
Disclaimer: The current format of this guide might be nowhere near the final format, I'm planning a major revamp of the guide after it's been finalized content-wise.
Also, don't expect this piece to be completed any time soon. I'm not rushing this but rather taking it slow and steady, maybe even too slow... Oh well.
Even though I won't probably show it in a form of a reply, I do appreciate your feedback and will take into account any criticism (as long as it's at least somewhat constructive, random bashing is just pointless) and you might end up in the creditz list
.

Welcome to my guide for my favourite hero, Puck; the only hero, in my opinion, that is genuinely fun, hard and challenging to play while possessing the ability to rip entire teams apart and cause major confusion amongst your enemies if played to its fullest utmost potential.
*Stuff here*


So what do we gather from there? Puck is a sentinel hero with pretty decent base damage, high range and base armour coupled with good animation speeds and decent movement speed.
Also its sight range at night is above average.
Stats are a little below average, but nothing that would pose too much of a problem. Starting INT is just insanely high and gain is not bad at all, either. STR is not, by any means, Puck's strong point. Pathetic initial of 15 and gain of 1.7 will keep you watching your health bar in pain, all game long.

Illusory Orb {R} - (Active, point targeting - enemy heroes)
(Illusory orb sub-skill) Ethereal Jaunt {E} - (Active, instant targeting - self toggle)
Waning Rift {W} - (Active, point targeting - enemy heroes)
Phase Shift {F} - (Active - Self toggle)
Dream Coil {C} - (Active - Self toggle)
*Scepter upgrades on parantheses.
Ability distribution:
Traditional:
Illusory Orb:1, 3, 5, 7
Waning Rift: 4, 8, 9, 10
Phase Shift: 2, 12, 13, 14
Dream Coil: 6, 11, 16
Stats: 15, 17-25
This is the traditional skill build that will generally work every game; use this one if you are not too fond of tweaking your general builds. I encourage "build-per-game-basis" though, modify your builds to fit to your current situation rather than blindly picking the same skills every game.
Hint: With this build the aforementioned vice's damage is minimized.
Silence:
Illusory Orb: 1, 8, 9, 10
Waning Rift: 2, 3, 5, 7
Phase Shift: 4, 12, 13, 14
Dream Coil: 6, 11, 16
Stats: 15, 17-25
Use this when you are in dire need for longer silence early on in the game.
Those are the two main skill builds. You can get more levels of phase shift early if you really need longer invulnerability as opposed to longer silence and/or more damage from the orb. I cannot really see any situation where you wouldn't need to level dream coil every time it is possible, it's such a valuable ultimate.
The valuables:
Core items
Boots of speed {500 gold}
50 movement speed.
Magic wand {509 gold}
3 STR, AGI and INT,
Energy Charge (Active)
Bracer {510 gold}
6 STR, 3 AGI and 3 INT. or
Null talisman {485 gold}
3 STR, 3 AGI and 6 INT.
Those are Puck's core items. Boots of speed are self explanatory, magic wand is gotten for the awesome active ability it gives, which synergises very well with your multiple escape mechanisms and restores your mana in the process.
Now the breaking point is with these two basic stat items; bracer and null talisman.
Generally get bracer if you are in dire need of the hp increase it gives or don't need that much mana. Null talisman if you could do with some mana but are not facing any problems with your pitiful hp. Generally null if you are imba cool pro with phase shift.
Extensions & cash hogs
Footwear
Boots of travel {2700 gold}
95 movement speed,
Teleport (Active).
These, as you may already know (you should), offer rather insane map control; what with their 60 second cooldown teleportation ability that lets you to teleport even to your creeps. No longer do you need to teleport to your first tier tower and walk all the way to the enemy base's entrance to start contributing with the rax demolition; teleport straight to the action.
Also gives you immense increase in global farming speed as well as sick movement speed, if that's what you want.
Power treads {1450}
60 movement speed,
10 STR, AGI or INT via switch attribute (Active)
These beauties on the other hand, offer you the oh-so-nice stat boost at any stat you need at any given situation. Agility is pretty worthless for you but yeah :3.
I, myself, tend to favour these darned things more, the movement speed pretty much is all you would ever need and I feel my farming is through the roof as is, without BoT.
But don't take my word for it; buy the right boots in your current situation.
Common extensions
Eul's scepter of divinity {2800 gold}
10 INT,
125% mana regeneration,
25 movement speed,
Cyclone (Active)
Shiva's guard {4700 gold}
30 INT,
15 armour,
Freezing aura (Passive)
Arctic blast (Active)
Linken's sphere {5175 gold}
15 STR, AGI and INT,
6 hit points regenerated per second,
150% mana regeneration,
Spell block (Passive)
Urn of shadows {805 gold}
6 STR,
50% mana regeneration,
Soul release (Active)
Guinsoo's scythe of vyse {5675 gold}
35 INT, 10 AGI and 10 STR,
200% mana regeneration,
Hex (Active)
Always a safe choice... If you are floating in cash, that is.
Insane INT bonus, solid boost to STR and AGI stats too, though AGI won't be that useful for you.
The mana regeneration it offers is out of this world, and will keep you spamming your spells until your fingers drop off.
But the real reason you'd be getting this item, is the hex; 3.5 seconds of disable time with 35 seconds of cooldown. This ability is just so good there are no words to describe it's awesomeness.
Aghanim's scepter {4300 gold}
10 STR, AGI and INT,
200 hit points,
150 mana points,
Dream coil upgrade
A good item. It gives cheap yet effective stats and a pretty good ultimate upgrade for you. The stats it gives really help you in tanking more damage and spamming your spells more freely and the ultimate upgrade is nifty, given good circumstances.
The upgrade is good if you are little lacking on the initiation part and you just got to keep the enemies standing still, on your own.
On any other case, the upgrade is really not that great. If the opponents tend to just run out of it, it's pretty much wasted.
Also, don't expect this piece to be completed any time soon. I'm not rushing this but rather taking it slow and steady, maybe even too slow... Oh well.
Even though I won't probably show it in a form of a reply, I do appreciate your feedback and will take into account any criticism (as long as it's at least somewhat constructive, random bashing is just pointless) and you might end up in the creditz list
.




So what do we gather from there? Puck is a sentinel hero with pretty decent base damage, high range and base armour coupled with good animation speeds and decent movement speed.
Also its sight range at night is above average.
Stats are a little below average, but nothing that would pose too much of a problem. Starting INT is just insanely high and gain is not bad at all, either. STR is not, by any means, Puck's strong point. Pathetic initial of 15 and gain of 1.7 will keep you watching your health bar in pain, all game long.

Illusory Orb {R} - (Active, point targeting - enemy heroes)
(Illusory orb sub-skill) Ethereal Jaunt {E} - (Active, instant targeting - self toggle)
Waning Rift {W} - (Active, point targeting - enemy heroes)
Phase Shift {F} - (Active - Self toggle)
Dream Coil {C} - (Active - Self toggle)
*Scepter upgrades on parantheses.
Ability distribution:
Traditional:
Illusory Orb:1, 3, 5, 7
Waning Rift: 4, 8, 9, 10
Phase Shift: 2, 12, 13, 14
Dream Coil: 6, 11, 16
Stats: 15, 17-25
This is the traditional skill build that will generally work every game; use this one if you are not too fond of tweaking your general builds. I encourage "build-per-game-basis" though, modify your builds to fit to your current situation rather than blindly picking the same skills every game.
Hint: With this build the aforementioned vice's damage is minimized.
Silence:
Illusory Orb: 1, 8, 9, 10
Waning Rift: 2, 3, 5, 7
Phase Shift: 4, 12, 13, 14
Dream Coil: 6, 11, 16
Stats: 15, 17-25
Use this when you are in dire need for longer silence early on in the game.
Those are the two main skill builds. You can get more levels of phase shift early if you really need longer invulnerability as opposed to longer silence and/or more damage from the orb. I cannot really see any situation where you wouldn't need to level dream coil every time it is possible, it's such a valuable ultimate.
The valuables:
Core items
50 movement speed.
3 STR, AGI and INT,
Energy Charge (Active)
6 STR, 3 AGI and 3 INT. or
3 STR, 3 AGI and 6 INT.
Those are Puck's core items. Boots of speed are self explanatory, magic wand is gotten for the awesome active ability it gives, which synergises very well with your multiple escape mechanisms and restores your mana in the process.
Now the breaking point is with these two basic stat items; bracer and null talisman.
Generally get bracer if you are in dire need of the hp increase it gives or don't need that much mana. Null talisman if you could do with some mana but are not facing any problems with your pitiful hp. Generally null if you are imba cool pro with phase shift.
Extensions & cash hogs
Footwear
95 movement speed,
Teleport (Active).
These, as you may already know (you should), offer rather insane map control; what with their 60 second cooldown teleportation ability that lets you to teleport even to your creeps. No longer do you need to teleport to your first tier tower and walk all the way to the enemy base's entrance to start contributing with the rax demolition; teleport straight to the action.
Also gives you immense increase in global farming speed as well as sick movement speed, if that's what you want.
Power treads {1450}60 movement speed,
10 STR, AGI or INT via switch attribute (Active)
These beauties on the other hand, offer you the oh-so-nice stat boost at any stat you need at any given situation. Agility is pretty worthless for you but yeah :3.
I, myself, tend to favour these darned things more, the movement speed pretty much is all you would ever need and I feel my farming is through the roof as is, without BoT.
But don't take my word for it; buy the right boots in your current situation.
Common extensions
10 INT,
125% mana regeneration,
25 movement speed,
Cyclone (Active)
30 INT,
15 armour,
Freezing aura (Passive)
Arctic blast (Active)
15 STR, AGI and INT,
6 hit points regenerated per second,
150% mana regeneration,
Spell block (Passive)
6 STR,
50% mana regeneration,
Soul release (Active)
35 INT, 10 AGI and 10 STR,
200% mana regeneration,
Hex (Active)
Always a safe choice... If you are floating in cash, that is.
Insane INT bonus, solid boost to STR and AGI stats too, though AGI won't be that useful for you.
The mana regeneration it offers is out of this world, and will keep you spamming your spells until your fingers drop off.
But the real reason you'd be getting this item, is the hex; 3.5 seconds of disable time with 35 seconds of cooldown. This ability is just so good there are no words to describe it's awesomeness.
10 STR, AGI and INT,
200 hit points,
150 mana points,
Dream coil upgrade
A good item. It gives cheap yet effective stats and a pretty good ultimate upgrade for you. The stats it gives really help you in tanking more damage and spamming your spells more freely and the ultimate upgrade is nifty, given good circumstances.
The upgrade is good if you are little lacking on the initiation part and you just got to keep the enemies standing still, on your own.
On any other case, the upgrade is really not that great. If the opponents tend to just run out of it, it's pretty much wasted.
Author: мusịĸ
Map Vers.: 6.67c
Puck!
Ninja on winqs? oO
Last Comment:20/05/2010
Total Votes: 0
Current Rating: 0.00
Views: 3779
























