Why pick Puck?
Pick Puck when your team needs an initiator who silences casters, holds groups in place and survives the counter-attack.

Jump in, silence, coil, shift out. Puck starts fights and leaves before they end badly.
Puck is a slippery Intelligence hero who dives in with Illusory Orb, silences, dodges with Phase Shift and traps whole teams in Dream Coil.
Pick Puck when your team needs an initiator who silences casters, holds groups in place and survives the counter-attack.
Avoid Puck against lineups with instant disables and dispels that stop the jump or remove the coil.
Do not use Phase Shift as soon as you land. Save it for the stun or projectile that would actually kill you.
Default mid path that mixes attacks and spells, then adds Blink Dagger for cleaner initiation.
Trade with the orb and keep regen
Sustain repeated orbs
Add attack damage between spells
Initiate and dispel silences
Fight through control
Shorten the cooldowns
Witch BladeAdds attack damage and a poison that fits Puck's quick attacks after a coil.Guide ↗
Choose against burst lineups where Puck needs health to survive the moment after the coil.
Trade with the orb and keep regen
Sustain repeated orbs
Add health and spell damage
Survive after the jump
Hold the team with a longer coil
Repeat the full combo
Witch BladeAdds attack damage and a poison that fits Puck's quick attacks after a coil.Guide ↗
Use in the offlane when your team already has a farming mid but wants Puck's initiation.
Survive the lane and trade
Add mana and speed
Reach the backline instantly
Dispel and reposition
Protect the team's engage
Add a hard disable
Witch BladeAdds attack damage and a poison that fits Puck's quick attacks after a coil.Guide ↗
Pick this against squishy lineups where Puck's spells alone kill supports after the jump.
Trade with the orb and keep regen
Sustain repeated orbs
Amplify spell damage early
Burst after the coil
Finish targets through saves
Chain bursts
Witch BladeAdds attack damage and a poison that fits Puck's quick attacks after a coil.Guide ↗
A risky attack-based plan for games where Puck is far ahead and the enemy has little control.
Trade with the orb and keep regen
Farm with early stats
Add attack damage between spells
Attack from range after the coil
Scale physical damage
Finish the attack build
Witch BladeAdds attack damage and a poison that fits Puck's quick attacks after a coil.Guide ↗
These are our editorial build paths. Labels describe their purpose, not measured popularity or win rate. Click an item for its use. Each stage is an inventory snapshot: keep earlier items, use consumables, upgrade components, and replace small items as space runs out. Boots, defenses, and late slots can change with the draft.
More match and build examples: Dota 2 Pro Tracker. Item names and images: Valve.
Our picks, based on how the spells work together.

Dream Coil holds enemies in place for Omnislash and Blade Fury.

A coiled group is a perfect target for Storm Hammer and cleave with God's Strength.

Puck's silence and coil guarantee Light Strike Array and Laguna Blade.

Ravage and Dream Coil together lock the whole enemy team for a full combo.

Arcane Aura covers Puck's mana costs and Freezing Field punishes a coiled team.

Nightmare and Fiend's Grip disable Puck before Phase Shift can be used.

Hex is instant and stops Puck's jump, and Mana Drain empties the mana pool.

Ball Lightning catches Puck after the jump and Electric Vortex interrupts the escape.

Dark Pact dispels the coil and Pounce keeps Puck from leaving.

Mana Break and Blink punish Puck's small mana pool and mobility.
These are useful ability interactions, not a statistical ranking or guaranteed matchups. Positioning, items, and cooldowns change the result. Hero links open a full guide when available, otherwise the directory.
Ability references from Valve: Juggernaut · Sven · Lina · Tidehunter · Crystal Maiden · Bane · Lion · Storm Spirit · Slark · Anti-Mage. Checked 2026-10-13.

Puck is a slippery Intelligence hero who dives in with Illusory Orb, silences, dodges with Phase Shift and traps whole teams in Dream Coil.
Puck is a ranged Intelligence hero. Our recommended role is mid, with offlane as an alternative.
Puck is an initiator who survives their own initiation. Illusory Orb travels a long way and Puck can jump to it, Waning Rift silences everyone nearby, Phase Shift dodges the response and Dream Coil holds the enemy team in place. Pick Puck when your team wants tempo in the mid game and a hero who starts fights without dying. The hero is fragile and relies on cooldowns, so every spell has to be timed, not spammed.
Use Illusory Orb to secure ranged creeps and poke the enemy at the same time, then Phase Shift to dodge their reply. Bottle is essential because the orb costs mana every wave. Look for a level-six kill with Orb, Rift and Dream Coil when the enemy mid stands too far forward.
Orb into the enemy backline, jump, cast Waning Rift to silence their casters and Dream Coil on as many heroes as possible. Phase Shift the moment they turn to you, then walk out or let your team arrive. The coil breaks when enemies leave its radius, so cast it where they want to run.
Bottle, Boots and Null Talismans carry the lane. Witch Blade is a popular first core because Puck attacks often between spells; Blink Dagger improves the initiation and Eul's Scepter dispels silences that stop your escape. Black King Bar, Aghanim's Scepter and Octarine Core finish a fight-focused game.

Phase Shift makes Puck untargetable and invulnerable for its duration. Use it to dodge stuns and projectiles already in the air, such as Magic Missile or Storm Hammer, rather than as a blind escape. Your innate also rewards dodged spells, so the timing is worth practising.

Waning Rift silences and damages everyone around Puck. Jump to the orb first, then cast Rift so the silence hits the enemy casters before they can answer. A silenced support cannot save the carry you are about to coil.

Dream Coil stuns on cast and again when an enemy breaks the coil by leaving its radius. Cast it in the middle of a group so retreating enemies take the break stun and damage. Aghanim's Scepter lets the coil pierce spell immunity, which turns Black King Bar fights in your favour.
| Detail | What it means in your game |
|---|---|
| Illusory Orb | Launches a slow orb that damages enemies along its path; Puck can teleport to it with Ethereal Jaunt. |
| Waning Rift | Puck releases a burst that silences and damages enemies around it. |
| Phase Shift | Puck shifts out of reality, becoming untargetable and invulnerable for a short time. |
| Dream Coil | Creates a coil that stuns nearby enemies; those who move too far away are stunned and damaged again. |
Puck is played mid in most games, where Bottle, levels and the orb let the hero control the lane and rotate early. The offlane also works because Puck survives bad lanes and still initiates later. In both roles the job is to start fights with Orb, Rift and Dream Coil and live through them.
Bottle, Boots of Speed and Null Talismans cover the lane. Witch Blade is the usual first core, followed by Blink Dagger and Eul's Scepter of Divinity. Black King Bar, Aghanim's Scepter and Octarine Core finish the build. Some players choose Kaya and Sange for durability instead of a second damage item.
Puck is demanding. The orb jump, the Phase Shift timing and the coil placement all need quick decisions, and a late Phase Shift means death. Beginners should practise Orb and Jaunt in a lobby, use Phase Shift only to dodge a specific spell and learn to recognise which enemies have no answer once silenced.
Dream Coil is strongest on grouped enemies who need to move. Jump in with Illusory Orb, silence with Waning Rift and cast the coil so the radius covers the heroes who want to escape. Then shift out of danger. With Aghanim's Scepter the coil also works through spell immunity, so use it after enemies have activated Black King Bar.
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