Get Dream Coil whenever you can, then stats last. Illusory Orb should be maxed, and followed by Waning Rift to immediately build up your burst damage output. Phase Shift is taken afterwards to allow you to evade any kind of harassment from early game up to late game. Illusory Orb should be taken at level 1 first to allow you to chase and escape right away. It also has a long cooldown though, so use it wisely, better if you can hit multiple heroes, not just one. Coil Break: 200 Damage and 3.00 sec stun.Īuthor's Notes: One of the best ultimate that a ganker must have, coiled enemies either has to choose to either stay there and get ripped apart, or escape to only get disabled, even Leap and Blink can't escape the long stun.
Level 3 - Initial Damage: 200 Damage and 0.5 sec stun. Coil Break: 150 Damage and 2.25 sec stun. Level 2 - Initial Damage: 150 Damage and 0.5 sec stun. Coil Break: 100 Damage and 1.50 sec stun. Level 1 - Initial Damage: 100 Damage and 0.5 sec stun. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time. Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy unit as it latches on to them. This deserves its own section below, so scroll down if you want to read it now. Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.Īuthor's Notes: The imba l337 built-in Linkens' Sphere that lets you dodge any kind of spell in the game, well almost, but it serves most of his squishiness while making the enemy team QQ about it. The silence part is great against spellcasters, delaying them from any kind of disables long enough for your team to come in and do their thing. It has a 400 AoE, fairly large to hit a lot of enemies at once. Releases Puck's mystical faerie dust around him dealing damage and silencing enemies.Īuthor Notes: Another great initiating skill that works perfect with Orb. The Orb only lasts for 3 seconds, so keep that in mind when using Ethereal Jaunt, any long than that, and you'll miss the teleport. Puck shoots out a yellow orb that travels up to 1800 range, damaging anything it touches, and gives aerial vision at the area, making it good for scouting forests. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place.Īuthor's Notes: Your bread-and-butter skill that allows you to gank, chase, and escape in any situation effectively. Sends a magic orb flying down a straight path damaging everything in its way.