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Puck, the Faerie Dragon
![[image loading]](http://fc04.deviantart.net/fs71/i/2013/212/b/7/puck___dota_2_by_upsidedownbattleship-d6fytwt.jpg)
While Puck seems at first glance a mischievous, childish character, this quality masks an alien personality. The juvenile form of a Faerie Dragon, a creature that lives for eons, Puck spends countless millennia in its childish form. So while it is technically true that Puck is juvenile, it will continue to be so when the cities of the present age have sloughed away into dust. Its motives are therefore inscrutable, and what appears to be play may in fact hide a darker purpose. Its endless fondness for mischief is the true indicator of Puck's true nature.
For abilities, stats, and other information, visit this hero's Liquipedia page here: http://wiki.teamliquid.net/dota2/Puck
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Alright, so this hero makes no sense to me and being weirded out by the lack of an appropriate thread, here it is. Can't supply you with a guide, sorry - I will update the OP should something spring up around here.
That being said, there are some things I wanna clear up:
- Why do people max orb before silence?
- Arguably Puck reaches highest efficiency around lv11 with the second level of Coil. His attack damage is rather mediocre, so how do you build him after blink in magic/right-click heavy lineups? How does Dagon 1 or straight sheepstick sound as a follow-up?
- Do you prioritize positioning allowing you to escape safely with low level of Phase Shift when initiating, or would you rather catch as many people with silence/coil damage?
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I am a fan of phase boots puck to blink with some points in stats prior
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On July 03 2014 23:30 makmeatt wrote:Alright, so this hero makes no sense to me and being weirded out by the lack of an appropriate thread, here it is. Can't supply you with a guide, sorry - I will update the OP should something spring up around here. That being said, there are some things I wanna clear up: - Why do people max orb before silence?
- Arguably Puck reaches highest efficiency around lv11 with the second level of Coil. His attack damage is rather mediocre, so how do you build him after blink in magic/right-click heavy lineups? How does Dagon 1 or straight sheepstick sound as a follow-up?
- Do you prioritize positioning allowing you to escape safely with low level of Phase Shift when initiating, or would you rather catch as many people with silence/coil damage?
With Puck you can max either nuke first depending on what your team needs. Waning rift is most useful to max first if they have heros vulnerable to silence where orb is better if you have a delayed blink and need to rely on the ranged nuke damage. I believe the cooldown is slightly lower on orb as well so you could potentially get more out of it potentially that way. I almost always max silence first. Its usually 2-0-1-0 > 2-4-1-1 by level 8.
Usually leaving 1 level in phase shift is enough until level 12. Because its a skill that is great with 1 point or maxed. 2-3 points in it dont add a lot of value when compared to the other nukes. Your combo is Blink, Waning rift, Ult, Orb, phase shift and then return to orb. If you pull this off you will find yourself outside of danger by the time the silence and confusion wears off and you can do some right clicking from the side line.
Dagon is great if youre snowballing or if they have squishy/vulnerable carries. Otherwise i think Sheep is great. Euls is also very helpful if they have silences to dispell silence because if you get silenced you are 100% dead. Also gives you aother way to delay so you can blink away. Puck is also decent at split pushing if youre behind due to her numerous escapes so keep that in mind as well.
I hope this helped for a starting point.
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You max Orb because you can use it to harass/farm in lane, while Silence forces you to commit because of the shorter range. Orb cooldown is also shorter and Silence mana cost increases with ranks while orb doesnt.
I really like Euls after blink, with Euls + Phase shift + blink + orb you're really hard to kill and can escape from basically anything. Dagon is fun if you're snowballing hard, but I dont like it much otherwise. After that Sheep/situational
Prioritize Escape. Your combo should be Blink in > Silence > Coil > Orb > phase > orb out.
Try to blink a bit behind your target so you can orb backwards while still hitting him.
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Puck is such a game changer hero, its amazing to watch those coils and wombo combo blinks
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I'd generally pick treads over phase on puck. Swapping conserves mana, attackspeed comes actually pretty good on you at later levels and the extra strength will help you survive a bit longer. Blink+orb+possible euls give you enough mobility for almost any situation.
Bottle+wand+boots+blink is what you need, after that the options are: -dagon when there is at least two or three heroes that you'll be able to solokill, note that it really starts to pay off around dagon 3, before that it has really high cd and manacost for continuous use -sheepstick if you know you won't be needed immediately for more than your nukes+coil and are able to farm for a while -euls for a game where you fight a lot and need the cyclone for purge or cheap disable -orchid when nukes aren't enough but you need some right-click and the silence, for example against AM
If I didn't go sheep first I almost always try to get that second, in the rare case we don't need more disables shivas, or orchid/dagon can be considered. The later the game goes less likely I will get euls. Aghanim's is not good enough on puck for its cost I feel, and your ult has such a low cd that refresher does not feel very attractive either.
Get linkens against banes and dooms if you find yourself having too much money, but only after blink plus another item. Even then if you are not focused it is possible to skip in favor of another offensive item.
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On July 03 2014 23:30 makmeatt wrote:Alright, so this hero makes no sense to me and being weirded out by the lack of an appropriate thread, here it is. Can't supply you with a guide, sorry - I will update the OP should something spring up around here. That being said, there are some things I wanna clear up: - Why do people max orb before silence?
- Arguably Puck reaches highest efficiency around lv11 with the second level of Coil. His attack damage is rather mediocre, so how do you build him after blink in magic/right-click heavy lineups? How does Dagon 1 or straight sheepstick sound as a follow-up?
- Do you prioritize positioning allowing you to escape safely with low level of Phase Shift when initiating, or would you rather catch as many people with silence/coil damage?
I am fan of maxing up Orb and Rift at the same time, or getting Rift maxed first before Orb. Maxing Orb definitely has some advantages, for example it is easier to farm with it from the distance with offlane Puck as you aren't really capable of killing Creeps with Rift or right clicks, or if enemy has early game pushing lineup, you can slow it a bit with Orb from the distance while you can't do anything with Rift.
It really depends from game to game, if your team doesn't have other sources of initiation except you, Hex is great. You will find yourself often in situations where you need to catch opponents and your ulti will be on cooldown or it will be risky to use it there. In games against Silencer or other Silence heroes, Eul is great cheap item for breaking it since Silences just wrecks you. I am not a fan of Dagon at all, but it can be worth it when enemy has weak supports like Maiden/Lina that you can jump on and kill them before they can react. Ghost Scepter and Shiva are great against heavy right-clickers, and BKB is great against teams with a lot of casters and disablers. Linkins is a bit overpriced for what it gives and highly situational, but against Doom is great for example. Overall, Hex is always good and you should always go for it IMO if situation doesn't force you to go for something else.
I can't really give you the answer for third question since it really depends on many factors, what kind of situation we are talking about, what are our heroes, items, levels, how many enemies we are against in that fight, what are their heroes etc. Of course you are trying to catch as many people as possible while evade death, but sometimes risk is too big and isn't worth it.
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Boots bottle stick -> blink. Optional to upgrade boots/stick before blink, though usually you would want to do it for laning purposes.
After blink, you either go dagon or sheep. Alternatively, you would get defensive items like linkens/eul. If you're in a mass push lineup, book 3 is also an option. That's not really many ways to build puck. Its pretty much s Just these few standard builds.
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I actually like the way pros are building Midas on Puck. They get it after Blink. You only need Blink to create so much havoc in the mid game, which is why you can afford to go Midas after and not get punished much. This was a problem during the Midas era when everyone built Midas blindly without consideration of their contribution. Like the many games where Trixi's DS get Midas before Mek, and get heavily punished in mid game because of it. You don't always need to rush a Midas on cores. You can get it after that one essential item. You're still playing greedily, but you reduce/remove the window in which the enemy can punish the greed.
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United States47024 Posts
Unless you're getting Dagon or Eul's for specific kinds of games, most of the other post-Blink item options have pretty large gaps in itemized stats anyway. You're basically looking at saving 2k, holding a casual Ultimate Orb, then finishing an item 3k gold later in the best case scenario. If that's your progression, it's not that far-fetched that a Midas isn't going to lose you much combat effectiveness.
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Yep. Main point is that at least no one is going Midas before Blink on Puck :D
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Midas is questionnable on every hero and at the same time can be purchase on every hero and be efficient. I don't if puck really need it. The only reason i see is if you know the game gonna go really long because otherwise puck can farm enough just by himself he is not like CK or naix who have litterally nothing to farm.
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Puck just feels so underwhelming after the early game, whereas QoP can at least transition to physical DPS (1.6 BAT, 2 AGI/LVL > 1.7 BAT &1.7 AGI).
Any mind-blowing tips that will improve anyone's Puck game?
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On November 21 2014 16:19 paper wrote: Puck just feels so underwhelming after the early game, whereas QoP can at least transition to physical DPS (1.6 BAT, 2 AGI/LVL > 1.7 BAT &1.7 AGI).
Any mind-blowing tips that will improve anyone's Puck game?
I think its just you. New Agha is powerful. Dagon eblade builds still eat heroes. You don't necessarily need to be able to DPS to be relevant in late game.
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What about a sheep > refresher > aghs type of build after blink? Idk if there's a combo other than just using 2x dream coil and silence on a bunch of heroes and then *maybe* using sheep on another 1-2, but it seems like it has potential.
I say refresher and sheep before aghs because I don't think aghs is stronger than either two dream coils or a hex.
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On November 22 2014 09:59 Fencar wrote: What about a sheep > refresher > aghs type of build after blink? Idk if there's a combo other than just using 2x dream coil and silence on a bunch of heroes and then *maybe* using sheep on another 1-2, but it seems like it has potential.
I say refresher and sheep before aghs because I don't think aghs is stronger than either two dream coils or a hex.
Agha is good because it doesn't allow bkb to counter the cc. Not saying which is better because it really depends on the game.
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If you want to use the more recent midas build, I feel that you should only go for it after blink, as if you're going to have a passive laning phase, you maybe shouldn't have picked puck in the first place. It's definitely situational, and I quite like the item, as you will see most pucks' farm dip at around the 20-30 minute mark, and the midas helps to level that out a little while you make space for your safelaner. I do feel that the midas could be warranted on an offlane puck perhaps in a bottle>brown boots>midas>blink build, as naturally he gets less farm.
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Where does this hero lane in 6.84? mid or offlane? In what situations do you pick Puck?
If you put Puck in the offlane, what is your item progression? Is brown boots wand/stick bottle blink essentially the build? Is it possible to catch up in jungle if you get zoned out pretty badly? What starting items do you get? Do you need a ward to block the pull camp vs most dual/trilanes, or do you just use it for vision? Do you need a ward at all?
In mid, do you get treads before blink or is your blink timing everything? Should you be stacking and farming your jungle with orb or is the cooldown too long to farm with it effectively without another source of AoE damage?
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