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Skip to content. Puck dota 2 rule 34 spy Puck dota 2 rule 34 spy Puck , the Faerie Dragon , is a highly mobile ranged intelligence hero best known for being an extremely unpredictable and slippery target.
It takes up to 3. Only the distance increase from the level 20 talent is displayed. The level 10 talent can further increase the distance to The level 10 talent alone increases the distance to The orb starts emitting red pulses after having traveled for 2.
The orb leaves behind a trail of flying vision, with a radius of The vision lingers for 5 seconds. This ability is automatically learned whenever Illusory Orb is learned.
This ability stays inactive until Illusory Orb is cast and turns inactive again once the orb of that cast is gone. Ethereal Jaunt disjoints projectiles upon cast.
When two orbs are cast in succession, this ability only stays active for the duration of the first cast orb.
However, it always teleports the caster to their last created orb. Moves Puck to the target location and silences there.
Despite the visual effects, the silence and damage are applied instantly in the entire radius. Waning Rift first applies the damage, then the debuff.
Phase Shift disjoints projectiles upon cast. Certain items which do not cancel channeling spells e. Turns the caster invulnerable and hidden for its duration.
Does not provide phased movement, so the caster can still block other units during Phase Shift.
The buff lingers for one server tick once the channeling ends or is interrupted, which allows using items while still invulnerable and hidden.
Every enemy hero including illusions, clones, and creep-heroes within range of the coil gets leashed upon cast, preventing them from casting certain mobility spells.
Entering the area after cast has no effect. The coil does not leash enemies after cast. If a leashed enemy moves range away from the coil, the leash snaps, stunning and damaging the enemy.
It does not matter how far or how fast the enemy moves away, the stun and damage always hit it if possible. The leash snap first applies the damage, then the debuff.
Since the rapid fire is bound to the leash, snapping it, or dispelling it with spell immunity causes the attacks to stop. The vision lingers for 5 seconds.
This ability is automatically learned whenever Illusory Orb is learned. This ability stays inactive until Illusory Orb is cast and turns inactive again once the orb of that cast is gone.
Ethereal Jaunt disjoints projectiles upon cast. When two orbs are cast in succession, this ability only stays active for the duration of the first cast orb.
However, it always teleports the caster to their last created orb. Moves Puck to the target location and silences there. Despite the visual effects, the silence and damage are applied instantly in the entire radius.
Waning Rift first applies the damage, then the debuff. Phase Shift disjoints projectiles upon cast.
Certain items which do not cancel channeling spells e. Turns the caster invulnerable and hidden for its duration.
Does not provide phased movement, so the caster can still block other units during Phase Shift. The buff lingers for one server tick once the channeling ends or is interrupted, which allows using items while still invulnerable and hidden.
Every enemy hero including illusions, clones, and creep-heroes within range of the coil gets leashed upon cast, preventing them from casting certain mobility spells.
Entering the area after cast has no effect. The coil does not leash enemies after cast. If a leashed enemy moves range away from the coil, the leash snaps, stunning and damaging the enemy.
It does not matter how far or how fast the enemy moves away, the stun and damage always hit it if possible. The leash snap first applies the damage, then the debuff.
Since the rapid fire is bound to the leash, snapping it, or dispelling it with spell immunity causes the attacks to stop.
Multiple instances of Dream Coil on enemies causes the caster to attack multiple times, for each instance, with the interval based on when the debuffs were received.
You can also use healing salve into phase shift to allow Puck to heal HP even while in combat. Clarity allows Puck to use Illusory Orb more often in lane.
Null Talisman and its components gives Puck a decent early game attributes boost. Faerie Fire supplies an instant heal and attack damage, which may give Puck an edge in trading hits and killing creeps.
Puck relies on fast bursts to get kills. Town Portal Scroll helps Puck rotate to different lanes and help out allies. It also prolongs the stun duration and pierces spell immunity, great if allies can force the stun.
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