first if you know you'll be inactive ok?
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Old 12-02-2009, 11:01 AM   #12
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Default Re: A guide to Puck. A guide to ownage.

I couldn't have known, I have some net problems, so...

Again, I'm sorry, real sorry.
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Old 12-02-2009, 11:31 AM   #13
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Default Re: A guide to Puck. A guide to ownage.

Note that starting agility is incorrect.
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Old 12-04-2009, 06:25 PM   #14
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Default Re: A guide to Puck. A guide to ownage.

Finally a Puck guide with a skillbuild that I like. Good job, please keep it that way.
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Old 02-17-2010, 01:46 PM   #15
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Default Re: A guide to Puck. A guide to ownage.

don't skip phase for stats.
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Old 02-17-2010, 05:21 PM   #16
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Default Re: A guide to Puck. A guide to ownage.

i rather take lvl 2 rift than lvl 2 orb..... 1s silence is so much better than 0.1.... most of the time i even skip phase for the early levels if i don't desperately need it
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Old 02-18-2010, 01:17 PM   #17
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Default Re: A guide to Puck. A guide to ownage.

I usually level up orb and phase first.
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Old 02-18-2010, 08:26 PM   #18
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Default Re: A guide to Puck. A guide to ownage.

What's with all the activity?

Anw that's the orb(pub) build, don't think I'm that stupid not to post the rift build...

Anyways I shouldn't do this, so this reply was never posted. kthxbie
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Old 03-20-2010, 06:06 AM   #19
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Default Re: A guide to Puck. A guide to ownage.

MAKE THE GUIDE.thnx
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hey im cano,,, dunno if this is good forum but are orbs stack>>.?
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hey im cano,,, dunno if this is good forum but are orbs stack>>.?
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hey im cano,,, dunno if this is good forum but are orbs stack>>.?
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hey im cano,,, dunno if this is good forum but are orbs stack>>.?
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Old 03-28-2010, 08:06 PM   #20
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Default Re: A guide to Puck. A guide to ownage.

No u.
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