
Puck
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.
Base STR
17 +2.4
Base AGI
14 +2.3
Base INT
23 +3.8
Move Speed
290
Attack Range
550
Base Armor
0
Attack DMG
22–30
Projectile
900
Innate Abilities

Puckish
Whenever 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.
Abilities

Illusory Orb
Cooldown
11 / 10 / 9 / 8s
Mana
90 / 100 / 110 / 120
Vector 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
- The Illusory Orb grants unobstructed vision around its location while it travels.
- Jaunting to the Orb will disjoint projectiles.
The playful Faerie Dragon delights in confusing others, vanishing and reappearing where unexpected.

Waning Rift
Cooldown
16 / 15 / 14 / 13s
Mana
100 / 110 / 120 / 130
Puck 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
PUSH/PULL DISTANCE:
0
PUSH/PULL DURATION:
0
With a mischievous grin, Puck spreads its enchanted powder which disrupts magical flow.

Phase Shift
Cooldown
8 / 7.5 / 7 / 6.5s
CHANNELED - Puck briefly shifts into another dimension where it is immune from harm.
DURATION:
1 / 1.75 / 2.5 / 3.25
BONUS DAMAGE:
0
- Puck retains collision size while under the effects of Phase Shift.
- Issuing any action will cancel Phase Shift.
- Puck is invulnerable during Phase Shift.
With a quip and flash, Puck returns to the alien dimension from whence it came.

Dream Coil
Cooldown
75s
Mana
125 / 175 / 225
Creates 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
The Faerie Dragon sows confusion by forcing its enemies to vividly dream about their own mortality.
Talents

Aghanim's Scepter

Dream Coil
All enemies affected by Dream Coil are attacked at a rate equal to 0% of Puck's attack rate. The attacks continue while the target is stunned if they break the Dream Coil.

Aghanim's Shard

Phase Shift
Puck's attacks deal bonus magic damage. Puck attacks all enemies within its attack range every time it phase shifts.
Hero Performance
Median across all public matches · OpenDotaForm
47%
Win rate in recent matches
Performance
100%
KDA ratio (kills + assists / deaths)
Laning
47%
Last hits per minute over full game
Farm
65%
Average gold per minute
Fighting
33%
Average kills + assists per match
Experience
86%
Average XP per minute
Strategy
When to Pick Puck?
Puck is one of the strongest midlaners in the current patch, and the reason is an innate ability interaction that the majority of pub players at average MMR still have not fully understood or noticed. Here is what it does. Phase Shift—the old escape tool that made Puck untargetable for a brief window—now instantly attacks all enemy heroes within Puck's attack range every single time it activates.
And those instant attacks apply Witch Blade's magical attack damage bonus in full on every single hero hit simultaneously. Every phase shift proc is a free Witch Blade hit on every enemy within range at the same moment.
And when you upgrade Witch Blade into Parasma, those same Phase Shift instant attacks apply Parasma's 20% magic resistance reduction debuff on each affected hero simultaneously, stacking the debuff on multiple targets at once and making every magical follow-up ability deal dramatically more damage to everyone who was hit.
A Puck who walks into a Dream Coil range pops Phase Shift while three heroes are adjacent, applies Parasma's magic resistance debuff to all three of them instantly, and then fires the Waning Rift silence and Illusory Orb into the Dream Coil setup—all three heroes are silenced, coiled, magic resistance shredded, and taking amplified damage from the burst combo that follows. This is why Puck is genuinely one of the strongest midlaners available right now.
The midlaner's playmaking dominance is confirmed across multiple sources, specifically naming the current patch as rewarding heroes who can initiate and impact the map, and Puck fits that description better than almost any other mid hero because his ability to enter a fight; use Phase Shift to survive burst while simultaneously proccing Witch Blade on multiple targets; lock down with Dream Coil; and escape if it goes wrong is a toolkit almost no other mid hero can replicate at the same gold cost.
He is disgusting in lineups with squishy heroes who die to the burst combo and have no reliable way to break Dream Coil's leash without taking the stun—a team with a Crystal Maiden, a Jakiro, and a Dragon Knight standing near each other in a fight is three separate Phase Shift Parasma procs, three separate Waning Rift silences, and a Dream Coil that murders anyone who tries to reposition.
He thrives because Phase Shift's survivability means Puck can play extremely aggressively in the mid lane—taking trades, standing close to proc Witch Blade actively, and walking through enemy spells that should kill him—with a level of safety no other fragile intelligence mid hero can match.
He pairs beautifully with heroes that can follow up on Dream Coil's leash the instant it connects—Magnus's Empower on a carry who is Coil-locked, Enigma's Black Hole keeping the Coil targets in range, and Tidehunter's Ravage keeping heroes in the leash radius—because Dream Coil's damage and stun on break convert into guaranteed kills when allies can prevent targets from moving during the coil duration.
Avoid picking him into lineups with heavy silences applied from long range that prevent Phase Shift from activating as a defensive response—Silencer's Global Silence hitting at the moment Puck commits to a fight means Phase Shift is unavailable and Puck is just a fragile 600-HP midlaner standing next to five enemies with no defensive tool.
Also feels terrible in BKB-heavy lineups where every important target in the enemy draft pops BKB simultaneously—a Dream Coil that was supposed to lock down three heroes does nothing when all three pop BKB and ignore the leash entirely.
Tips & common mistakes
- Witch Blade first, Blink Dagger second—not the other way around. The Witch Blade Phase Shift interaction is the reason Puck is strong right now, and most pub Puck players still rush Blink Dagger first out of habit from older patches. Blink gives initiation, but Witch Blade gives you the Phase Shift proc damage that makes Puck's right-clicks during the laning phase genuinely threatening AND sets up the Parasma upgrade that defines the mid-game. Get the damage item before the initiation item, and your laning phase becomes significantly more impactful.
- Phase Shift now instantly attacks all nearby heroes on every activation—which means staying within attack range of multiple targets during fights specifically to proc Phase Shift repeatedly is a correct and intentional play. Most Puck players use Phase Shift purely defensively as a dodge and retreat. The correct use in the current patch is to walk close to grouped enemies, activate Phase Shift to apply Witch Blade procs on multiple targets simultaneously, then immediately follow with Waning Rift and Illusory Orb while the targets are silenced and taking damage over time from the Witch Blade tick.
- Waning Rift's silence applies dust on targets in the current patch, which means invisible heroes within the radius get revealed automatically when Waning Rift connects—use this proactively when you suspect an invisible hero is nearby rather than waiting for a confirmed visual before casting. A Riki or Clinkz who is invisible in the area gets revealed and silenced simultaneously by a single Waning Rift cast.
- Dream Coil requires enemies to stay within a leash radius to avoid breaking it—position Dream Coil at the CENTER of a fight rather than at the edge, because enemies standing near the leash break distance will naturally drift out during the chaos of a teamfight and break the coil accidentally, which costs Puck the stun proc. A Dream Coil placed directly on top of the grouped enemy team means they need to actively move a significant distance to break it rather than passively drifting.
- • The Illusory Orb travels in a straight line that Puck can teleport to at any point during its travel—use this both offensively as a gap closer through terrain AND defensively as an instant repositioning tool away from a fight that went wrong. Most pub PUCK players use Orb purely offensively and then have no escape when the initiation fails. Always throw the orb in the direction you want to escape BEFORE committing fully to an initiation so the retreat path is already available if Phase Shift alone is not enough to survive.
- Parasma reduces magic resistance by 20% on every hero hit by the Phase Shift instant attack proc—which means the correct order before using Dream Coil in a teamfight is Phase Shift first to apply the Parasma debuff on all nearby targets, then Dream Coil, then Waning Rift silence, then Orb. Every ability in the burst combo benefits from the reduced magic resistance that Phase Shift's Parasma proc applied at the start of the sequence.
- Aghanim's Scepter adds a passive component to Dream Coil that instantly attacks all linked heroes regardless of distance—which means a Dream Coil with Aghanim's continues applying right-click damage to Coil-linked heroes even if they successfully retreat outside the leash radius. This is a massive power spike in the late game and should be prioritized as the third item in games where the draft allows Puck to extend fights rather than relying purely on the burst kill window.
Summary
Puck is genuinely one of the strongest midlaners in the current meta—the Phase Shift innate instant attack interaction with Witch Blade and Parasma creates a hero who applies magic resistance reduction and damage-over-time to multiple targets simultaneously every time he uses his primary defensive tool, turning what was purely an escape ability into an offensive AOE proc that makes every Puck initiation significantly more threatening than it looks on paper.
The playmaking midlaner meta rewards exactly what Puck does — initiate from unexpected angles, lock down grouped enemies with Dream Coil, silence with Waning Rift, and escape cleanly through terrain with Illusory Orb when the fight resolves. Learn the Phase Shift proc timing. Rush Witch Blade before Blink. Upgrade into Parasma.
And make the enemy team spend the entire midgame wondering how a tiny faerie dragon is doing this much damage just by blinking in and out of existence every two seconds.
Strong Against




















































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