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The Radiant |
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15 + 1.7 | 22 + 1.7 | 25 + 2.4 |
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Level | 1 | 16 | 25 |
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Hit Points | 435 | 948 | 1575 | Mana | 325 | 819 | 1326 | Damage | 47-58 | 85-96 | 124-135 | Armor | 2.08 | 5.93 | 10.59 | Attacks / Second | 0.71 | 0.87 | 1.07 | |
Movement Speed | 295 | Turn Rate | 0.4 | Sight Range | 1800/800 | Attack Range | 550 | Missile Speed | 900 | Attack Duration | 0.5+0.8 | Cast Duration | 0.1+0.51 | Base Attack Time | 1.7 |
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Puck the Faerie Dragon is a highly mobile ranged intelligence hero best known for being an extremely unpredictable and slippery target. Puck is commonly played as an initiator and ganker, with spells that are equally useful for super-aggressive maneuvers as well as daring escapes. Expert use of Puck's abilities will let you appear out of nowhere, suddenly leave your enemies crippled and disadvantaged, and get away in the blink of an eye - but mess up your timing or misjudge the situation, and there is little left to save this fragile Hero from death.
Contents - 1 Bio
- 2 Abilities
- 3 Recommended items
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Bio
Abilities
Illusory Orb | | Ability | Affects | Damage |
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Target Point | Enemies | Magical |
| Puck launches a magic orb that floats in a straight path, damaging enemy units along the way. At any point, Puck may teleport to the orb's location using Ethereal Jaunt. | Cast Range: 3000 Travel Range: 1800 Radius: 225 Damage: 70/140/210/280 | 12 | 150 |
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.
Notes:
- The Illusory Orb grants flying vision to the area around it while it travels.
- The orb will travel 1800 units in 3 seconds, hitting all enemies in a 225 unit radius around the orb.
- Note that unlike other point target spells, cast range of the Illusory Orb is much bigger than the actual travel range. Orb may sometimes not reach the point you targeted.
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Waning Rift | | Ability | Affects | Damage |
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No Target | Enemies | Magical |
| Puck releases a burst of faerie dust that deals damage and silences enemy units nearby. | Radius: 400 Silence Duration: 0.75/1.5/2.25/3.0 Damage: 70/140/210/280 | 16 | 100/110/120/130 |
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.
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Phase Shift | | Ability | Affects | |
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Channeled | Self | |
| Puck briefly shifts into another dimension where it is immune from harm. | Duration: 0.75/1.5/2.25/3.25 | 6 | |
With a quip and flash, Puck returns to the alien dimension from whence it came. Notes:
- Puck retains its collision size while phaseshifted.
- Puck can cancel Phase Shift at any time with any action.
- Puck will not receive assist gold or Urn of Shadows charges while phase shifted.
- Currently with a bug if Puck Phase Shifts while under the effects of Last Word, it will stay on Puck until a spell is cast.
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Ethereal Jaunt | | Ability | Affects | |
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No Target | Self | |
| Shifts into the Illusory Orb.
Notes:
- This ability is automatically attained when the first level of Illusory Orb is learned.
- Ethereal Jaunt disjoints, dodging projectile attacks and skills.
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Dream Coil | | Ability | Affects | Damage |
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Target Point | Enemies | Magical |
| Creates a coil of volatile magic that latches onto enemy Heroes, stunning them for .5 seconds and damaging them. If the enemy hero stretches the coil by moving too far away, it snaps, deals damage again and stuns. | Radius: 375 Coil Range: 750 Coil Duration: 6 (8*) Initial Stun Duration: 0.5 Initial Damage: 100/150/200 Coil Break Stun Duration: 1.5/2.25/3 Coil Break Damage: 100/150/200 (200/250/300*) | 85 | 100/150/200 |
Increases damage from coil breaks and increases coil duration. |
The Faerie Dragon sows confusion by forcing its enemies to vividly dream about their own mortality.
Notes:
- Any movement ability used to escape Dream Coil, including blinking or using a town portal scroll, will trigger the damage and stun, though the hero will still continue to their destination. Certain abilities, such as Storm Spirit's Ball Lightning and Morphling's Waveform, grant invulnerability during cast and will break Dream Coil with no effect.
- If a hero becomes magic immune after being linked by Dream Coil, the visual effect will still be present but the ability will not do anything if the immunity is active upon breaking the link.
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Recommended items
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| Starting | | | Early-game | | | Core | | | Situational | |
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Explanation:
- In the early game, Puck's low health can be offset with Gauntlets, Bracers, Branches, or a Magic Wand.
- In the mid lane, a Bottle can provide much needed mana for Puck, as well as provide excellent rune control.
- Both Phase Boots and Power Treads have their advantages. The former allows for better ganking, while the latter can supplement Puck's small health and mana pools.
- Blink Dagger provides great synergy with Puck's other abilities and further augments Puck's evasive nature.
- Force Staff is a good alternative for Blink Dagger. It has half the escape range, but is not subject to the 3 seconds penalty for being hit. It is harder to target than blink dagger, but it is more versatile, since it can be used on allies and enemies as well. It is 100 gold more expensive, but it provides +10 intelligence, and +3 HP regen.
- Using Force Staff or Blink Dagger is a matter of preference. Some play styles benefit more from the long range and easy targeting system of the Blink Dagger whereas other styles benefit from the stat boost of the Force Staff and the fact that it allows the player to choose who to target.
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