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
 * is a good item to greatly increase your team's DPS in the early/mid game, which is what Puck should probably strive for. The build-up with 2 Null Talismans is perfect.
 * 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.
 * If you use it on yourself right after launching your, the banish from the Eul's should last just the right amount so you get a near max-distance.
 * 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.
 * can be a great pick up to help you keep up with farm and scale better. The reasoning behind it is that, once you've farmed a, you have all the items you need to be effective in team fights. However, as Puck is usually played mid, he can lack the DPS of other mid heroes in the late game, as he does not have the mobility tools to farm as quickly as or  for example. Hand of Midas will help you keep up and snowball further into the late game, or at least stay relevant.
 * gives Puck extra mobility. Can also be used to break Dream Coil to trigger a stun.
 * 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.