Puck dota 2 pro moves mk
Puck dota 2 pro moves mk
Puck, the Faerie Dragon, is a highly mobile ranged intelligence hero best known for being an extremely unpredictable and slippery target. Puck is commonly played as an initiator and ganker, with spells that are equally useful for super-aggressive maneuvers as well as daring escapes. Expert use of Puck’s abilities will let you appear out of nowhere, suddenly leave your enemies crippled and disadvantaged, and get away in the blink of an eye – but mess up your timing or misjudge the situation, and there is little left to save this fragile Hero from death.
Contents
Bio [ edit ]
Abilities [ edit ]
- The Illusory Orb travels at a speed of 651 ( 976.5).
- The orb takes 3 seconds to reach max distance and can hit units up to 2175 range away (travel distance + damage radius).
- It takes up to 3.3 seconds and can hit units up to 2375 range away when the general cast range increasing talent is chosen.
- It takes up to 3 seconds and can hit units up to 3150 range away when Illusory Orb’s own range and speed increasing talent is chosen.
- It takes up to 3.2 seconds and can hit units up to 3350 range away when both talents are chosen.
- Only the distance increase from the level 20 talent is displayed. The level 10 talent can further increase the distance to 3125.
- The level 10 talent alone increases the distance to 2150.
- The orb starts emitting red pulses after having traveled for 2.5 seconds, indicating that it is about to reach its maximum travel range.
- The orb leaves behind a trail of flying vision, with a radius of 450. The vision lingers for 5 seconds.
- This ability is automatically learned whenever Illusory Orb is learned.
- This ability stays inactive until Illusory Orb is cast and turns inactive again once the orb of that cast is gone.
- Ethereal Jaunt disjoints projectiles upon cast.
- When two orbs are cast in succession, this ability only stays active for the duration of the first cast orb.
- However, it always teleports the caster to their last created orb.
- Moves Puck to the target location and silences there.
- Despite the visual effects, the silence and damage are applied instantly in the entire radius.
- Waning Rift first applies the damage, then the debuff.
- Phase Shift disjoints projectiles upon cast.
- Certain items which do not cancel channeling spells (e. g. Shadow Blade or Shiva’s Guard ) do cancel Phase Shift.
- Turns the caster invulnerable and hidden for its duration.
- Does not provide phased movement, so the caster can still block other units during Phase Shift.
- The buff lingers for one server tick once the channeling ends or is interrupted, which allows using items while still invulnerable and hidden.
- Every enemy hero (including illusions, clones, and creep-heroes) within 375 range of the coil gets leashed upon cast, preventing them from casting certain mobility spells.
- Entering the area after cast has no effect. The coil does not leash enemies after cast.
- If a leashed enemy moves 600 range away from the coil, the leash snaps, stunning and damaging the enemy.
- It does not matter how far or how fast the enemy moves away, the stun and damage always hit it if possible.
- The leash snap first applies the damage, then the debuff.
- Dream Coil leashes invisible units and on units in the Fog of War as well, but it does not prov >Phase Shift .
- Since the rapid fire is bound to the leash, snapping it, or dispelling it with spell immunity causes the attacks to stop.
- Multiple instances of Dream Coil on enemies causes the caster to attack multiple times, for each instance, with the interval based on when the debuffs were received.
Talents [ edit ]
| Hero Talents | ||
|---|---|---|
| Dream Coil Rapid Fire | 25 | +420 Gold/Min |
| +50% Illusory Orb Distance/Speed | 20 | -9s Waning Rift Cooldown |
| +90 Damage | 15 | +15% Spell Amplification |
| +200 Cast Range | 10 | Phase Shift Attacks |
Recommended items [ edit ]
- Healing Salve helps keep Puck in lane. You can also use healing salve into phase shift to allow Puck to heal HP even while in combat.
- Clarity allows Puck to use Illusory Orb more often in lane.
- Null Talisman and its components gives Puck a decent early game attributes boost.
- Faerie Fire supplies an instant heal and attack damage, which may give Puck an edge in trading hits and killing creeps.
- Magic Wand helps Puck sustain mana and health to keep active in the m >Null Talisman because two null talismans have a ton of potential because of the magic amplification. Puck relies on fast bursts to get kills.
- Bottle helps Puck manages rune from the m >Boots of Speed increase movement speed to help Puck get to runes.
- Town Portal Scroll helps Puck rotate to different lanes and help out allies.
- Power Treads help Puck in the early to m >Arcane Boots , an alternative to Power Treads, help Puck use its magical nukes more often in the early to m >Blink Dagger prov >Eul’s Scepter of Divinity offers another disable, as well as keeping Puck safe for a few extra seconds until its other escape abilities come off cooldown.
- Dagon increases Puck’s damage output with magical burst and intelligence.
- Linken’s Sphere makes Puck even harder to pin down, and prov >Scythe of Vyse prov >Aghanim’s Scepter grants attributes and increases duration of Dream Coil to better control the enemies. It also prolongs the stun duration and pierces spell immunity, great if allies can force the stun. Combined with the Level 25 Rapid Fire modifier, Puck will have more time to fire extra attacks.
- Veil of Discord helps increase your team’s magical damage output in the m >Force Staff gives Puck extra mobility. Puck can also use it to break Dream Coil and trigger a stun.
- Shiva’s Guard increases mana pool and armor to resist physical damage. It also prov >Gameplay [ edit ]

