Puck The Faerie Dragon Item Build Guide and DotA Strategy
Puck The Faerie Dragon – DotA Hero Items Build, Skills Build, Guide and Strategy. Puck the Fairie Dragon is one of the best heroes in the game at starting fights. Puck’s skills are useful in any situation, giving him a lot of flexibility and making him a great hero in both support and offensive roles. His signatue skill, Illusory Orb, is an example of this. Although it functions like a regular line damage spell, at any time during its course Puck can use his Ethereal Jaunt skill and instantly teleport to the position of the Illusory Orb. This makes the spell useful in both attacking and escaping. It also works perfectly with his second offensive spell, Waning Rift. Waning Rift deals damage and silences in an area around Puck, making it the natural choice for use after an Illusory Orb and Ethereal Jaunt. Puck’s final offensive spell, Dream Coil, can be used either before or after this combo with great effect. Dream Coil traps enemies in a small area, forcing them to remain near the target point or take damage and get stunned. So guys want to see more about Puck The Faerie Dragon Item Build Guide and DotA Strategy? Let’s see post below!
Puck The Faerie Dragon background story. In Sentinel’s search for heroes to aid them in the war against the Scourge, they discovered the lost lands of the mystical Faerie Dragons. Upon explaining the conflict to the Faerie Queen of Agrace, she sent forth Puck, a personal guardian, to turn the tides of war. Despite his small size and mischievous personality, the little dragon soon proved to pack more than his fair share of power on the battlefield, blasting through the enemy ranks with balls of magic, faerie dust, and the capability to stupefy an entire army with nothing more than his imagination. His foes all learned the hard way that size matters not in combat, and that appearances are, ultimately, deceiving.
Puck The Faerie Dragon Advanced Statistics
Affiliation: Sentinel
Attack Animation: 0.5 / 0.8
Damage: 42 – 53
Casting Animation: 0.1 / 0.51
Armor: 2.08
Base Attack Time: 1.7
Movespeed: 295
Missile Speed: 900
Attack Range: 550
Sight Range: 1800 / 1200
Puck The Faerie Dragon Abilities Build
1. Illusory Orb (Hotkey: R)
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.
Level 1 – Deals 70 damage.
Level 2 – Deals 140 damage.
Level 3 – Deals 210 damage.
Level 4 – Deals 280 damage.
- Damage type: magical
- The Illusory Orb grants flying vision to the area around it while it travels.
- Even though it is castable at 3000 range, it will only travel at most 1800.
- Area of Effect: 225
2. Waning Rift (Hotkey: W)
Releases Puck’s mystical faerie dust around him dealing damage and silencing enemies.
Level 1 – Deals 60 damage and Silences for 0.75 seconds.
Level 2 – Deals 120 damage and Silences for 1.5 seconds.
Level 3 – Deals 180 damage and Silences for 2.25 seconds.
Level 4 – Deals 240 damage and Silences for 3 seconds.
- Damage type: magical
- Area of Effect: 400
Mana Cost: 100/110/120/130
Cooldown: 16 Seconds
3. Phase Shift (Hotkey: F)
Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.
Level 1 – Grant temporary invulnerability up to 0.75 seconds.
Level 2 – Grant temporary invulnerability up to 1.5 seconds.
Level 3 – Grant temporary invulnerability up to 2.25 seconds.
Level 4 – Grant temporary invulnerability up to 3 seconds.
- Puck can avoid most damage from spells or attacks when this ability is on autocast, but if he is disabled this ability won’t work.
- Phase Shift will not trigger from damages that comes after a disable or stun.
- Puck retains his collision size while phaseshifted.
Mana Cost: 50/40/30/20
Cooldown: 6
4. Dream Coil (Hotkey: C)
Puck’s powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy unit as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time.
Level 1 – 100 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 1.50 seconds break stun.
Level 2 – 150 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 2.25 seconds break stun.
Level 3 – 200 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 3 seconds break stun.
Mana Cost: 100/150/200 (150/200/250 with Scepter)
Cooldown: 85 seconds
- Damage type: magical
- The initial stun and damage can be blocked by Linken’s Sphere, but the target will still be affected by the coils themselves.
- Each coil lasts a maximum time of 5 (7*) seconds before it disappears.
- Casting range: 750
- Area of Effect: 600
- Can be upgraded with Aghanim’s Scepter (* shows upgraded values).
Puck The Faerie Dragon Skills Build
Level 1 – Illusory Orb
Level 2 – Phase Shift
Level 3 – Illusory Orb
Level 4 – Waning Rift
Level 5 – Illusory Orb
Level 6 – Dream Coil
Level 7 – Illusory Orb
Level 8 – Waning Rift
Level 9 – Waning Rift
Level 10 – Waning Rift
Level 11 – Dream Coil
Level 12 – Phase Shift
Level 13 – Phase Shift
Level 14 – Phase Shift
Level 15 – Stats
Level 16 – Dream Coil
Level 17-25 – Stats
- Illusory Orb should be taken at level 1 first to allow you to chase and escape right away.
- Phase Shift is taken afterwards to allow you to evade any kind of harassment from early game up to late game.
- Illusory Orb should be maxed, and followed by Waning Rift to immediately build up your burst damage output.
- Get Dream Coil whenever you can, then stats last.
Puck The Faerie Dragon Items Build
The early game item build for Puck can be the following:
Ironwood Branch – This item grants each attributes for Puck giving him more strength and toughness to survive the early game plus the intelligence for mana support.
Ancient Tango of Essifation – This item helps Puck to regenerate when in mid health condition.
Healing Salve – This item helps Puck to regenerate more fast whenever he is in a low health condition.
Magic Stick – This helps you to counter spell caster enemy heroes.
Clarity Potion – This item helps Puck to regenerate his mana whenever it is in low condition.
Boots of Speed – This grants Puck movespeed for chasing and escaping.
Empty Bottle – This item keeps you to cast spell in constant giving you source of mana and health. Require to play with a courier.
The mid game item build for Puck can be the following:
Magic Wand – This helps you to regenerate your mana and health in an instant depending on its charge.
Arcane Boots – This grants Puck and his nearby allies mana whenever its cooldown.
Kelen’s Dagger – This can help him to gank, escape and chase enemies.
Force Staff – This helps Puck in chasing and escaping.
Eul’s Scepter of Divinity – This grants Puck the ability to cyclone enemies and himself for chasing, setting and escaping.
Dagon – This grants Puck an ability to instant kill an enemy.
The late game item build for Puck can be the following:
Linken’s Sphere – This provides Puck an improvement to his regeneration and stats.
Mekansm – This provides Puck and his nearby allies armor and hitpoints.
Aghanim’s Scepter – This improves his ultimate skill reducing its cooldown and improving damage.
Shiva’s Guard – This item grants Doom Bringer negative armor aura to her enemies and the ability of Arctic Blast.
Guinsoo’s Scythe of Vyse – This item helps him to disable any hero giving him the ability of Hex.
Puck The Faerie Dragon Strategy
Early Game
Starting the game, there should be 3 obvious lanes to pick from: Long, Short or Mid.
Puck should always get the solo, no matter what, since she benefits greatly from the early experience and can handle most meta lanes. The strategy matters on against what kind of lanes you are facing:
-Solo: Puck has a great early game escape mechanism(s), spammable nuke, good attack range. As such, she can go head-on with most common soloss
-Dual Lane: Rather troublesome, since Puck can’t actively be aggressive, but is still able to get some exp and a mediocore amount of farm. That initial disable in a dual lane can be avoided with Phase Shift, then just Orb out escape if things are getting too messy to deal with
-Tri lane: Alot more complicated since you’re outnumbered 3-1. Just focus on getting some levels early and be sure to get out of there BEFORE getting initiated on, since you’re squishy as fuck and will die in 3 nukes (which they’ll have) if you ever get disabled
-Solo with jungle/roaming support: Deadly but counterable. Just ward the respective jungle/lane/river and you’re fine, since you can escape before they even get there. The only thing you should be afraid of is instant disable, and Smoke of ‘Deshit
Mid Game
After the laning phase, you should really have gotten your Blink Dagger and an upgraded Boots, matters not what you’re getting and a few early game items. Now aim for at least 1 of the caster items in Extension/Luxury. Unless your team desperately needs a physical DPS, skip the Experimental section to until later. During this phase of the game, what you should do is to farm relatively safely with your fast nukes, while also be able to participate in necessary ganks/clashes since you’d be the team main power nukes this stage of the game.
Late Game
If getting to this point and your team needs more Disable, get a Hex, else go to the Experimental Section and get the items necessary to bring down the enemy carry fast or just to provide more DPS to the team. At this stage, your nukes doesn’t deal that much damage anymore, so just take advantage of each of your skill has to offer besides the nukes: ulitility, silence, stun, dodge
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