Puck counter and synergy picks
Pick Puck with Wraith King to increase win-rate from 49.1% to 53.6% or against Pangolier to increase win-rate to 59.6% in Patch 7.39c.
Good with...
...based on stats [7.39c]
Hero | Change in Win Rate ▼ |
---|---|
4.5% | |
4.3% | |
3.8% | |
3.7% | |
3.5% | |
3.3% | |
3.1% | |
3.0% | |
2.9% | |
2.9% | |
2.9% | |
2.7% | |
2.6% | |
2.6% | |
2.5% |
...based on gameplay [7.39c]
Dream Coil is amazing for setting up Ice Blast and Cold Feet due to it's long duration and AOE property. It creates a situation where it's significantly less likely for whoever got caught to be able to stand their ground and fight back. Furthermore, Puck is able to stick to any affected targets with Illusory Orb and Waning Rift to finish them off.
Dream Coil and Chronosphere zone the entire enemy team. Puck helps control heroes outside the Chrono while Void finishes targets. Both scale well into late game. Their ultimates force coordinated enemy responses.
Coil keeps enemies in place for Supernova to fully explode. Phoenix heals Puck and enables him to play more aggressively. Both heroes are elusive and force enemies to split focus. They stall fights while setting up AoE damage.
Fissure and Echo Slam combo perfectly with Coil. Earthshaker follows up Puck initiations with massive burst. Puck scouts with Orb and sets up good angles. Together they dominate teamfights and chokepoints.
Grimstroke’s Soulbind extends Dream Coil duration when linked. Ink Swell helps Puck initiate with Orb. Double Silence from Soulbind + Rift or Coil is deadly. Both heroes disable and zone teams well.
Puck and Storm dive deep to pick off supports and isolate cores. Puck scouts, silences, and controls while Storm zips in for execution. They snowball well and dominate early-mid fights. Both avoid standard lockdown with mobility.
Coil sets up perfect Mortimer’s Kisses as enemies can't escape. Snapfire follows up on Puck’s initiation from a distance. Together they punish grouped enemies and long engagements. Puck zones, Snapfire finishes.
Puck starts fights with Coil and disables, then Tide blinks in for Ravage. Coil and Ravage together destroy teamfights. Tide tanks while Puck plays elusive. Their synergy is strongest around Roshan or objectives.
Leshrac’s AoE punishes heroes stuck in Coil. Puck ensures enemies can’t run from Pulse Nova and Split Earth. Both apply immense magic pressure. They can control tempo with strong teamfight and pushing ability.
Puck sets up ganks and disables slippery heroes so Doom can secure them. Dream Coil and Doom together disable two key heroes. Puck avoids fights Doom can't commit to. Their ultimates complement long cooldown pickoffs.
Puck baits and initiates while Underlord uses Pit and Firestorm to follow. Coil plus Pit of Malice keeps enemies rooted forever. Dark Rift helps disengage when Puck is low. They dominate map control and team-based movement.
...core items [7.39c]
A core item for mid laners to gain some HP and mana sustain. Also allows the potential to make plays with power runes past the 6 minute mark.
A core
Boots of Speed upgrade to improve your stats and increase your DPS with right clicks once you have
Witch Blade.
A core item to improve your kill threat on the map in the early game with increased tankiness and damage through stats and attack speed. Gets upgraded to
Parasma later in the game.
A core item that allows you to initiate fights by Blinking in for a multi hero Dream Coil. Gives you much more reliable initiation and have versatility with Illusory Orb usage. Also improves your split push potential by making you more elusive on top of Illusory Orb and Phase Shift.
A core item to gain a dispel against roots and silences as well as become incredibly elusive in combination with all your spells. Also helps set up your damage spells on an enemy hero. Makes you incredibly difficult to target in combination with
Blink Dagger and Phase Shift.
An upgrade for
Witch Blade to decrease the magic resistance of enemy heroes through right clicks and do more damage with spells. Also improves your tankiness and massively increases your attack speed and damage through stats. Has great synergy with
Aghanim's Scepter to do massive right click damage to Coiled enemy heroes.
An incredible item for Puck that makes you elusive and hard to catch with lower cooldowns on all your spells and items. Also maintains your kill threat and split push potential on the map more often.
A core item to do massive damage to enemy heroes stuck under Dream Coil. Makes use of damage boosting items like
Parasma,
Revenant's Brooch,
Daedalus,
Mjollnir, and
Divine Rapier. Works well with your level 25 talent to maintain your high DPS against
Black King Bar on enemy heroes.
Good against...
...based on stats [7.39c]
Hero | Change in Win Rate ▼ |
---|---|
10.5% | |
8.4% | |
8.4% | |
7.1% | |
7.0% | |
6.7% | |
5.8% | |
5.8% | |
4.8% | |
4.5% | |
4.4% | |
4.4% | |
4.0% | |
3.9% | |
3.7% |
...based on gameplay [7.39c]
Puck’s mobility allows dodging Invoker’s spell combos with ease. Waning Rift silences him before he can cast spells. Dream Coil punishes Invoker’s positioning and lack of mobility. Puck thrives in extended fights where Invoker struggles.
Puck locks down Weaver with Coil before Time Lapse. High burst combo kills him before he escapes. Phase Shift dodges Shukuchi and Geminate hits. Puck shuts down Weaver’s ability to split-push or scout safely.
Puck can dodge Sonic Wave and Shadow Strike using Phase Shift. Waning Rift silences Queen before she escapes or blinks. Their mobility makes the fight skill-dependent, but Puck usually wins trades. Puck scales better in late-game teamfights.
Puck kites Terrorblade with Orb and Coil and avoids Metamorphosis damage. He silences TB before he can Sunder. TB lacks instant lockdown to catch Puck. Puck stalls fights until TB’s cooldowns expire.
Puck punishes Magnus’s long wind-up with silences and quick mobility. He dodges Reverse Polarity or counters it with Phase Shift. Puck harasses Magnus in lane and delays Blink Dagger timing. Magnus struggles to land good ultimates against Puck.
Puck is one of the few heroes who can leash Slark with Coil to prevent Pounce. Silences and nukes burst Slark before he builds Essence Shift. Puck doesn’t rely on right-clicks, making Slark’s agility gain less effective. Slark can’t chase Puck easily.
Puck can leash AM with Coil to prevent Blink escape. He deals magical burst before AM gets Manta or BKB. Puck’s quick spells and evasiveness prevent AM from getting easy Mana Void kills. Puck forces AM to delay farming to react.
Puck can Phase Shift through Spear and dodge Arena of Blood. He punishes Mars’s slow mobility with constant poke. Mars can’t easily lock Puck down without follow-up. Puck orbits fights where Mars wants static control.
Puck avoids all of Timbersaw’s skill shots with Orb and Shift. He controls Timber with silences and long-range spells. Puck’s magic burst is strong before Timbersaw builds Hood or Pipe. Timbersaw can’t chase Puck without lockdown help.
Puck quickly jumps on Ancient Apparition and silences him before he can cast Ice Blast. Ancient Apparition has no escape and low health, making him easy to burst. Puck also Phase Shifts Chilling Touch trades. Puck consistently removes Ancient Apparition from fights.
Bad against...
...based on stats [7.39c]
Hero | Change in Win Rate ▲ |
---|---|
-6.8% | |
-6.5% | |
-6.3% | |
-6.2% | |
-5.7% | |
-5.3% | |
-4.6% | |
-4.4% | |
-4.4% | |
-4.4% | |
-4.3% | |
-4.1% | |
-4.0% | |
-4.0% | |
-3.9% |
...based on gameplay [7.39c]
Night Stalker silences and reveals Puck during Night Time. Crippling Fear prevents all spellcasting and forces BKB. Puck has no safe escape once silenced. Night Stalker is one of the best counters to mobile, squishy heroes.
Riki’s Smoke Screen disables Puck’s spell usage completely. He can scout and follow Puck even in trees or during Orb. Diffusal Blade and burst damage kill Puck fast. Puck struggles in teamfights when silenced from invisibility.
Lone Druid’s bear is tanky and applies strong push and root pressure. Puck can’t clear the bear easily with his burst. Once rooted, Puck dies quickly to physical damage. Druid forces early towers and ends games before Puck scales.
Huskar shrugs off magic damage and forces fights before Puck is ready. Burning Spear and Inner Fire punish Puck’s low HP pool. Coil doesn’t stop Huskar’s aggression. Puck can’t burst him without coordinated help.
Dragon Knight’s magic resistance and regen negate Puck’s early damage. He doesn’t care about being silenced. Dragon Form allows safe pushing, making Puck’s split-push less effective. He tanks Coil and shrugs off poke damage.
Spectre haunts into Puck’s backline and forces him to disengage. Dispersion punishes constant spell spam. She thrives in long fights while Puck relies on quick kills. Spectre wins in the late game and scales harder.
Broodmother overwhelms Puck with spiderlings and map control. Puck can’t clear spiders fast enough and lacks physical burst. Brood also builds items like Orchid that punish squishy spellcasters. Puck cannot contest her in the early-mid game.
Bane’s Fiend’s Grip goes through Puck’s shift and disables for a long time. Nightmare forces awkward Phase Shift usage. Bane has more lockdown than Puck can escape from. Puck gets punished if he mistimes spell dodges.
Nyx reflects Puck’s spells with Carapace and uses Mana Burn for heavy damage. Vendetta makes Puck cautious in side lanes. Nyx locks Puck down longer than she can Phase Shift or Blink. He also builds natural detection and disables.
Tiny bursts Puck instantly with Avalanche-Toss combo. He can Blink in and catch Puck before she reacts. Tiny’s physical and magical burst are dangerous. Puck often dies before she can cast anything when caught.
...counter items [7.39c]
Helps you sustain HP and mana as Puck frequently uses her spells to harass, secure last hits, and move around.
Lets you absorb a massive instance of damage from Illusory Orb and Waning Rift.
Gives you magic resistance to significantly reduce the damage taken from Puck's magic heavy toolkit.
Gives you HP sustain to stay in the lane and not get zoned by Puck's high damage from spells and right clicks.
Provides magic resistance and reduces the damage dealt by Puck from all her spells to nullify her burst potential.
Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Puck's magic heavy toolkit.
Gives you magic resistance to significantly reduce the damage taken from Puck's magic heavy toolkit.
Gives you debuff immunity and magic resistance to avoid the Dream Coil leash and stun as well as reduce the damage taken from Puck's magic heavy toolkit.
Lets you silence and kill Puck in its duration without letting her use any mobility or control spells to buy time and get away.
Reduces the duration of Waning Rift silence and the Dream Coil break stun with status resistance.
Gives you a dispel against the Waning Rift silence.
Gives you magic resistance and barrier to significantly reduce the damage taken from Puck's magic heavy toolkit as well as save yourself or an ally caught by Dream Coil.
Gives you an instant disable against Puck to burst her down in its duration before she uses any mobility or control spells to buy time and get away.
Gives you an instant lockdown against Puck and burst her down with a possible chain stun before she uses any mobility or control spells to buy time and get away.
Gives you a dispel against the Waning Rift silence and lets you stand your ground while leashed by Dream Coil and fight back with the lifesteal gain.
Gives armor to your team to take less damage from Puck right clicks during Dream Coil upgraded with Aghanims Scepter to nullify her kill potential.
Gives you armor and evasion to defend yourself with the tankiness and miss chance against Puck's right clicks during Dream Coil upgraded with Aghanims Scepter.
Bad with...
...based on stats [7.39c]
Hero | Change in Win Rate ▲ |
---|---|
-8.4% | |
-7.9% | |
-7.0% | |
-7.0% | |
-6.6% | |
-6.2% | |
-6.0% | |
-5.7% | |
-5.2% | |
-5.1% | |
-4.9% | |
-4.9% | |
-4.7% | |
-4.5% | |
-4.5% |