Dota 2 Guide – Puck

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Puck the Faerie Dragon

Introduction

Puck is an intelligence caster. Puck is a very versatile hero, his ability to be able to initiate and escape is what defines this hero. Puck has a line damage spell that does damage to whatever it passes through and can simply appear to where the spell is at will. This spell is one of Puck’s main ability to initiate into a fight or escape from a nasty situation. His second spell allows him to silence the enemy, this works really well with his first spell allowing him to initiate and silence the enemy. His third spell lets him go invulnerable for 3 seconds when maxed and is able to dodge projectiles if timed correctly. His ultimate lets him attach targets to coils, walking too far from the coils will cause you to be stunned.

Illusary Orb – Sends an orb to fly down a straight path damaging all units in the pathway of the orb. The orb gives vision based on where the orb is currently at. At anytime when the orb is up Puck can teleport to it using ethereal jaunt.

Level 1 – Deals 70 damage.
Level 2 – Deals 140 damage.
Level 3 – Deals 210 damage.
Level 4 – Deals 280 damage.

Cooldown – 16 Seconds

Mana Cost - 150 at all levels

Waning Rift – waning rift allows puck to silence enemies around him in an area of effect of 400

Level 1 – Deals 60 damage and Silences for 0.75 seconds.
Level 2 – Deals 120 damage and Silences for 1.5 seconds.
Level 3 – Deals 180 damage and Silences for 2.25 seconds.
Level 4 – Deals 240 damage and Silences for 3 seconds.

Mana Costs – 100/110/120/130

Cooldown – 16 seconds

Phase Shift – Pucks ability to go invulnerable during an attack, one of the spells that define puck. His ability to dodge projectiles like a sven stun or a sniper ult.

Level 1 – Grant temporary invulnerability up to 0.75 seconds.
Level 2 – Grant temporary invulnerability up to 1.5 seconds.
Level 3 – Grant temporary invulnerability up to 2.25 seconds.
Level 4 – Grant temporary invulnerability up to 3 seconds.

Manacosts – 50/40/30/20

Cooldown – 6 seconds

Dream Coil – Pucks imagination causes coils to appear around any enemy within the aoe of the coil. If the enemy affected by dream coil stretches further than 600 range it will snap the coils and stun the enemy. Each coil lasts 5 seconds, 7 seconds with scepter

Level 1 – 100 Damage with initial and  Coil Break damage and stun, 0.5 seconds initial stun and 1.50 seconds break stun. Does 200 Damage with scepter
Level 2 – 150 Damage with initial and Coil Break damage and stun, 0.5 seconds initial stun and 2.25 seconds break stun. Does 250 Damage with scepter
Level 3 – 200 Damage with initial and Coil Break damage and stun, 0.5 seconds initial stun and 3 seconds break stun. Does 300 damage with scepter

Mana Cost - 100/150/200  (150/200/250 with Scepter)

Cooldown – 85 seconds

Puppet Master: HoN Hero Quick Guide

Puppet Master

Puppet Master is a ranged Intelligence hero in Heroes of Newerth.  He has a unique splash damage/critical strike ranged attack and an interesting hero-killing ultimate, along with two other disables.

Recommended Skill Build

  1. Whiplash
  2. Puppet Show
  3. Whiplash
  4. Puppeteer’s Hold
  5. Whiplash
  6. Voodoo Puppet
  7. Whiplash
  8. Puppet Show
  9. Puppet Show
  10. Puppet Show
  11. Voodoo Puppet
  12. Puppeteer’s Hold
  13. Puppeteer’s Hold
  14. Puppeteer’s Hold
  15. Stats
  16. Voodoo Puppet
  17. Stats -> Level 25

Recommended Item Build

+ +

Steamboots + Whispering Helm + Shrunken Head + Charged Hammer + Savage Mace + Symbol of Rage

Steamboots -> tank to survive ganks, optional attack damage and mana boost

Whispering Helm -> stack creeps to kill with splash damage passive, lifesteal, armor

Shrunken Head -> battle survivability

Charged Hammer -> damage and attack speed to compliment crit strike passive

Savage Mace -> more damage and attack speed

Symbol of Rage -> more lifesteal and survivability

Puppet used to be the best hero to get Harkon’s Blade on but the update to make lifesteal an attack modifier made this a lot worse since you can’t have both at the same time.  But you can still get it instead of lifesteal or get both and just toggle between when you need, but this is difficult to do well.  Also could substitute something like Hellflower for Savage Mace but Savage Mace is better.

DotA Gyrocopter Hero Guide

Gyrocopter

Starting Attributes

Range: 375

Movement Speed: 305

Strength: 18 + 1.8

Agility: 24 + 2.4 (primary attribute)

Intelligence: 23 + 2.1

Damage: 41-51

Armor: 2

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Spells

Rocket Barrage

Releases a stream of rockets at nearby enemy units.

Rocket Interval: 0.1

Damage per Rocket: 6/8/10/12

Barrage Duration: 3

AOE: 400

Cooldown: 6.5

Manacost: 90

Video to come

Randomly shoots rockets like a sperm donor doing his best at targets inside the AoE.

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Seeking Missile

Fires a slow moving missle at target enemy unit. It starts off slow and then accelerates a little over time. Starts off startionary and inactive for the first three seconds then moves at 280 MS and increases by 20 each second. Can be killed by physical attacks.

The longer it takes to reach the target the more damage it does.

Delay before becoming active: 3 seconds

Initial movement speed: 280

Acceleration: 20 per second

Minimum Damage: 50

Maximum Damage: 100/200/300/400

Maximum Distance Threshold: 2000

Stun: 2.5 seconds

Missle HP: 4 hits

Cast range: 900

Cooldown: 20/18/16/14

Manacost: 120/130/140/150

Video to come

Great initiation tool while used in the forest hiding or just to finish killing those enemies that are running away without the need to chase them down.

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Flak Cannon

Causes a limited number of attacks to hit enemy units within 800 AOE.

Attacks: 3/4/5/6
Duration: 12 seconds (ends once you use your limited attacks)
Cooldown: 20
Manacost: 20/30/40/50

Image to come

Useful farming tool and could be essential in teamfights if Gyro obtains enough DPS

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Call Down

Fires two missles up in the air. The first missle lands at target area, dealing damage and slowing units in it. After a brief period, the second missle lands there as well.

Primary Missle Damage: 250/300/350

Primary Missle Slow: 20%

Primary Missle Slow Duration: 2

Primary Missle Impact Delay: 2 seconds

Primary Missle Impact AOE: 400

Secondary Missle Damage: 100/150/200

Secondary Missle Slow: 50%

Secondary Missle Slow Duration: 3

Secondary Missle Impact Delay: 4 seconds

Secondary Missle Impact AOE: 400

Cast Range: 1300

Cooldown: 55/50/45

Manacost: 125

Video to come

inb4 nuke spam. Works astounding well with team disabling abilities like Black Hole, Reverse Polarity etc.

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Skill Build

1. Seeking Missile

2. Rocket Barrage

3. Seeking Missile

4. Rocket Barrage

5. Seeking Missile

6. Call Down

7. Seeking Missile

8/9. Rocket Barrage

10. Flak Cannon

11. Call Down

12-14. Flak Cannon

15. Attribute Bonus

16. Call Down

17-25. Attribute Bonus

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Item Recommendations

As the norm with any … DPS hero, manta style is a great item to get. Gives damage, attack speed, movespeed and images.

You may question why but it increases Gyro’s farming capability a lot as well as his DPS potential.  Rocket Barrage & Flak Cannon & Radiance immolation is a huge amount of AoE damage.

Purge to help keep units in range as well as mana burn, very useful item indeed.

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Early Game

From what I’ve tested and done in beta Gyro is geared more toward ganking with carry potential.  Use seeking missiles where the enemies cannot see the missile itself (in trees, uphill etc.) so they are not aware of the missile and therefore are more vulnerable to the gank.  Early in the game try to focus on last hits as hard as it may be due to range, once you hit 6 you should start looking for ganks more and more with calldown, the combination of Call Down, Rocket Barrage & Seeking Missile alone is very devastating.

Middle Game

You should keep gank-farming or if your team lacks a hard carry and is keeping down the other team’s carry well enough you can start to farm a bit.  Utilize Flak Cannons well in team fights putting yourself in an area that would allow you to hit multiple enemy heroes if possible.  Carry a TP scroll as always to find a free farm spot or just to help out your hard carry if he is being ganked.

Late Game

You should keep ganking or farm a bit if you are not that hugely farmed.  Gyro late game is a HUGE DPS tank, so if you are having trouble surviving grab a BKB for those pesky casters as well as a heart or even Satanic if you lack an orb effect.  Eventually even if you haven’t geared Gyro in a carry aspect you will be doing enough damage with Flak Cannon/Rocket Barrage alone to potentially be a carry hero.

DotA Thrall Hero Guide

Thrall

Starting Attributes

Range: 600

Movement Speed: 305

Strength: 19 + 1.9

Agility: 15 + 1.4

Intelligence: 22 + 2.5 (primary attribute)

Damage: 49-53

Armor: 1

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Spells

Kinetic Field

Targets an aoe, an energy field spawn around it. Enemy units cannot walk in or out of it. Allies are unaffected.

AOE: 300

Cast Delay – 1.0 seconds

Duration: 2.5/3/3.5/4 seconds

Cooldown: 15

Cast Range: 900

Manacost: 110

Video to come

Such a good spell really, you can isolate heroes from their teammates etc. it really is such. a. good. spell.

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Glimpse

Sends a unit backwards in time to a position it was at before.

Sendback: 4 seconds ago

Cast Range: 600/1000/1400/1800

Cooldown: 60/50/40/30

Manacost: 160/130/100/70

Video to come

Think X marks the spot without the wait duration.  Basically sends a hero back to the area they were 4 seconds ago once the visual projection gets there.  Useful on people teleporting however it will take quite some time for the visual projection to return to their fountain.

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Thunder Strike

Strikes a target 3 times with 2 second intervals. Units near the striked target get hurt as well.

Interval Delay: 2 seconds

Damage per strike: 50/75/100/125

AOE of secondary units: 200

Cooldown: 14

Manacost: 130/140/150/160

Cast Range: 800

Video to come

A great harassment tool in combination with Kinetic Field

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Static Storm

Targets an area. Electricity intensifies in that area over time. Deals increasing dps and silences any units that are standing on it.

AOE: 375
Maximum DPS: 170/210/250
Duration: 5

Cast Range: 800
Cooldown: 60
Manacost: 125/225/325

Video to come

In combination with Glimpse & Kinetic field and any other AoE disable is such a great spell.

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Skill Build

1. Kinetic Field

2. Thunder Strike

3-5. Glimpse

6. Static Storm

7. Glimpse

8-10. Thunder Strike

11. Static Storm

12-14. Kinetic Field

15. Attribute Bonus

16. Static Storm

17-25. Attribute Bonus


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Item Recommendations

Linken’s Sphere is a great item for Thrall since he needs survivability with mana regeneration and he may not be able to get the farm for Guinsoo

Force Staff is a hit or miss but nonetheless fun, you can push heroes into Kinetic Field or push them closer to you and farther into Static Storm but takes a bit of practice for timing.

Shiva’s Armor is great, Thrall has terrible armor as is and adds a slow to Thrall’s arsenal.

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Early Game

Early Game look for kills with Kinetic Field/Thunder Strike and be aggressive in lane.  If an enemy hero comes into range of tower place a Kinetic Field down and glimpse them into the range causing them to take more damage.  Once level 6 rolls around keep farming but carry a TP scroll look for opportunities to help gank/counter gank.

Middle Game

Middle game you should start roaming more looking for kills, wards are you friends since vision is a key to ensure victory.  Try to focus on a carry hero and remember if someone TP’s to gank you can send them away with Glimpse which may take awhile due to the Glimpse visual projection.  If you are having surviving issues grab a few bracers or even shoot for a bloodstone but work towards that Linken’s Sphere.

Late Game

By now you should be staying with your team, even if you are underfarmed and underlevelled the best way to get gold is assist in hero kills/tower pushing.  Try to get at least 3 heroes in Kinetic Field so you can isolate them for Thunder Strike & Static Storm and you can combo it with great ultimates such as Overgrowth, Black Hole, Reverse Polarity etc.  You should unleash all your spells if you are dropping fast and not able to use them strategically.

DotA Eredar Hero Guide

Eredar

Starting Attributes

Range: 500

Movement Speed: 300

Strength: 17 + 1.9

Agility: 18 + 2.2

Intelligence: 26 + 2.7 (primary attribute)

Damage: 53-57

Armor: 3

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Spells

Shadow Poison

Fires a fast moving projectile in a small aoe. It will impact enemy units along its way. Deals minor damage and the buff remains on the target for a duration. If a unit is hit by the projectile again while still having the buff, it increments the shadow poison count and resets the duration. When the buff runs out, it deals damage based on how many shadow counters. You have vision over the unit with the buff.

Initial Damage: 50

Level 1: Per stack: 5/10/20/40/80

Level 2: Per stack: 10/20/40/80/160

Level 3: Per stack: 15/30/60/120/240

Level 4: Per stack: 20/40/80/160/320

Duration: 10

Cooldown: 3

Manacost: 50

Projectile travel distance: 1500

Projectile AoE: 160

Video to come

Really annoying and great harassing spell and still gives you vision.  Very useful on heroes who rely on a blink dagger to disable it

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Disruption

Causes the target hero to become displaced for 2 seconds. When the hero returns, you will have 2 images of it under your control.

Can be used on an ally or enemy hero.

Displacement duration: 2.5 seconds

Illusion Outgoing Damage: 30/40/50/60%

Illusion Incoming Damage: 150%

Illusion Duration: 6 seconds

Cast Range: 700

Manacost: 75

Cooldown: 16

Video to come

Really good late game when heroes are pumped up but honestly this skill is so fun, you can easily lay deceptive traps for counter ganking if you image allies and leave them in vulnerable spots. As well as removing heroes in team fights.

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Soul Catcher

You target an AOE and it picks a random unit in that area. The selected unit receives a debuff that amplifies all damage dealt to it.

AOE: 450

Cast Range: 600

Duration: 12

Amplification: 20/30/40/50%

Manacost: 50

Cooldown: 13

Video/Image to come

Good for picking off heroes on ganks but not that useful if you catch an unnecessary hero in it like a support over carry but overall still very useful

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Demonic Purge

Purges the target enemy unit and deals damage.

Purge Slow Factor: 2

Purge Pause Duration: 2

Purge Duration: 4

Damage: 200/300/400

Cooldown: 50

Manacost: 200

Video to come

Annoying purge with damage on top of it, yeah, that’s right.

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Skill Build

1. Shadow Poison

2. Disruption

3. Shadow Poison

4. Disruption

5. Shadow Poison

6. Demonic Purge

7. Shadow Poison

8/9. Disruption

10. Soul Catcher

11. Demonic Purge

12-14. Soul Catcher

15. Attribute Bonus

16. Demonic Purge

17-25. Attribute Bonus

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Item Recommendations

Guinsoo’s Scythe of Vyse is always a solid choice for any intelligence hero for damage, mana regeneration and the disable.  It’s also great because Eradar lacks a disable, disruption doesn’t allow you to damage the enemy, and thus Hex is a great item.


Eye of Skadi adds everything a hero needs to be honest, Eradar like stated before, lacks a diasble and stun outside of his ultimate so this is a great addition.


Necronomicon is a very good item in combination with your ultimate which slows and stuns allowing for your minions to get a lot of attacks of, also in combination with disruption you can micro the units to block the oppositions pathing.


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Early Game

You should be playing extremely aggressively whether you are solo or in a lane with someone else, shadow poison is an extremely annoying laning spell to be against so utilize it well.  Once you hit level 6 you should start ganking more and more due to its versatility of a stun and slow.  You should be somewhat more focused earlier on last hitting as once you start roaming unless you gank-farm or harassing the enemies back.

Middle Game

By now you should be gank-farming a lot, wards are your best friends both sentry and observer, if the enemy can’t see you coming and you can see them it’s all the better.  Remember that if you don’t have Boots of Travel to carry around a teleport scroll so you can counter gank as well as support your carries should they get ganked themselves.  Should you have trouble surviving grab a few bracers to increase your survivability.

Late Game

By now it should be purely team fights and ganking.  Use disruption on enemy heroes that are heavily stat orientated so that the illusions do more damage since illusions do not benefit from +dmg items etc.  Try to place Soul Catcher on the enemy carry so they take more damage or place it on another hero who is vital to team fights such as Earthshaker, Enigma etc.  You should be unleashing the fury every team fight focusing the enemy carry hero with Shadow Purge and trying to hit them as much as you can with Shadow Poison.

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