Puck/Guide

General

 * Puck is almost always played in mid, but can also play a solo lane against multiple opponents due to its 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 it a busy multitasker in teamfights. Knowing when to use which ability/item is key to playing well.
 * A good initiation combo is as follows:, then Waning Rift, then Dream Coil, then Illusory Orb through as many enemies as possible but in a safe direction, Phase Shift to remain safe, then Ethereal Jaunt 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, it 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 initiation tool before he has a.
 * Puck relies on Orb for survival, only use it to farm when it's safe, or use it to finish off the wave and jaunt away.
 * More tips needed.


 * When initiating, use Waning Rift immediately after jumping in with so enemies cannot disable Puck before it 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 attacks.
 * Using Phase Shift removes creep aggro. This allows Puck to freely harass with 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 it 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 initiation, 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.
 * Level 25 Rapid Fire works just slightly within Puck's attack range, around 540 aoe (Puck's attack range is 550). Having a  or  will increase this range.
 * Puck will still rapid fire even it is stunned, hexed, being in ethereal form, shackled, disarmed, and even dead.
 * Rapid fire works when Puck is activating Phase Shift. While going into a team fight with Illusory Orb and capturing enemies inside this coil, save Puck for the next 3.25 seconds with Phase Shift and Blink away. This will rapid fire all enemy in range and leave Puck unharmed.
 * Also works with attack modifiers such as, , , , , and even lifesteal items.
 * Having at least a will keep Puck alive in the team fight since it heals Puck by the number of enemies coiled.
 * While rapid firing all enemies, activating will break all enemies in the coil upon the next rapid fire attack.
 * Having a or  is not suitable since chance of stunning enemies is only 10% for Puck, but also work though.
 * 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 early game attributes boost.
 * supplies an instant heal and attack damage, which may give Puck an edge in trading hits and killing creeps.

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

Mid game:
 * help Puck in the early to 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 its magical nukes more often in the early to mid game.
 * provides great synergy with Puck's other abilities and further augments Puck's evasive nature.
 * 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.

Late game:
 * 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 magical damage.
 * makes Puck even harder to pin down, and provides great attributes.
 * provides a large amount of mana and mana regeneration (which are useful as Puck's abilities have a large mana cost), as well as having a very effective disable.

Situational items:
 * is a good item to greatly increase your team's DPS in the early to mid game. The two s required to build it also benefits Puck.
 * grant high damage at early game, helping Puck getting most of last hits. The high movement speed bonus helps Puck escape or chase enemies.
 * is a viable item if your team is ahead, as Puck is not extremely item dependent after getting.
 * gives Puck extra mobility. It can also be used to break Dream Coil to trigger a stun.
 * will increase your mana pool and your resistance to physical damage, which makes it an ideal item against physical attack heroes. It will also provide you with a fairly powerful area nuke and slow.
 * grants attributes and increases duration of Dream Coil to better control the enemies. It also prolongs the stun duration and pierces spell immunity, great if allies can force the stun. Combined with the Level 25 Rapid Fire modifier, Puck's rapid fire attack can reach up to 10 attacks instead of 8.
 * will eliminate any need for extra mana regeneration, while also giving you a large amount of HP. However, it should be only picked up if you are snowballing.

Puck/Руководство