Spells
Remember that their spells level up together. Dance/Sway, Stringwork/Tangle, Hidden Blades/Sharp Edge, and even Subjugation/Puppeteer. Skill priority is mostly going to be E first for flat damage and clear. Then, either Q for positioning cooldown or W for crowd control and attack speed. Subjugate should be leveled up every time since it also improves his innate.
Items
Since Puppet is considered melee, it can trigger modifiers:
Battle Fury for easier farming and creating unique cleave directions
Skull Basher has higher stun chance than regular ranged heroes
Due to the safety of his effective attack range, he can consider the following items:
Mask of Madness gives much needed lifesteal
Divine Rapier scales the bleed
Standard carry items:
Desolator for more armor reduction
Daedalus may not scale the bleed, but Stringwork attack speed can make it trigger more often
Talents
The left side of his talents is focused on damage while the right side is focused on making life easier for the player. At level 10, Stringwork cooldown is straightforward but works well with the Pull the Strings facet. At level 15, you choose between more armor reduction that can stack, or extra dash range. At level 20, you can start spamming Hidden Blades for more consistent damage but the extra health on Puppet means you can focus on using its mobility spells aggressively instead of using them just to deploy it again. Level 25 is the choice between raw damage that can help take down buildings and better teamfighting ultimate.
Facets
Your choice of facets can boil down to playstyle, or how much disables your team has. Not enough? Pull the Strings has you covered, but the technically shorter range means it's better for peeling. Just remember that there is a 0.5 second grace period before it teleports back if you leave the leash distance. If your team has enough disables to help you, Set the Stage is the riskier option with higher payoff.
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