Puck/Counters

Bad against...

 * Phase Shift is not an advantage against Arc Warden at all because Arc Warden can turn Puck's Phase Shift ability against him by using, ensuring it to hit. To make this worse, Arc Warden can do it twice with his.
 * is also an instant spell (and therefore unavoidable) with a heavy slow and damage over time, which disables Blink Dagger for a certain period of time.


 * can shut down with all abilities and items from Puck is strong escape. Since muted silence activated duration, Puck Can't move freely although Doom build item.
 * Doom will use build item and  can important from Doom simply catch Puck.


 * Earth Spirit Eliminates the possibility of the Puck to hide in and avoid an attack by  with its AOE-silence, which is why it can help the team kill him
 * Puck can't throw off the effect of any of his abilities, which is why he will constantly receive damage if Earth Spirit extends this ability with his


 * All abilities from Puck potentialy can easily stealing with . Rubick's can build inisiate escaping from Puck.
 * With, Rubick's can easily two stolens abilities from Puck's.


 * Hard lockdowns such as can be used to quickly take down Puck. Whenever Puck is disabled for longer than 3 seconds, he will usually end up dead.
 * As the type of hero that spams spells, counters Puck very effectively. Phase Shift is Puck's main ability for survivability, and Time Dilation effectively triples its cooldown.
 * If not silenced, Faceless Void can use can easily undo the damage dealt by Illusory Orb, Dream Coil and Dagon.


 * Jakiro has 3 damage over time spells, 3 of which are from debuffs on Puck:, and  from  from and 1 affecting an entire area , making it easy for him to disable the blink dagger.
 * is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.


 * A Lycan with can always run down Puck for a very quick kill due to its low armor. It is important to abuse as many cliffs and trees as possible to escape from a Lycan.


 * Lone Druid has a huge reserve of health on the and a quick regeneration of his health with the help of, which makes the Puck's magical abilities useless, since they cannot break through such a large pool of health
 * The ability of the and in the  of the Lone Druid  allows you to catch Puck when he released the, since Puck will not be able to apply  during the root action


 * is a potent nuke that is devastating to Puck's low health pool.
 * silence can prevent Puck from casting spells, leaving it vulnerable.


 * Nyx Assassin can take advantage of every one of Puck's weaknesses. His entire skill set is very effective in countering Puck.
 * Because Illusory Orb is such a slow moving projectile, Nyx Assassin can simply walk into the orb and activate, stunning Puck and setting up an easy . This can be circumvented by using Phase Shift while the orb is traveling, however, that means that Puck cannot use Phase Shift to dodge any other skill nor use it to safely blink away from a fight.
 * Puck is an intelligence hero that likes to build intelligence items such as, , and . This makes that much more deadly against Puck.
 * An ill-timed Phase Shift can turn into an easy setup for.


 * Generally strong against lots of spellcaster-themed heroes, Puck fully relies on his skill set and cannot do almost anything when silenced.
 * disables Blink Dagger for quite some time, and is also effective against Puck as it tend to use its spells a lot.
 * can do a lot of damage against Puck due to Puck's low agility gain and armor.
 * can prevent Puck from getting a full combo off, limiting its effectiveness in team fights or ganks.
 * can take Puck out of fights entirely.


 * None of Puck's abilities have any damage-over-time components, meaning that is a valuable form of defense against Puck's lane harassment.
 * deals pure damage and spills over instantly. Puck cannot reliably dodge the damage with Phase Shift.


 * Unless Puck is facing the direction he wants to blink while in Phase Shift, the and  combo consistently ticks many times over several seconds, making it very difficult to use  towards the other direction. Puck's slow turning rate makes this even worse.
 * Venomancer can use s to reveal Puck's position before he even gets a chance to initiate.


 * Viper wins on the central line of Puck, because he has a huge damage from the ability, which Puck is not able to constantly avoid using, which will give Viper an advantage in the possible damage inflicted on each other
 * Puck takes more damage than it does due to the passive ability of the Viper, which makes it unprofitable for the Puck to fight against the Viper at an early stage of the game, when the Puck has a very small pool of health.


 * Waning Rift's silence is almost completely worthless against Wraith King, due to him having only 1 active ability.
 * Wraith King's only active ability,, is strong against Puck if it hits, because it applies a damage over time on top of stunning and doing impact damage, disabling Puck for a while, and Blink Dagger for even longer. It is very important to avoid getting hit by this spell when playing against Wraith King.
 * Even if Puck succeeds to burst down Wraith King, will ensure that Wraith King can fight back against him while leaving Puck exhausted and nearly unable to defend himself against Wraith King. And to make things worse, Puck is not a common  nor  wielder to counter this problem at all.

Others

 * and : and  can be thrown wherever Puck used Phase Shift, making Puck an easy target if it doesn't have Blink Dagger or is on cooldown. Puck is also very susceptible to Riki's high attack damage when attacking from the back. Glimpse also prevents Puck from escaping.
 * Heroes with spell immunity or pseudo-blinks which provide invulnerability:, , , , and have spells which allow them to easily escape Dream Coil.
 * ,, , , , , : These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
 * Backline supports can keep Puck pinned long enough for a kill.
 * Heroes who are strong against mobile heroes:, , ,.

Items

 * blocks all damage received from Puck. And outside of Dream Coil Pierces Debuff Immunity talent, Puck has nothing else to counter it.
 * and can deal damage over time to Puck that can constantly putting his  on cooldown and force him to use Illusory Orb and Phase Shift to escape.
 * will lock Puck in place and prevent him from using Illusory Orb, Waning Rift and Phase Shift and to save himself. Later it can be upgraded into  that can do the same while also providing it's owner a chance to have their attacks release a chain lightning that can bounce on Puck, damaging him and putting his  on cooldown.
 * will shut down any escapes with Illusory Orb, Waning Rift and Phase Shift, while also rendering Puck helpless for it's duration. can later be upgraded into  that can do the same while also making every attack have true strike and allow it's owner's attacks to weaken Puck's spell damage. This item can make Puck weak even against heroes he naturally counters.
 * locks down Puck before he can slip away and will also render him unable to do anything at all.
 * disables Puck's and, making it much easier for it's owners to lock down Puck.
 * , and  will greatly reduce Puck's 100% magical damage output.
 * can be used while silenced with Waning Rift and while in range of Dream Coil, discouraging Puck from attacking an enemy hero who wields it. As a hero with high burst damage, this can be very dangerous for Puck.
 * 's instant projectile and burst damage combined with, and 's spell amplification capabilities can kill Puck before Phase Shift.
 * or combined with  is an easy way to break coil safely. The forced movement persists during Manta's invulnerability, allowing the hero to dash out of coil unharmed.

Good against...

 * Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own, using abilities: ,


 * Void Spirit can easily be bursted down by Puck's high magic damage spells in early game.
 * Wanning Rift and Dream Coil prevent him from using two of his important mobility abilities: and.


 * Dream Coil and Wanning Rift prevent Pangolier from using and . If Puck has, Dream coil will stop Rolling Thunder from moving entirely.


 * Puck easily dodges the and the Pugna  with his, which is why he can easily avoid his strong magic damage
 * The Puck's silence from the ability allows her team to easily cope with the Pugna, which cannot be said about the Pugna, because with the Puck it will be easy to avoid such an attack from the
 * The Puck's combo: +  +  doesn't have a huge amount of damage to feel the damage of the Pugna from, however, it may be quite enough to kill the Pugna solo at an early stage of the game with


 * Puck has both Waning Rift and Dream Coil to stop 's channel regardless of whether or not Crystal Maiden has a Glimmer Cape, as both spells fully affect invisible units.


 * Puck Outlanes Invoker with his abilities:, finishing off all creeps on the line and getting a higher level than him
 * Puck dodges Invoker's magic attacks with his abilities:, in a fight, preventing Invoker from doing damage


 * Mirana's spells are laid out to assassinate enemies. Puck can easily avoid the slow moving, and also can avoid with Phase Shift, since the meteors have a delay.
 * If Puck casts either Waning Rift or Dream Coil in the area, Mirana cannot away.


 * Puck can dodge Lina's and  with his  skill, a good player can even dodge   as it has an invisible projectile. Avoiding all the burst damage from Lina.
 * Puck forbids Lina to use her abilities with the ability, which will help her teammates survive and even give them the opportunity to kill her


 * Although Phoenix has many ways to disable a Blink Dagger, the high cooldown of all of its spells makes them not as reliable for this. Also, its spells cost a lot of health to use, making it easy to get nuked down.
 * Waning Rift prevents Phoenix from using to refresh itself, giving Puck's team time to finish it off, or allow Puck to burst Phoenix down.
 * Dream Coil prevents Phoenix from using without consequences. Waning Rift and Dream Coil are also able to cancel, which is its main source of damage in the late game.


 * Sniper has no spells to disable Puck. He lacks a silence to prevent spell casting and a stun to disable, allowing Puck to act instantly against Sniper.
 * Sniper's main strategy is to attack his enemies from safe distance. Illusory Orb, combined with Blink Dagger makes it easy for Puck to get to Sniper. Due to his low health, he is also easily nuked down by Puck.
 * The status debuff placed by on its target makes it very easy to avoid it. Puck has 2 (3 when having Blink Dagger, 4 when having Eul's Scepter of Divinity, 5 when having Linken's Sphere) methods to disjoint or dodge the projectile, making it a bad spell for finishing off Puck.


 * All of Puck's damaging spells deal AoE magic damage, which focuses on Terrorblade's low health pool and ignores his armor.
 * Puck's spells are also great at quickly clearing all of Terrorblade's illusions. Even a single Illusory Orb is enough to drop their health very low, allowing creeps, towers or allies to finish them off very quickly. Waning Rift and Illusory Orb together are usually enough to clear his illusions.
 * Waning Rift prevents Terrorblade from casting at low health.
 * Puck is a common carrier, making it possible to finish off Terrorblade before he has a chance to.


 * Dream Coil leash can stop and stunned moving from.
 * Combinated Wanning Rift and build Blink Dagger can easily avoid from

Others

 * Low health spellcasters:, , , , all rely heavily on their spells and are fragile heroes. They all also have avoidable spells, allowing Puck to get to them and quickly burst them down.
 * Mass summoning heroes:, and  all have summons Puck can clear clear with Illusory Orb and Waning Rift instantly, due to their summons having low health.
 * Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like, , and  may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
 * Any Hero with high mobility will be neutralized by dream coil:, , , , , ,.

Works well with...

 * will cause the enemies to run away, easily breaking the Dream Coil leash range, resulting in a snap, also Dark Willow's Ultimate can trigger a snap.


 * Dream coil can be a great set up for, and Puck's AoE damage abilities can do a great deal to enemies caught by it.
 * can drag multiple enemies out of Dream Coil leash range to snap and stun them


 * A Dream Coil initiation can keep multiple targets in AoE to lead into a Black Hole and Midnight Pulse combo, further leading to lockdowns and a damaging initiation.
 * Vice versa, a good Black Hole allows Puck to hit multiple enemies more reliably with all its spells.


 * Invoker has many AoE spells which deal a lot of damage if the enemies stand within them. Dream Coil allows Invoker to hit multiple enemies reliably with his Chaos Meteor, E.M.P. and many other AoE spells.
 * If an enemy decides to wait for Dream Coil to expire, Invoker can use Deafening Blast to force them out of the leash range and break the leash, triggering its stun and break damage. When Puck has Aghanim's Scepter, this combo can disable an enemy for a very long duration.


 * Kunkka is a hero who benefits a lot from allied set ups. His Torrent and Ghostship have big delays and are easy to miss. Dream Coil allows Kunkka to reliably land his spells. It also makes it possible to hit more targets with Tidebringer.
 * If Puck does not have a blink yet, Kunkka can help out with X Marks the Spot, marking Puck, who then jaunts into enemies, uses Waning Rift and eventually Dream Coil, and then pull him back out with the Return sub-spell.


 * Dream Coil makes it easier to land Supernova's disable and damage on enemies. A coil can also be used to protect the Supernova, preventing enemies from walking up to the egg to destroy it.
 * The spell also combos well with Sun Ray, allowing Phoenix to deal much more damage. It also allows Phoenix to apply all his other debuffs on multiple enemies.
 * Phoenix usually builds a Veil of Discord, an item Puck usually does not want to build, from which Puck benefits quite well.


 * Again, Dream Coil serves as a great setup. It prevents enemies from spreading to avoid Paralyzing Cask, allowing it to jump between them. It also prevents enemies from escaping Witch Doctor's deadly Death Ward. When Death Ward is upgraded through an Aghanim's Scepter, this is a very strong and potent combo.
 * Maledict is a great way to amplify burst damage dealt to enemies. Together with all of Puck's nukes, Maledict can burst down even the tankier heroes.

Others
List of heroes that counter Puck, and list of heroes that work well with Puck.
 * Every hero that deals lots of AoE damage greatly benefits from a Dream Coil set up. Examples are, , , , and . Due to its long duration, large area coverage, and relatively low cooldown, Dream Coil is one of the best set-up spells.
 * Since Puck only deals burst damage, any hero that can amplify damage works well with Puck, like, and.
 * Puck is very susceptible to silence, so any hero that can remove silences is a good ally for Puck, like and  (who can also remove stuns),  and.
 * Any hero or item can cause the enemies caught by Dream Coil to be snapped:
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Puck/Противостоящие