Puck/Guide

General

 * Puck is almost always played in mid, but can also play a solo lane against multiple opponents due to his slippery nature.
 * As a mid hero, Puck has easy access to Runes with Illusory Orb, and can gank the side lanes effectively with Dream Coil.
 * With a, Puck becomes a capable albeit fragile initiator.
 * Puck deals significant magical nuke damage in the early game with Illusory Orb and Waning Rift.
 * Puck's abilities, as well as his tendency to buy items with active abilities, makes him a busy multitasker in teamfights. Knowing when to use which ability/item is key to playing him well.
 * A good initiation combo is as follows:, then , then , then through as many enemies as possible but in a safe direction,  to remain safe, then  to teleport to the Orb. The silence from Waning Rift is long enough to execute this combination.
 * More tips needed.


 * Use Illusory Orb in lane to harass opponents, or get a few extra last hits.
 * After using Illusory Orb, move in the opposite direction to present enemies with a dilemma. This forces opponents to choose one direction, while Puck escapes by choosing whether or not to Ethereal Jaunt.
 * If Puck uses Illusory Orb just before dying, he can buy back instantly and return to the fight with Ethereal Jaunt.
 * Illusory Orb moves faster than Puck, and can be used when Puck needs to get somewhere quickly.
 * Illusory Orb can function as Puck's iniation tool before he has a.
 * More tips needed.


 * When initiating, use Waning Rift immediately after jumping in with so enemies cannot disable Puck before he uses Dream Coil.
 * If Phase Shift is on cooldown, use Waning Rift to silence enemies, giving Puck's escape mechanisms more time to come off cooldown without being disabled.
 * More tips needed.


 * During the early game, use Phase Shift to avoid tower attacks and harassment, including autoattacks.
 * Using Phase Shift removes creep aggro. This allows Puck to freely harass with auto-attacks, then use Phase Shift to avoid taking damage from creeps.
 * Use Phase Shift right after Illusory Orb to remain safe until the orb has travelled far enough to teleport to.
 * Level 4 Phase Shift's duration is long enough to wait out 's 3 second cooldown, allowing Puck to escape from many dangerous situations.
 * Keep in mind that Puck must still turn in the direction he is blinking towards. Puck's turn rate is among the lowest of all heroes.
 * With fast enough reaction time, Phase Shift can be used to dodge an incoming iniation, allowing Puck to counter-initiate with Waning Rift and Dream Coil.
 * More tips needed.


 * Use Dream Coil to interrupt teleporting enemies.
 * Dream Coil will catch enemies who are not in vision.
 * Try to catch enemies at the edge of Dream Coil's cast radius, and this makes it more likely that they will break the bonds and be stunned.
 * Dream Coil's relatively low cooldown means it can be used on high value single targets, such as an enemy hard carry.
 * More tips needed.

Items
Starting Items
 * helps keep Puck in lane.
 * allows Puck to use Illusory Orb more often in lane.
 * and its components gives Puck a decent stats boost.

Early Game
 * can help Puck sustain mana and health to keep active in the mid lane.
 * is optimal for Puck because of his mid presence, and is needed to replenish mana for his early game nukes.
 * is always useful for rotating lanes and helping out allies.

Core Items
 * provides great synergy with Puck's other abilities and further augments Puck's evasive nature.
 * help Puck in the early-mid game, as they supplement both Puck's small health pool, as well as Puck's mana pool.
 * is a viable alternative, and helps Puck use his magical nukes more often in the early game.

Situational Items
 * provides a large amount of mana and mana regen (which are useful as Puck's abilities have a large mana cost), as well as having a very effective disable.
 * will eliminate any need for extra mana regen, while also giving you a large amount of HP. However, it should be only picked up if you are snowballing.
 * is really good on Puck against Black King Bar carriers. It Increases coil duration, coil-break damage and coil-break stun duration. Makes Coil-break stun pierce spell immunity.
 * is a good extension from your core if the enemy team doesn't have the resources to focus you down, as it greatly increases your magic damage.
 * will increase your mana pool and your resistance to physical damage, which makes it an ideal item against right-click heroes. It will also provide you with a fairly powerful AoE nuke and slow.
 * is very useful if you are more of an initiator than a damage dealer, and it will also provide you with helpful attribute bonuses.
 * is a useful pickup if your team needs another disable really soon. It also keeps Puck safe for a few extra seconds until his other escape abilities come off cooldown.
 * gives Puck extra mobility. Can also be used to break Dream Coil to trigger a stun.