Warcraft DotA Allstars heroes sentinel and scourge skill, download map.

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Puck - Faerie Dragon



Puck - Faerie Dragon

Puck - Faerie Dragon

Affiliation: Intelligence (Sentinel - 1)

- Affiliation: Sentinel
- Attack Animation: 0.5 / 0.8
- Damage: 38 - 49
- Casting Animation: 0.1 / 0.51
- Armor: 2.1
- Base Attack Time: 1.7
- Movespeed: 295
- Missile Speed: 900
- Attack Range: 550
- Sight Range: 1800 / 1200

Loved by aggressive players everywhere, 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. To complement his need to get up into his target's face, Puck has Phase Shift to help in sticky situations. Phase Shift renders Puck invulnerable for several seconds, although he is unable to move in this state. Puck is a relatively easy hero to pick up, but a rewarding one to master.

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.

Illusory Orb  Illusory Orb


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 13 seconds
  • 3000
  • 200
  • N/A
  • Enemy unit
  • Deals 70 damage
  • 2
  • 150
  • 13 seconds
  • 3000
  • 200
  • N/A
  • Enemy unit
  • Deals 140 damage
  • 3
  • 150
  • 13 seconds
  • 3000
  • 200
  • N/A
  • Enemy unit
  • Deals 210 damage
  • 4
  • 150
  • 13 seconds
  • 3000
  • 200
  • N/A
  • Enemy unit
  • 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.


Waning Rift  Waning Rift


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 20 seconds
  • N/A
  • 400
  • 0.1 seconds
  • Enemy unit
  • Deals 60 damage and Silences
  • 2
  • 110
  • 20 seconds
  • N/A
  • 400
  • 1 seconds
  • Enemy unit
  • Deals 120 damage and Silences
  • 3
  • 120
  • 20 seconds
  • N/A
  • 400
  • 2 seconds
  • Enemy unit
  • Deals 180 damage and Silences
  • 4
  • 130
  • 20 seconds
  • N/A
  • 400
  • 3 seconds
  • Enemy unit
  • Deals 240 damage and Silences



- Damage type: magical

Phase Shift  Phase Shift


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 50
  • 6 seconds
  • N/A
  • N/A
  • 0.75 seconds
  • Self
  • Grant temporary invulnerability
  • 2
  • 40
  • 6 seconds
  • N/A
  • N/A
  • 1.5 seconds
  • Self
  • Grant temporary invulnerability
  • 3
  • 30
  • 6 seconds
  • N/A
  • N/A
  • 2.25 seconds
  • Self
  • Grant temporary invulnerability
  • 4
  • 20
  • 6 seconds
  • N/A
  • N/A
  • 3 seconds
  • Self
  • Grant temporary invulnerability



- 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 come after a disable or stun.
- Puck retains his collision size while phaseshifted.


Dream Coil  Dream Coil


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100 (*150)
  • 85 seconds
  • 750
  • 375
  • 0.5 seconds (Initial) / 1.5 seconds (Coil Break)
  • Enemy unit
  • 100 Initial and (*+100) Coil Break damage and stun
  • 2
  • 150 (*200)
  • 85 seconds
  • 750
  • 375
  • 0.5 seconds (Initial) / 2.25 seconds (Coil Break)
  • Enemy unit
  • 150 Initial and (*+100) Coil Break damage and stun
  • 3
  • 200 (*250)
  • 85 seconds
  • 750
  • 375
  • 0.5 seconds (Initial) / 3 seconds (Coil Break)
  • Enemy unit
  • 200 Initial and (*+100) Coil Break damage and stun



- 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.
- Can be upgraded with Aghanim's Scepter (* shows upgraded values).


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Dream Coil Tag | DotA | Hero | Heroes | Warcraft | Sentinel | Scourge | Strength |

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