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 PUCK THE FAERIE DRAGON GUIDE

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eLmO
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PostSubject: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyWed Feb 11, 2009 5:19 am

PUCK THE FAERIE DRAGON GUIDE Faerie_Dragon_by_Night2
PUCK THE FAERIE DRAGON


Description

In Sentinel's search for heroes to aid them in the war against the Scourge, they discovered the lost lands of the mystical Faerie Dragons. Upon explaining the conflict to the Faerie Queen of Agrace, she sent forth Puck, a personal guardian, to turn the tides of war. Despite his small size and mischievous personality, the little dragon soon proved to pack more than his fare share of power on the battlefield, blasting through the enemy ranks with balls of magic, faerie dust, and the capability to stupefy an entire army with nothing more than his imagination. His foes all learned the hard way that size matters not in combat, and that appearences are, ultimately, deceiving.

SKILL ORDER


The offensive
Level 1 - Illusory Orb
Level 2 - Waning Rift
Level 3 - Illusory Orb
Level 4 - Waning Rift
Level 5 - Waning Rift
Level 6 - Dream Coil
Level 7 - Waning Rift
Level 8 - Illusory Orb
Level 9 - Illusory Orb
Level 10 - Phase Shift
Level 11 - Dream Coil
Level 12 - Phase Shift
Level 13 - Phase Shift
Level 14 - Phase Shift
Level 15 - Stats
Level 16 - Dream Coil
Level 17-25 - Stats

Skill explanation
Illusory Orb is taken at 1 and 3 because it's the most safe spell to harass with and it also gives you an early escape mechanism just in case you should need it. Waning Rift is then taken at 2, 4 and 5. The reason why it's taken instead of Illusory Orb at level 5 is because it's around this level that you will begin to try to get kills in your lane. It only damages 30 less than Illusory Orb, but it silences for one morel second which is a huge difference. It's way better to swap in and silence them for an additional second than to damage them for an additional 30 which can be done through a single shot. Dream Coil is taken as fast as possible because it damages the enemies a little when you throw it, but if they run they get stunned and even more damaged. Combined with Wanin Rift and Illusory Orb, this is very effective for ganking. After maxing your other abilities, Phase Shift is taken.
This build should be followed if you can be offensive without getting killed. If you're in a very hard lane or if jumping in with Etheral Jaunt means you get yourself killed, it makes sense that this is not very smart.

The cautious
Level 1 - Illusory Orb
Level 2 - Waning Rift
Level 3 - Illusory Orb
Level 4 - Waning Rift
Level 5 - Illusory Orb
Level 6 - Dream Coil
Level 7 - Illusory Orb
Level 8 - Waning Rift
Level 9 - Waning Rift
Level 10 - Phase Shift
Level 11 - Dream Coil
Level 12 - Phase Shift
Level 13 - Phase Shift
Level 14 - Phase Shift
Level 15 - Stats
Level 16 - Dream Coil
Level 17-25 - Stats

Skill explanation
Unlike the previous build, Illusory Orb is skilled over Waning Rift. This is done to let you harass in your lane with it in order to stay safe but still gain lane control. Sometimes you might experience that jumping in equals death thus making this kind of stupid. So instead of taking Waning Rift which you will prolly not use anyway in such situatioins, Illusory Orb is prioritized to gain more damage. Still, Phase Shift won't be skilled untill you've maxed both Waning Rift and Illusory Orb.
This build should be followed when you're against someone who doesn't make a huge threat to you if you stay distanced, but if you Jaunt in you risk losing your life. This means you can harass safer and better from your ranged position which will sometimes help you against semi-strong lanes.

The passive
Level 1 - Illusory Orb
Level 2 - Phase Shift
Level 3 - Illusory Orb
Level 4 - Waning Rift
Level 5 - Illusory Orb
Level 6 - Dream Coil
Level 7 - Illusory Orb
Level 8 - Waning Rift
Level 9 - Waning Rift
Level 10 - Waning Rift
Level 11 - Dream Coil
Level 12 - Phase Shift
Level 13 - Phase Shift
Level 14 - Phase Shift
Level 15 - Stats
Level 16 - Dream Coil
Level 17-25 - Stats

Skill explanation
This is the build to fight the most dangerous lanes. Sometimes you will face evil dual combos, people who stun and rape you, heroes you cannot do anything against. It's time to take Phase Shift into the early game to avoid stuns and hard nukes. Most stuns like Storm Bolt, Lightning Strike Array and Fissure can easily be avoided if you activate Phase Shift fast enough. Nukes like Lightning Storm and Dragon Slave are easy to dodge as well. This stage of the game can be really dangerous for you thus playing very passive with a maxed Illusory Orb to harass from distance and a point in Phase Shift to avoid nukes and disables to help you through makes this build the most helpful against hard hero comboes.


ITEM ORDER


Core item build
PUCK THE FAERIE DRAGON GUIDE BracerPUCK THE FAERIE DRAGON GUIDE BracerPUCK THE FAERIE DRAGON GUIDE BootsofspeedPUCK THE FAERIE DRAGON GUIDE Bottle
The first thing you want to buy is one or two Bracers. Puck has ridiculous low health so he needs to boost it asap in order not to die by 2 nukes. After that, buy a Bottle because it supports your mana and health very well which helps your gank effeciently. As a bonus, it also gives you incredible good rune control while ganking. Finally buy your Boots of Speed.

Items afterwards
PUCK THE FAERIE DRAGON GUIDE ShivasGuardPUCK THE FAERIE DRAGON GUIDE EyeofskadiPUCK THE FAERIE DRAGON GUIDE BootsofTravel
When you have the money, you wanna start saving for Shiva's Guard. If the game hasn't ended yet, we're gonna start working on the Eye of Skadi. Even with 2 Bracers, you still have rather low health and armor, so additional health is not bad. Eye of Skadi is of course bought mainly for the +mana, +intilligence, +strength and +health, but the frost attack is definatly not bad either. With this item you almost make your health and armor acceptable. With Phase Shift as a supporting damage neutralizer and Shiva's Guard's -attack speed aura, you become rather hard to kill and very difficult to target.
After completing your Eye of Skadi, go ahead and buy Boots of Travel. Before this point, try to have a Scroll of Town Portal on you as often as possible so you always have a teleport.


Optional items
PUCK THE FAERIE DRAGON GUIDE GuinsoosscytheofvysePUCK THE FAERIE DRAGON GUIDE NecronomiconPUCK THE FAERIE DRAGON GUIDE BTNINV_Misc_Gem_Bloodstone_02
After getting your Eye of Skadi, Guinsoo's Scythe of Vyse might not be a bad idea. Disables are always a plus and it probably nullifies your last possibly mana issues. This sheepstick is my recommendation after you've finish your Shiva's Guard, Eye of Skadi and Boots of Travel.
Necromonicon is a good item on Puck. Not only has it got good team synergyzes with different kinds of attack speed and movement speed auras. It also gives you fine strength and intilligence to buff your health and mana. Best of all, if you use it just after Dream Coil you can Mana Burn nearly any hero you've captured with it. The heroes you capture can either stay and get mana burned or run, get stunned and then get mana burned. Just remember to use it after you've used your coil, quickly select the demons, find the mana burning dude and burn your target. Imbaness.
In the bottom line, Puck is a hero that teleports in, rapes and kills and gets raped and killed. Bloodstone gives you health, mana and some other neat stuffs that makes you able to rape. The item itself kind of makes it okay to get raped if you should do so.
Orchid Malevolence is a rather "cheap" item in terms of the pieces. It's very easy to build and its use is great. The silence is astounding, especially against heroes with crucial spells, escape mechanism and so on. Queen of Pain, Earthshaker and Magnus can be three very good examples but the list is much longer.



HOW TO PLAY


Early game
After you've chosen Puck, start with buying a couple of tangoes, a Circlet of Nobility and a Gauntlet of Strength. Then head up or down. Try not to get the the middle because you will most likely fight a strong solo hero or a strong double lane. E.g. if you fight solo against Tinker, Lich or Shadow Fiend, they will nuke you to death in no time because of your low health pool. Try to lane with a friend that has some kind of nuke, slow or disable. Like any other hero, you should try to last hit and deny as much as possible without pushing the lane too far. When you are level 3 and have a level 2 Illusory Orb, start spamming it in such a way that you will never have full mana. The longer time your mana is full, the more mana regeneration you waste, so you want to throw at least one orb every time you are nearly full. As soon as you are level 4 and especially 5 you can effectively try to get kills in your lane together with your mate by popping in with Illusory Orb and Waning Rift. However, if you face a strong lane, be careful as they might kill you when you appear. You can always soften up the enemies by casting a few orbs and in the right moment pop in, use Waning Rift and let your mate follow up with his nukes/disables too (if he has any of course). It's stupid to pop into two or more enemies alone, so unless they are at low health, don't attempt to do it.
During this stage, you should farm for 1-2 Bracers, your Bottle and your Boots of Speed.

Middle game
As soon as you are around level 6-7 or above and you have your Bottle, you should start to look for heroes to gank. Your total burst damage now is just fine. Most heroes only have a single strong nuke, but you have two decents that combined have a rather high damage + an AoE silence and you also have your ultimate, however, it has a little too much cooldown to be used in every single gank. Try not to gank someone alone unless he has low health. Instead wait for an allie to approach either from the site or from the front. If he can bait the enemy that would be best, because after all your Waning Rift is not a disable but only a silence. Standing too close to the enemy's tower can be dangerous. If the enemies run out, you have a higher chance to kill them because they then have a longer way back.
Continue like this during the middle game. Pop in a lane where your allie(s) are waiting and kill your foe. Refill your Bottle with runes if you can or at the fountain when you're back.
Again, try not to kill enemies on your own. You will most likely not have the nuking power to take them down on your own and you do not have enough health for an effective counter attack. It only takes the help of a single allie to succeed in most ganks.

Late game
It's time for the big team fights. Your job here is either to stay in the back or to stay hidden. Stay hidden is the smartest thing because it makes it harder for your foes to know when and where you appear. Use Illusory Orb when the enemies cluster (beforer the combat starts), pop in, silence, throw your coil, phase shift and let your allies take over. When the 3 seconds are over you are ready to run towards your team again, which should now have torn most of the enemies apart. It's important that you either initiate combats with your silence or follow up on initiators like Warlock's Rain of Chaos, Tidehunter's Ravage or Magnataur's Reverse Pulse. In other words, get the enemies silenced and captured in your Dream Coil before they throw their comboes.
When there are no team fights going on, you should try to farm as much as possible.



COMBINING SPELLS AND ITEMS


It's time to explain the devastating combo and synergy between all Puck's abilities. Let me describe the spells' main purposes in this combo before describing the combo itself:

Illusory Orb: Used for suddenly and without warning pop in at the right spot at the right time - in other words to position yourself perfectly without danger.
Waning Rift: The initiation spell to silence and damage all the enemies near you. The condition is that you stand close to your enemies, which you will need Illusory Orb for.
Phase Shift: The target-me-not spell in order to let your teammates follow up on your silence and Dream Coil. Also used for distraction to get out when they can't focus you and therefore loses it from you.
Dream Coil: Used to either lock your enemies to one spot in order to let your teammates fire their nukes/disables/AoEs as long as they are silenced or making them split up and get further stunned and damaged so your teammates have a better chance to finish them off.
Shiva's Guard: Shiva's Guard's active ability works as a nova. The blast comes from "the inside. It's not a missile. It's more like a giant wave moving out in every direction from Puck himself, hitting anyone who stands close to him. In other words, the hero using Shiva's Guard, need to be up next to his enemies in order to make best use of it. Puck is the master of positioning with Illusory Orb. Infiltrating the enemies' ranks with Illusory Orb puts you in the most perfect position for this item's use. Shiva's Guard is used as an extra nuke and to make the enemies unable to escape and want to escape at the same time due to the aoe damage.

In every team battle you should start hided in the flanks or behind your team. Just before the battle starts and especially before your foes cast any spells, you should pop in between them all with Illusory Orb. Immediatley use Waning Rift so they don't have the chance to disable or nuke you. Instantly follow up with Dream Coil. Make sure to hit as many enemy heroes as possible. The more, the better. In this situation you don't have to think about who runs away from the coil or not, the main thing is to hit as many as possible. After you've popped in, used Waning Rift, immediately activate Shiva's Guard. Then drop your Dream Coil and use Phase Shift. This shouldn't take more than one or two seconds. The enemies are silenced, stunned and damaged and are either forced to stay and take damage from rest of your team who should follow up on your spell combination within the split second or they can try to run and get another stun for 3 seconds. It's of course normal that your enemies will try to kill you as soon as you stand between them, but Phase Shift makes you invincible. They can now choose to drop all their nukes/disables (if they get the chance!) on your allies, or wait for you to get out of the Phase Shift and have to get struck by your team whole 3 seconds just in order to kill you.
When you see the opportunity, run back to your casters' rank and start to beat on them normally. As soon as your Illusory Orb and Waning Rift are ready, immediately pop in again and repeat the whole thing. Eventually catch enemies that try to escape with low health with your abilities and Shiva's Guard.

PUCK THE FAERIE DRAGON GUIDE AnimationWizard12
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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptySat Feb 28, 2009 12:07 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptySat Feb 28, 2009 7:40 am

ano pa gusto niyo hero post ko for guides? PUCK THE FAERIE DRAGON GUIDE 672826
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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptySat Feb 28, 2009 1:53 pm

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptySat Feb 28, 2009 11:32 pm

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptySun Mar 01, 2009 2:47 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyTue Mar 03, 2009 4:56 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyTue Mar 03, 2009 5:04 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyTue Mar 03, 2009 5:19 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyTue Mar 03, 2009 9:48 pm

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyWed Mar 04, 2009 4:51 pm

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyMon Mar 09, 2009 2:40 am

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Dota Freaks...
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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyTue Mar 10, 2009 2:20 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyTue Mar 10, 2009 5:37 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyTue Mar 10, 2009 5:54 pm

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyWed Mar 11, 2009 2:42 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyWed Mar 11, 2009 4:47 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyThu Mar 12, 2009 2:23 am

hndi nga ako sailormoon..
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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyThu Mar 12, 2009 7:12 am

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyThu Mar 12, 2009 7:30 am

Hindi nga...
Ito Suntok!!
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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyThu Mar 12, 2009 8:18 pm

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PostSubject: Re: PUCK THE FAERIE DRAGON GUIDE   PUCK THE FAERIE DRAGON GUIDE EmptyFri Mar 13, 2009 4:55 am

bali-an kta ng leeg...
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