2 | 8 | 9 | 11 |
4 | 13 | 14 | 16 |
1 | 3 | 5 | 7 |
6 | 12 |
10 | 15 |
Puck is a hero that can easily seem underwhelming. As a nuker, they have relatively low damage compared to heroes such as lion, skywrath mage or lina. This forces players to focus on outplaying their enemies rather than out-damaging, which can be extremely difficult.
In order to be an effective Puck, you need to be able to phase shift to avoid stuns (if you fail to do this at any point it can mean certain death), strafe and escape your enemies with illusory orb and safely silence your enemies without being disables first.
The main strength of puck is to initiate, but unlike other initiators who might silence or stun their foes, Puck can silence, stun and deal higher damage than most other initiators. If enemies are grouped they will be stunned, then silenced, then take large amounts of damage, yet still have no chance to kill Puck.
Illusory Orb is one of your main damage dealers, it is how you outplay your enemies, escaping and strafing easily. Use this to blink around given its relatively low cooldown. It can be used to harass or use it with your waning rift to instantly clear a creep wave.
Waning Rift is a secondary damage dealer, best used after blink dagger or Ethereal Jaunt, because for Puck to run up to a foe is a terrible idea (far too fragile). Use this on disablers because they are your main counters. This is a main way to initiate.
Phase Shift is how you dodge attacks. If an enemy has no concerning disables or stuns, you can use this in against a hero to dodge an attack. Use this in lane against ranged heroes to avoid an attack every 6 seconds.
Dream Coil is your initiation. Compared to most other initiation spells (ravage, black hole) it has a quite low cooldown and you can use it to secure a kill on a ganked enemy without concern. Don't use it to secure an escape, because it does not save you.
When skilling abilities, it is typical to max out Phase Shift for the better surviving, 3 seconds can allow an ally to get close enough to help you out in many situations, but if your team ends up aggressively ganking or team fighting a lot early on, consider putting more points in Illusory Orb and Waning Rift, your teamfight and aggressive abilities.
Whilst you may differ the late game items you purchase, the core items never change. I usually get a Null Talisman and Tango. I then build bottle, power treads and blink dagger. After that you can get Dagon (hugely bolsters your nuking power), Scythe of Vyse (another disable that can work with other abilities to prevent action for ages), Euls Scepter of Divinity (gives useful movespeed, mana regen and an additional disable), Veil of Discord (amplifies your large magic damage output, best combined with a Dagon) or Linkens Sphere (if you cant silence all the enemies, linkens sphere blocks a disable you couldn't stop.
If I had finished my build it would be - Power Treads, Blink Dagger, Euls Scepter of Divinity, Dagon, Veil of Discord, Scythe of Vyse.
If you are trying to initiate, consider Shivas Guard, Lotus Orb and Aghanims Scepter, all of them allow you survive and disrupt groups of enemies.
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