
Hi! Today I’m looking at Puck in patch 7.41f: the hero has always sat somewhere near the meta without much noise, and after this string of changes it’s worth figuring out where the game is taking him now. His role is easy to read, and his kit is exactly the kind that loves to break the pace of a match, but the numbers from the last few weeks suggest things aren’t as smooth as old habits might make them seem.
Role and abilities
Puck is a hero with intelligence as his main attribute, a ranged attack type, and a difficulty rating of 2 out of 3. In terms of roles, he fits the classic mold of a mobile mid laner:
- Nuker — 2
- Disabler — 3
- Escape — 3
- Initiator — 3
To keep it very short, according to the official description he dives at enemies on a magical ball and disables them. And honestly, that’s a very accurate way to put it: Puck doesn’t so much smash faces head-on as it does glide annoyingly through the fight, catch people, interrupt spells, and disappear before the opponent can finish the sentence.
- Illusory Orb — a vector projectile that flies along a path, deals damage to enemies it hits, and lets Puck travel to the orb with Ethereal Jaunt; when cast in alternate mode, it flies in a straight line.
- Waning Rift — a dash to a target point followed by a cloud of dust that deals damage and prevents enemies from casting abilities.
- Phase Shift — a channeling dodge into another dimension that protects from all harm; with Aghanim’s Shard, the hero’s attacks deal additional magical damage, and when the ability is used, Puck attacks all enemies in attack range.
- Puckish — an innate ability; it does not trigger when dodging tower attacks.
- Dream Coil — a magical spiral that binds enemies, deals damage, and punishes them for leaving the radius; with Aghanim’s Scepter, attacks stop only after the stun ends when the coil breaks.
Recent patch changes
In 7.41f, Puck didn’t get any direct changes, but before that the hero received several targeted adjustments. And here, to me, it looks less like an attempt to overturn the hero and more like a careful trimming of the most comfortable edges. Not dramatic, but noticeable.
- 7.41e — Illusory Orb cooldown increased from 11/10/9/8 to 12/11/10/9 seconds.
- 7.41d — agility gain reduced from 2.3 to 2.1; the level 10 talent’s bonus damage for Illusory Orb was lowered from 40 to 35.
- 7.41c — the level 15 talent changed from “–15 sec. Dream Coil cooldown” to “+2% health and mana restoration from Puckish”; the level 25 talent changed from “Dream Coil pierces spell immunity” to “–30 sec. Dream Coil cooldown.”
- 7.41a — damage on hit from Illusory Orb was reduced from 75/150/225/300 to 70/140/210/280.
- 7.41 — Puckish was changed: restoration from max health and mana became 3% instead of 10 + 2%, and the spell-dodge multiplier was lowered from 3.5 to 3; Illusory Orb was made vector-based by default, arc casting was added, along with an alternate straight-line flight, speed was increased from 550 to 750, and enemies now take damage on contact every 0.5 seconds — 3% hit damage.
Statistics
According to OpenDota, over the last 7 days Puck had 123,864 public games, with a win rate of 46.9%. That puts him 111th out of 127 heroes by win rate and 104th by number of games. For such a naturally mobile hero, that doesn’t look especially cheerful: he hasn’t fallen into obscurity, but he’s also not reaching a comfortable pub range.
- Herald — 44.5%
- Guardian — 45.2%
- Crusader — 45.4%
- Archon — 46.8%
- Legend — 47.0%
- Ancient — 47.5%
- Divine — 49.2%
The ranked ladder shows a clear trend: the higher the skill level, the better Puck performs in pubs. He looks weaker at lower ranks, while in Divine he’s already climbing toward more respectable numbers. To me, that feels like a classic hero who loves tempo, timing, and clean execution, rather than just a “jump in and win” button.
In professional matches, the picture is completely different: over the latest period, Puck has 21 picks, 14 wins, which is 66.7%, and 51 bans. It’s easy to get tempted by a conclusion like “everything’s great, the hero is fine,” but I wouldn’t rush it — one successful sample doesn’t make a hero universally strong. Still, the interest from the pro scene is obvious.
Items and matchups
According to OpenDota, Puck’s item build in professional matches is pretty predictable: the hero wants early mobility, then boosts spell burst, and later picks up tools for tempo and survivability. Nothing exotic, but everything is very much to the point.
- Start: Iron Branch, Tango, Observer Ward, Faerie Fire, Circlet, Magic Stick
- Early game: Bottle, Boots of Speed, Power Treads, Null Talisman, Blitz Knuckles, Wraith Band
- Mid game: Witch Blade, Blink Dagger, Oblivion Staff, Aghanim’s Shard, Blitz Knuckles, Staff of Wizardry
- Late game: Mystic Staff, Parasma, Soul Booster, Octarine Core, Reaver, Overwhelming Blink
In pro matchups, Puck looks best against Troll Warlord, Silencer, and Phantom Lancer, and worst against Lone Druid, Oracle, and Bane. That all makes sense: this is a hero who loves opponents he can irritate with mobility and tempo disruption, while against heroes who refuse to play along with the script, he has a much harder time.
Conclusion
After the 7.41 changes, Puck looks like a hero that wasn’t broken, but was clearly grounded a bit. He still has a strong kit for initiation, saves, and control, but the latest changes definitely hit his comfort and damage, especially in how often and how reliably he can enter a fight. The numbers don’t make him look like an easy or obvious pick, but in the hands of players who can keep the pace and maintain positioning, he can still be very annoying. We’ll see how this plays out in pubs next — for now, it’s fine, just without any huge excitement.
Source: official Dota 2 and OpenDota data.
Discuss on the forum (2 replies)



Пак не сильный, просто его переоценивают
Не зовсім. Якщо герой баниться майже в кожній нормальній грі, то його точно не списали. Переоцінюють хіба ті, хто чекає від нього соло-вин без темпу.
Не согласен, цифры в пабах как раз показывают обратное. ОН не для всех, но в руках нормального мидера герой все еще дает и темп, и сейв, и контроль, а в про-играх еще и банят его не просто так.
Ну вот поэтому и переоценивают, когда играют на нем только по памяти.
Ладно, посмотрим, кто прав на следующем патче)
Не так вже й обов’язково
That talent swap at 15 is rough
Урон по орбу подрезали, и сразу видно, почему в пабах он просел. Для героя, который живет темпом, любая такая мелочь потом аукнется.
Согласен частично, но мне кажется, тут сильнее бьет не сам урон, а цепочка мелких правок. Когда режут и орб, и ловкость, и таланты, герой уже не так легко собирает снежный ком. Для меня это выглядит как сдерживание, а не убийство.
Не совсем, там как раз важна не только цепочка, а то, что герой все еще выигрывает за счет темпа. Если команда умеет играть от смока и вижна, Пак и сейчас неприятный, просто уже не настолько безнаказанный.
Waning Rift is the real problem
I don’t think so. The orb changes hit his lane and rotations way more, while rift is still just the same annoying silence button. The hero feels slower because his map movement got trimmed, not because one spell got scary.
nah, rift is what makes people hate him
Пак ще живий у міді?
For Puck, is Blink still the first real item or can you skip it now? My games always feel bad without it, but maybe I’m too stuck on old builds.
I would still lean Blink most games. Puck needs a way to start fights and get out after the first spell combo, and without that he ends up playing too fair. If your team already has initiation, you can get greedy later, but in normal pubs Blink is still the safest answer.
The item question is fine, but the bigger issue is whether you should be picking him into easy catch at all. If the game is full of stuns, no first item is going to make it feel good.
Блинг на ньому мастхев чи ні?
У нас вчора Пак стояв проти Бейна, і це було неприємно навіть без ідеального старту. Раз ловиш орбом, раз він вже зникає, і весь файт починаєш ніби з мінусом по темпу. Але якщо команда тримає вижн і не лізе в хаос, герой ще дуже противний.
That 7.41e orb cooldown nerf is the one that really stings. It sounds tiny, but for a hero that lives on constant movement, every extra second matters a lot.
На мид его сейчас брать стоит?
Стоит, но не первым пиком. ОН сильнее, когда уже видно, против кого стоять и куда потом лететь по карте.
Понял, то есть без нормального старта лучше не жадничать. А то я как раз думал, что его можно просто влетать по кд и все.
Если умеешь, да.
I think the hero is still busted in the hands of people who know the map. Pub winrate always lies a bit when a hero is that hard to punish properly.
nah, the pub numbers say otherwise
Maybe, but that usually means the hero is just easier to abuse in coordinated games than in random pubs. If the numbers are dropping this much in lower ranks, I would not call it busted for everyone. What do you think is carrying it in pro games, the coil setup or just the lane pressure?
Maybe the coil setup, yeah
ОРБ іще й повільніший не став, ну хоч це
Пак без фазы все равно кусается)))
What do you even ban with Puck around? I keep seeing him in drafts and never know if he’s a must-answer or just a flex bait.
46,9% на Паке – это еще не труп, но уже тревожно. На про-сцене его все равно будут брать, пока есть окно под темп и контроль.
ОРБ еще и по кд дороже стал, жадно
Жадність по-дорослому))