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Introduction

Puck is incredibly versatile with blink, silence, AOE, stun and is relatively well rounded for an Intelligence hero. Capable of destroying enemies in a blaze of magic with devastating combos. Puck has instantly become a favorite Intelligence hero of mine. Hope you have as much fun with him as i do.

 

Status

Range: 600 | Move Speed: 295

Primary: INT

Str: 15 + 1.7 | Agi: 22 + 1.7 | Int: 25 + 2.4

Damage: 38 - 49 | HP: 435 | Mana: 325

Attack Speed: | Armor: 2

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. 1800 Range, 225 AOE.

Level 1 - Deals 70 damage.

Level 2 - Deals 140 damage.

Level 3 - Deals 210 damage.

Level 4 - Deals 280 damage.

Mana Cost:

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.

 

Wanning Rift (W)

Releases Puck's mystical faeire dust around him dealing damage and silencing enemies. 400 AOE.

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.

Mana Cost: 100/110/120/130

Cooldown: 10

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).

 

Phase Shift (F)

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

Level 1 - Up to 0.75 seconds.

Level 2 - Up to 1.5 seconds.

Level 3 - Up to 2.25 seconds.

Level 4 - Up to 3 seconds.

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.

 

Dream Coil ©

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.

Mana Cost: 100/150/200

Cooldown: 85

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.

 

 

Skill Build

1. Illusory Orb

2. Wanning Rift

3. Illusory Orb

4. Wanning Rift

5. Illusory Orb

6. Dream Coil

7. Illusory Orb

8. Wanning Rift

9. Wanning Rift

10. Stats

11. Dream Coil

12. Stats

13. Stats

14. Phase Shift

15. Phase Shift

16. Dream Coil

17. Phase Shift

18. Phase Shift

19. Stats

20. Stats

21. Stats

22. Stats

23. Stats

24. Stats

25. Stats

 

Item Build

1. Null Talisman (485)

+3 to All Attributes

+3 Intelligence

Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll

Get 2 or 3 of these, for the HP armor and mainly the mana for the combo.

 

2. Animal Courier (225)

Actived (1 charge): Summons courier unit.

Item disappears when charges used up

To get your items and keep you in your lane.

 

3. Ancient Tango of Essifation (80)

Actived (2 charges): Eat tree to gain 100 hp.

Item disappears when charges used up

Again, keeping you in your lane.

 

4. Power Treads (1850)

+65 Run Speed

+35% Attack Speed

+10 Selected Attribute

Boots of Speed + Gloves of Haste + Boots of Elvenskin or Robe of the Magi or Belt of Giant Strength + Power Treads Recipe Scroll

Give attack speed, movement speed and more stats

 

5. Shiva`s Guard (4900)

+30 Intelligence

+15 Armor

Freezing Aura

Arctic Blast (active)

Plate Mail + Mystic Staff + Shiva`s Guard

Awesome in the combo, plus the armor and intelligence really help.

 

6. Eye of Skadi (7050)

+200 Hit Points, +150 Mana

+25 to All Attributes

Passive: Frost Attack

-20% Attack Speed

-30% Run Speed

2 Second Duration for ranged heroes, 3 seconds for melee heroes

Melee Eye of Skadi is an orb effect, and does not stack with orb effects; Ranged Eye of Skadi is NOT an orb effect, and stacks with some orb effects.

Ultimate Orb + Ultimate Orb + Point Booster + Eye of Skadi Recipe Scroll

Adds Stats, and more importantly a Slow.

7. Linken`s Sphere (5275)

Blocks most targeted spells once every 18 seconds +6 HP regen/second +150% mana regen +15 Agility +15 Intelligence +15 Strength

Perseverance + Ultimate Orb + Linken`s Sphere Recipe Scroll

Blocks target spells, gives stats and good hp regeneration

8. Radiance (5325)

+8% Chance to Evade

+70 Damage

Passive: Immolation

400 Radius

35 Damage/sec Immolation

Sacred Relic + Radiance Recipe Scroll

Has great synergy with all your other AOE skills

 

 

Early Game (levels 1-8)

Pros:

-very good intelligence gain.

-synergy with lots of other heroes.

-synergy with some great items.

-a combo which will work on most heroes.

-incredibly versatile with all spells.

 

Cons:

-very low hp early.

-takes some practice to use spells effectively

-can be the target of ganks often. (if owning)

-kind of low agi and str gain. (skadi and linkins fix this)

 

The main focuses of early game are:

-Control the lane.

-Deny and Last hit creeps.

-Possibly get a kill. (once you hit level 7 not really a problem)

 

The first 2 on that list are relatively easy.( as long as you have had practice)

 

When not trying to kill, do the first 2, farm as much as possible early game.

Not pushing too far as you might get ganked. If your going back to base

and have a lot of Mana still, go and farm Neutrals.

 

By the end of Early Game you should have a few kills and an Inventory like this:

 

Power Treads, 2 or 3 Null Talisman and Plate Mail

 

Mid Game (level 8 - 16)

Your main priorities of Middle Game should be to:

 

-Gank with allies.

-Duel and Defeat Opponents. (1v1)

-Escape Bad Situations.

-Farm Neutrals.

-Farm Lanes.

-Buy Key Items.

-Push with Allies. (Puck isn't a very strong pusher really)

-And maybe kill Roshan with your allies.

Ganking with allies will come naturally if you time your combo correctly.

 

After Middle Game you should have farmed Shiva's Guard and even Eye of Skadi

 

Your original combo is now extended with Shiva's Guard and you can now chase very well with the help of the Eye of Skadi.

 

Late Game (levels 16 - 25)

If you and your team are really owning i doubt the game will go into Late Game mode.

But just in case it does heres a quick priorities list:

 

-Push and Win with Allies.

-Defend hard.

-Gank when needed.

-Farm Heaps.(including Neutrals)

-Kill Roshan.(if your team already hasn't)

-Finish A.S.A.P. (before Troll, Void and those kinda of heroes become scary.)

Conclusion

Do remember, The teamwork is the most important in DOTA.

 

credits/source : http://dotaguide.shareknowledges.com/138/section-Dota-Tips/Dota-Hero-Strategy-Puck--Faerie-Dragon.aspx/114

  • 2 weeks later...
Posted

i must agree with u in this item build.. shiva and skadi and gg... but dota is a team game and puck isnt such a powerful hero and without your team you cant win.. anygame :) good guide!

  • 4 months later...
Posted

I agree with shivas/treads/skadi but chicken is for team play if u want.Linkens is for enemies like vengefull/sven for tanger spells if it isnt enemies with one target spellls then no need and ancient tango no need 2 if u are pro u can hit as a range without loose hp :)

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