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
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
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
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
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).