This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.
Overview
Puck is a ranged Intelligence hero that Valve tags as Disabler, Escape and Initiator. It is played mainly as Mid (pos. 2): 96% of the public matches we measured, by starting lane and starting items. In this guide you play it as Mid (pos. 2): your job is to win the solo lane, control the runes and create pressure on the other lanes. Puck is of average difficulty: learn the basics below and it rewards you quickly.
Strengths
- Mobility: Illusory Orb gets Puck in and out of fights.
- Sustain from Puckish to stay in lane and in fights.
- Reliable silence: Waning Rift sets up kills and interrupts enemy channels.
Weaknesses
- Low base armor (0): vulnerable to physical harass early on.
- Tough patch: wins only 47.1% of measured public matches.
Build cheat sheet
Pick the build that fits what you want to do this game.
Builds
Simple build
When to use it
The most-bought items without the situational ones: buy them in this order and focus on playing the hero.
Where it's played
Picked before the game: the main lane first, then the alternatives.

198%- MidMain98% of matchesMid lane, one against one (pos. 2).
Starting items
Core items
- 1Witch BladeYour first big item.
- 2Blink DaggerSecond: buy it right after.
- 3Aghanim's ShardThird: completes your core.
Boots
Late game
Skill order
Max order:Illusory Orb›Waning Rift›Phase Shift
Talents by level
- +350 Waning Rift Radius/Max Distance-30s Dream Coil Cooldown25
- +200 Initial/Break Dream Coil Damage-2.5s Waning Rift Cooldown20
- +2% Puckish Health and Mana Restoration+60 Waning Rift Damage15
- +1.25s Waning Rift Silence Duration+35 Illusory Orb Damage10
Abilities
Illusory Orb12 / 11 / 10 / 9s90 / 100 / 110 / 120 mpVector Targeted. Puck launches a magic orb that travels along the path, damaging enemy units along the way. The orb deals an additional 3% of its impact damage every 0.5s in its area of effect, but if it exceeds the max cast range it will be destroyed.
At any point, Puck may teleport to the orb's location using Ethereal Jaunt.
Can be put on alt-cast to launch the Orb straight ahead.- Radius
- 225
- Max distance
- 1950
- Speed
- 750
- Impact damage
- 70·140·210·280
- Max orb duration
- 5.2
Waning Rift16 / 15 / 14 / 13s100 / 110 / 120 / 130 mpPuck teleports to the target location and releases a burst of faerie dust that deals damage and silences enemy units nearby.- Radius
- 400
- Duration
- 2·2.5·3·3.5
- Damage
- 60·120·180·240
- Max distance
- 350
Phase Shift8 / 7.5 / 7 / 6.5sCHANNELED - Puck briefly shifts into another dimension where it is immune from harm.- Duration
- 1·1.75·2.5·3.25
Ethereal JauntTeleports Puck to a flying Illusory Orb.
PuckishPassiveWhenever Puck disjoints an attack, it restores 3% of its max health and mana. Dodging a targeted spell projectile restores 3x that amount. Does not apply to attacks by Towers.
Dream Coil75s125 / 175 / 225 mpCreates a coil of volatile magic that latches onto enemy Heroes, damaging and leashing them. If the enemy hero stretches the coil by moving too far away, it snaps, stunning and dealing additional damage.- Coil duration
- 5·5.5·6
- Break radius
- 600
- Initial damage
- 175·250·325
- Break stun duration
- 1.5·2·2.5
- Break damage
- 200·300·400
Most played skill order
The most played order in the last 100 professional matches with this hero. Highlighted levels are the points spent on talents.
Max order:Illusory Orb›Waning Rift›Phase Shift
Strategy
1What Puck does
Puck is a ranged Intelligence hero that Valve tags as Disabler, Escape and Initiator. It is played mainly as Mid (pos. 2): 96% of the public matches we measured, by starting lane and starting items. The kit brings crowd control (silence) with Waning Rift, mobility with Illusory Orb and sustain with Puckish. Its ultimate is Dream Coil.
2The basics
In this guide you play it as Mid (pos. 2): your job is to win the solo lane, control the runes and create pressure on the other lanes.
- Rune timings: power runes appear every two minutes, and a good one wins a gank.
- Push before you leave: if the wave crashes into your tower while you gank, you lose experience and gold.
3Common mistakes
Most new players lose games with the same few mistakes. Avoid these and you'll already be ahead:
- Leaving the lane with the wave sitting on your side.
- Missing the rune timings.
- Ganking without knowing where the enemy supports are.
4Your first games
Mid is a one-on-one: whoever has more last hits and levels usually wins it. Contest the power runes every two minutes and use a good one to gank a side lane. Use the simple build in this guide and don't worry about situational choices yet.
Tips
- Rune timings: power runes appear every two minutes, and a good one wins a gank.
- Push before you leave: if the wave crashes into your tower while you gank, you lose experience and gold.
- Check the minimap every few seconds: most deaths come from heroes you didn't see coming.
- Learn what Dream Coil does before anything else: it's the ability that wins fights.
Changelog
- Guide created for patch 7.41.
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