* Stone Form's long stun duration may prevent Puck from using escape abilities.
* Visage frequently builds Rod of Atos for the root that will make Puck unable to move and use his escape abilities. Alternatively, Visage can also build Bloodthorn to prevent Puck from using his escape abilities and make him more vulnerable to damage.
* Visage can quickly kill heroes with low to medium base armor and no innate escape mechanism. Examples include Alchemist, Crystal Maiden and Zeus.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Axe can force Alchemist to attack him with Berserker's Call. High attack speed from Chemical Rage will cause Counter Helix to proc multiple times.
* This can get worse if axe has Blade Mail, which then returns all damage to Alchemist himself.
* Axe's abilities can pierce through Black King Bar, which is a common item for Alchemist.
* Berserker's Call grants Axe a huge bonus armor, which greatly counters Alchemist's physical damage for the most part.
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Tidebringer will deal lots of damage to Alchemist before he builds physical survivability items.
* Torrent and X Marks the Spot can control Alchemist at all stages of the game before he has Black King Bar.
* Ghostship's rum buff will greatly reduce the Alchemist's damage output in teamfights including his Radiance.
* Viper wins on the central line of Puck, because he has a huge damage from the Poison Attack ability, which Puck is not able to constantly avoid using Phase Shift, which will give Viper an advantage in the possible damage inflicted on each other
* Puck takes more damage than it does due to the passive Corrosive Skin ability of the Viper, which makes it unprofitable for the Puck to fight against the Viper at an early stage of the game, when the Puck has a very small pool of health.
Additional:
* Viper wins on the central line of Puck, because he has a huge damage from the Poison Attack ability, which Puck is not able to constantly avoid using Phase Shift, which will give Viper an advantage in the possible damage inflicted on each other
* Puck takes more damage than it does due to the passive Corrosive Skin ability of the Viper, which makes it unprofitable for the Puck to fight against the Viper at an early stage of the game, when the Puck has a very small pool of health
* Viper can bully Alchemist out of mid lane quite easily, forcing him to either retreat into jungle, or stay harassed in lane, and get very few last hits. Vipers break also completely disables Greevil's greed which prevents Alchemist to earn his amazing amounts of money.
* Phase Shift is not an advantage against Arc Warden at all because Arc Warden can turn Puck's Phase Shift ability against him by using Spark Wraith, ensuring it to hit. To make this worse, Arc Warden can do it twice with his Tempest Double.
* Flux is also an instant spell (and therefore unavoidable) with a heavy slow and damage over time, which disables Blink Dagger for a certain period of time.
* Puck cannot use any of its normal means to survive should Night Stalker catch it within Crippling Fear, and goes down quickly.
Additional:
* Void is a potent nuke that is devastating to Puck's low health pool.
* Crippling Fear silence can prevent Puck from casting spells, leaving it vulnerable.
* Waning Rift's silence is almost completely worthless against Wraith King, due to him having only 1 active ability.
* Wraith King's only active ability, Wraithfire Blast, is strong against Puck if it hits, because it applies a damage over time on top of stunning and doing impact damage, disabling Puck for a while, and Blink Dagger for even longer. It is very important to avoid getting hit by this spell when playing against Wraith King.
* Even if Puck succeeds to burst down Wraith King, Reincarnation will ensure that Wraith King can fight back against him while leaving Puck exhausted and nearly unable to defend itself against Wraith King. And to make things worse, Puck is not a common Diffusal Blade nor Disperser wielder to counter this problem at all.
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Feast is good against high health strength heroes such as Alchemist.
* Rage allows Lifestealer to not be targetable by Unstable Concoction, possibly making Alchemist stun himself.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* Skywrath Mage can easily harass Alchemist in the laning phase with multiple Arcane Bolts. Additionally, if Alchemist is in the process of throwing an Unstable Concoction, and has no way to dispel Ancient Seal, the self stun becomes an easy set up for Mystic Flare.
* Caution, however, as a decently farmed Alchemist with {Item ID:Radiance} and {Item ID:Manta Style} can easily send illusions to harass and force Skywrath Mage out.
* Ice Blast cancels out Chemical Rage's rapid health regeneration. It can also take advantage of Alchemist's Armlet of Mordiggian toggling, as it will make HP drain insanely fast, essentially killing the bearer in no time.
Additional:
* Ice Blast nullifies the health regeneration granted by Chemical Rage, which Alchemist greatly relies on to stay alive in battle.
* Alchemist tends to build Armlet of Mordiggian which can be deadly during Ice Blast.
* Illusory Orb is easy to reflect with Spiked Carapace, either stunning Puck and setting up an easy Impale or forcing a premature Phase Shift.
* Puck is an intelligence hero that tends to build intelligence items, making it vulnerable to Mana Burn.
* An ill-timed Phase Shift can easily set Puck up to be stunned by Impale.
* Puck's low base armor and below average agility gain mean it is always susceptible to Vendetta.
Additional:
* Nyx Assassin can take advantage of every one of Puck's weaknesses. His entire skill set is very effective in countering Puck.
* Because Illusory Orb is such a slow moving projectile, Nyx Assassin can simply walk into the orb and activate Spiked Carapace, stunning Puck and setting up an easy Impale. This can be circumvented by using Phase Shift while the orb is traveling, however, that means that Puck cannot use Phase Shift to dodge any other skill nor use it to safely blink away from a fight.
* Puck is an intelligence hero that likes to build intelligence items such as Eul's Scepter of Divinity, Scythe of Vyse, and Dagon. This makes Mind Flare that much more deadly against Puck.
* An ill-timed Phase Shift can turn into an easy setup for Impale.
* Jakiro has 3 damage over time spells, 2 of which are from debuffs on Puck (Dual Breath and Liquid Fire) and 1 affecting an entire area (Macropyre), making it easy for him to disable the Blink Dagger.
* Ice Path is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.
Additional:
* Jakiro has 3 damage over time spells, 3 of which are from debuffs on Puck: Dual Breath, Liquid Fire and Liquid Frost from Aghanim's Shard from and 1 affecting an entire area (Macropyre), making it easy for him to disable the blink dagger.
* Ice Path is also strong against Puck, as he can cast it towards Puck during Phase Shift, who then gets instantly stunned once Phase Shift ends.
* Alchemist's reliance on fast attack speed to do single-target damage makes him vulnerable to Static Link. It also goes through Black King Bar, which is a standard item on Alchemist.
* Eye of the Storm is great against high health strength heroes as it reduces their survivability to physical damage.
* Razor has early lane push to counter Acid Spray.
* Generally strong against lots of spellcaster-themed heroes, Puck fully relies on its skill set and cannot do almost anything when silenced.
* Arcane Curse disables Blink Dagger for quite some time, and is also effective against Puck as it tends to use its spells a lot.
* Glaives of Wisdom can do a lot of damage against Puck due to Puck's low agility gain and armor.
* Last Word can prevent Puck from getting a full combo off, limiting its effectiveness in team fights or ganks.
* Global Silence can take Puck out of fights entirely because of its long-duration silence.
* Reaper's Scythe can kill Alchemist before Chemical Rage has the time to heal him.
* Ghost Shroud can prevent Alchemist from attacking Necrophos, as well as make him immune to Acid Spray and Unstable Concoction damage.
* Heartstopper Aura will do damage as long as Necrophos is alive based on health percentage, which is a problem for a strength hero such as Alchemist.
* Puck cannot use spells if affected by Time Dilation, especially Phase Shift for main survivability as it effectively triples its cooldown.
* Chronosphere can end Puck's life quickly, as stun, more than 3 seconds will be a death sentence to Puck.
* If not silenced, Faceless Void can just Time Walk to undo Puck's Burst damage.
Additional:
* Hard lockdowns such as Chronosphere can be used to quickly take down Puck. Whenever Puck is disabled for longer than 3 seconds, he will usually end up dead.
* As the type of hero that spams spells, Time Dilation counters Puck very effectively. Phase Shift is Puck's main ability for survivability, and Time Dilation effectively triples its cooldown.
* If not silenced, Faceless Void can use Time Walk can easily undo the damage dealt by Illusory Orb, Dream Coil and Dagon.
* All of Puck's abilities are good for Rubick to Spell Steal:
* Illusory Orb and Waning Rift are all great wave-clear abilities.
* If Rubick manages to steal Waning Rift, he can silence Puck, disabling all its abilities including Phase Shift, Puck's main survivability tool.
* Dream Coil is a powerful teamfight ultimate that leashes enemies and disables their movement.
* As an elusive hero who requires constant repositioning, Puck is greatly countered by its own ultimate as it disables all its mobile abilities and items (especially Blink Dagger), forcing it to either stay in the danger zone or latches and stuns for a long time.
* Although Phase Shift does not provide extra damage or lockdown on its own, it does grant Rubick invulnerability, and enables him to use Blink Dagger with full duration similar to Puck's escaping combos.
* Rubick can initiate on Puck relatively fast as Telekinesis only has a 0.15 second cast animation.
Additional:
* Illusory Orb and Waning Rift are all great wave-clear abilities.
* Waning Rift can silence Puck, disabling all her abilities including Phase Shift.
* Dream Coil is a powerful teamfight ultimate that leashes enemies and disables their movement.
* As an elusive hero who requires constant repositioning, Puck is greatly countered by her own ultimate as it disables all her mobile abilities and items (especially Blink Dagger), forcing Puck to either stay in the danger zone or latches and stuns for a long time.
* Although Phase Shift does not provide extra damage or lockdown on its own, it does grant Rubick invulnerability, and enables him to use Blink Dagger with full duration similar to Puck's escaping combos.
* Rubick can initiate on Puck relatively fast as Telekinesis only has a 0.15 second cast animation.
* Corrosive Haze followed by Slithereen Crush takes advantage of Alchemist's main weakness, being physical damage before he has the change to improve his surviability with items.
* Bash of the Deep will deal lots of damage during the laning phase.
* Untouchable greatly reduces Chemical Rage's attack speed advantage.
* Unless Puck is facing the direction he wants to blink while in Phase Shift, the Venomous Gale and Noxious Plague combo consistently ticks many times over several seconds, making it very difficult to use Blink Dagger towards the other direction. Puck's slow turning rate makes this even worse.
* Venomancer can use Plague Wards to reveal Puck's position before he even gets a chance to initiate.
* Doom is generally tanky and has naturally high health, allowing him to survive Puck's onslaught in any stage of the game.
* His namesake ultimate Doom is one of the best solutions to counter Puck, as it will silence Puck for a lengthy duration. A Puck silenced for more than 3 seconds usually ends up dead.
* In addition, if Doom chooses the Level 25 talent Doom applies Mute, Puck will not be able to use items altogether, most especially Blink Dagger and Eul's Scepter of Divinity, making Doom a nightmare to deal with as Puck.
* Doom can disable Chemical Rage's increased healing, rendering Alchemist helpless against Doom.
* Attacks from Infernal Blade can deal serious damage to Alchemist as it deals damage based on the hero's maximum health.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Clinkz can use Burning Army in teamfights which will cause a problem for Alchemist.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip: Disruptor, Death Prophet, Enigma, Faceless Void, Invoker, Lich, Magnus, Mars, Medusa, Outworld Destroyer, Phoenix, Puck, Queen of Pain, Shadow Fiend, Treant Protector, Underlord, Winter Wyvern, Witch Doctor, Zeus.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Riki and Disruptor: Smoke Screen and Static Storm, respectively, can be thrown wherever Puck used Phase Shift, making Puck an easy target if it doesn't have Blink Dagger or is on cooldown. Puck is also very susceptible to Riki's high attack damage when attacking from the back. Glimpse also prevents Puck from escaping altogether.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash: Anti-Mage, Earth Spirit, Faceless Void, Magnus, Mirana, Monkey King, Morphling, Pangolier, Phantom Assassin, Phoenix, Puck, Queen of Pain, Riki, Sand King, Spirit Breaker, Timbersaw, Tusk.
* Shadow Dance allows Slark to not be targeted by Unstable Concoction, making Alchemist stun himself and making himself vulnerable to the enemy.
* Dark Pact also allows him to just purge off the stun if timed correctly.
* Essence Shift will steal stats over long durations at a time should Alchemist lack the damage to kill Slark.
* Illusory Orb and Phase Shift allows Puck to avoid most ganking attempts.
* Waning Rift and Dream Coil makes it very hard for Slark to escape bad situations.
* Puck's abilities used together also deals significant magical nuke damage, none of which are targeted and thus cannot be avoided by Shadow Dance.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Heroes who are melee but cannot fight back against Eclipse will really struggle with Luna: Monkey King, Alchemist, Timbersaw.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's Pierce the Veil: Phantom Assassin, Terrorblade, Drow Ranger, Lifestealer, Anti-Mage, Alchemist, Lycan, Clinkz, Sniper.
* Chemical Rage will rarely save Alchemist against Ursa's Fury Swipes.
* Enrage allows Ursa to both be a threat to Alchemist and avoid his over time damage.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
* Ember's magic damage build is able to burst down Alchemist due to his low strength gain and Alchemist's normal item pick up.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* A Lycan with Shapeshift can always run down Puck for a very quick kill due to its low armor. It is important to abuse as many cliffs and trees as possible to escape from a Lycan.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* None of Puck's abilities have any damage-over-time components, meaning that Refraction is a valuable form of defense against Puck's lane harassment.
* Psi Blades deals pure damage and spills over instantly. Puck cannot reliably dodge the damage with Phase Shift.
Additional:
* Puck high magical burst is almost completely useless against Refraction. Templar Assassin often buys Orchid Malevolence to render Puck useless in teamfights.
* Heroes that have disposable area-targeted spells can force her to undo her Meld: Leshrac, Puck, Tiny, Jakiro,. An experienced Templar Assassin could try to use Refraction before Meld so she can tank through those damage without getting her Blink disabled.
* Alchemist has very bad armor and does not build armor items for the large majority of his build, so Jingu Mastery and Wukong's Command can be very deadly.
* Desolator, Sange and Yasha or Diffusal Blade can all be purchased to increase your damage against Alchemist or just to keep your movement speed high enough to match him while Chemical Rage is active.
* Monkey King is an agility hero and scales with armor, so Acid Spray loses it's effectiveness later in the game.
* Heroes with wide AoE abilities will reveal Monkey King through Mischief: Necrophos, Phoenix, Alchemist, Earthshaker, Razor, Tinker, Leshrac, Queen of Pain
* Illusory Orb serves as a good scouting tool whenever Magnus is hiding in the trees, allowing Puck to warn its allies and disrupt his initiation attempts.
* Phase Shift allows Puck to dodge Shockwave when timed correctly.
* Even after Magnus successfully uses Reverse Polarity and Skewer Puck's teammates, Puck can usually counter-initiate using both Waning Rift and Dream Coil.
* Magnus cannot use Skewer when he is affected by Dream Coil, making him vulnerable to follow-up disables.
* Puck usually gets its own Blink Dagger as well, which makes it harder to lock down unless Magnus commits Reverse Polarity only for Puck.
* Magnus has very mediocre damage against Alchemist, because he can survive the stun duration of Reverse Polarity with Chemical Rage.
* Although Phoenix has many ways to disable a Blink Dagger, the high cooldown of all of its spells makes them not as reliable for this. Also, its spells cost a lot of health to use, making it easy to get nuked down.
* Waning Rift prevents Phoenix from using Supernova to refresh itself, giving Puck's team time to finish it off, or allow Puck to burst Phoenix down.
* Dream Coil prevents Phoenix from using Icarus Dive without consequences. Waning Rift and Dream Coil are also able to cancel Sun Ray, which is its main source of damage in the late game.
* Chemical Rage kills Phoenix very quickly in Supernova.
* Illusory Orb and Waning Rift are effective nukes against Phantom Lancer's illusions, especially in the early game.
* Dream Coil limits Phantom Rush and Doppelganger's mobility during teamfights.
* Heroes that require burst damage to kill will be difficult for Phantom Lancer to take down: Timbersaw, Axe, Bristleback, Alchemist and Underlord
* Mass summoning heroes: Broodmother, Nature's Prophet and Enigma all have summons Puck can clear with Illusory Orb and Waning Rift instantly, due to their summons having low health.
* Alchemist can easily farm Spiderlings with Acid Spray and Greevil's Greed.
* Alchemist's Chemical Rage nullifies Broodmother's Insatiable Hunger
Additional:
* Greevil's Greed makes Broodmother’s spiderlings far more valuable to Alchemist making it important that he does farm them as opposed to other heroes where the spider's bounties are negligible.
* Acid Spray makes it difficult to attack Alchemist in lane without losing some spiderlings to the damage over time, potentially giving him farm he wouldn't have otherwise.
* Alchemist's Acid Spray can heavily damage Chen's creeps and disrupt his jungling.
* Alchemist builds items like Radiance and Battle Fury, allowing him to quickly clear Chen's creeps.
* Alchemist's Greevil's Greed will grant him more bonus gold as he kills Chen's creeps.
* All of Puck's damaging spells deal AoE magic damage, which focuses on Terrorblade's low health pool and ignores his armor.
* Puck's spells are also great at quickly clearing all of Terrorblade's illusions. Even a single Illusory Orb is enough to drop their health very low, allowing creeps, towers or allies to finish them off very quickly. Waning Rift and Illusory Orb together are usually enough to clear his illusions.
* Waning Rift prevents Terrorblade from casting Sunder at low health.
* Puck is a common Dagon carrier, making it possible to finish off Terrorblade before he has a chance to Sunder.
* Puck can initiate on Mirana with Waning Rift to prevent her from going invisible or Leaping.
* A Mirana caught in Dream Coil will stun herself if she tries to Leap away.
* Puck's Burst damage takes advantage of Mirana's below average health.
* Puck can easily dodge Sacred Arrow and Starstorm with Phase Shift.
Additional:
* Mirana's spells are laid out to assassinate enemies. Puck can easily avoid the slow moving Sacred Arrow, and also can avoid Starstorm with Phase Shift, since the meteors have a delay.
* If Puck casts either Waning Rift or Dream Coil in the area, Mirana cannot Leap away.
* Phase Shift can easily disjoint Phantom Embrace and waste half of the Soulbind's duration.
* Puck is very mobile hero who can jump backsides and burst Grimstroke before he can cast anything.
* Sprout is good for trapping melee carries with no escape abilities: Sven, Alchemist, Lifestealer etc.
* Mass summoning heroes: Broodmother, Nature's Prophet and Enigma all have summons Puck can clear with Illusory Orb and Waning Rift instantly, due to their summons having low health.
* Acid Spray and Greevil's Greed will quickly destroy pushes with treants.
* Because of his poor movement speed,Alchemist can catch up and kill him with Chemical Rage.
* Sniper has no spells to disable Puck. He lacks a silence to prevent spell casting and a stun to disable, allowing Puck to act instantly against Sniper.
* Sniper's main strategy is to attack his enemies from a safe distance. Illusory Orb, combined with Blink Dagger makes it easy for Puck to get close to Sniper. Due to his low health, he is also easily nuked down by Puck.
* The status debuff placed by Assassinate on its target makes it very easy to avoid it. Puck has 2 (3 when having Blink Dagger, 4 when having Eul's Scepter of Divinity, 5 when having Linken's Sphere) methods to disjoint or dodge the projectile, making it a bad spell for finishing off Puck.
* Puck's area of effect nukes in the form of Illusory Orb and Waning Rift clears Phantasm illusions from the early game to mid game.
* Phase Shift can be used to disjoint Chaos Bolt.
* Waning Rift silences Anti-Mage, preventing him from blinking away.
* However, Waning Rift can be dispelled by Manta Style.
* Dream Coil stops Anti-Mage from blinking, with Aghanim's Scepter also locks down Anti-Mage for long duration.
* All of Puck's abilities are area-targeted, and will hit Dark Willow when she uses Shadow Realm.
* Illusory Orb allows Puck to bypass Bramble Maze, close the gap and silence Dark Willow with Waning Rift.
* Phase Shift helps Puck dodge attacks charged by Shadow Realm, and is easily timed against Terrorize's long cast time.
* Void Spirit can easily be bursted down by Puck's high magic damage spells in early game.
* Wanning Rift and Dream Coil prevent him from using two of his important mobility abilities: Dissimilate and Astral Step.
Additional:
* Dream Coil prevents the usage of Void Spirit's escape abilities and limits his damage output in fights almost entirely.
* Killing Puck in the late game becomes difficult when they obtain a Eul's Scepter of Divinity, Blink Dagger, and Phase Shift.
* Phase Shift allows Puck to effectively dodge Powershot, and even Shackleshot if timed correctly.
* Waning Rift prevents Windranger from casting all her abilities, most especially Windrun and Focus Fire .
* Windranger cannot escape with Windrun when she's affected by Dream Coil, as she will be instantly stunned when she tries to break away from the coil, allowing Puck's teammates to focus her down.
* Puck relies mainly on magical burst damage, which Phantom Assassin is most vulnerable against.
* Phase Shift and Illusory Orb disjoint Stifling Dagger, also allowing to kite Phantom Assassin.
* Dream Coil will stun Phantom Assassin if she uses Phantom Strike to blink away.
* Phase Shift allows Puck to dodge all of Earthshaker's abilites.
* Waning Rift disables Earthshaker's stuns, leaving him and his team vulnerable.
* Dream Coil takes a stun from Earthshaker if he tries to escape from Blink Dagger or Enchant Totem upgraded from Aghanim's Scepter.
* Puck can dodge Lina's Dragon Slave and Light Strike Array with his Phase Shift skill, which helps him avoid combining these abilities with Laguna Blade and avoid burst damage from Lina.
* Puck forbids Lina to use her abilities with the Waning Rift ability, which will help her teammates survive and even give them the opportunity to kill her.
Additional:
* Puck can dodge Lina's Dragon Slave and Light Strike Array with Phase Shift. A good Puck player can even dodge Laguna Blade, as it has an invisible projectile, therefore avoiding all the burst damage from Lina.
* Puck forbids Lina to use her abilities with Waning Rift, which will help Puck's teammates survive and even give them the opportunity to kill her.
* Chemical Rage will take down Tombstone in no time.
Additional:
* With Greevil's Greed, Alchemist can farm Tombstone zombies and gain a significant gold advantage.
* Heroes with silencing abilities that are not blocked by Linken's Sphere, like Puck's Waning Rift, Death Prophet's Silence or Silencer's Global Silence.
* Heroes with long range abilities are also able to touch Zeus, such as Clockwerk, Kunkka, Puck, Skywrath Mage, Spirit Breaker, Tusk and others.
* He can quickly take out heroes with low armor (Tiny) with his great physical damage.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* Heroes that are hard to kill without lockdown: Puck, Weaver.
* Low health spellcasters: Lina, Witch Doctor, Tinker, Keeper of the Light, all rely heavily on their spells and are fragile heroes. They all also have avoidable spells, allowing Puck to get to them and quickly burst them down.
* Heroes that can kill Death Prophet with nukes can prevent her from using Exorcism to its full duration or using it at all: Lina, Lion, Puck, Morphling.
* Puck silences Ogre Magi with Waning Rift, and Phase Shift makes Puck untargetable for the duration.
* Because all of Warlock's abilities are active abilities, silences can make his impact in fights minimal. Be cautious of heroes that carry silences like Death Prophet, Puck, and the aforementioned Silencer.
* Heroes with powerful area-of-effect disables can initiate on Meepo and his clones and shut him down, such as Enigma, Invoker, Magnus, Puck, and Sand King.
* Heroes that can reliably kite out Dispose, Unleash and dodge Rebound, like Ember Spirit, Void Spirit, Storm Spirit, Anti-Mage, Faceless Void, Puck or always build items like Blink Dagger and Force Staff.
* Heroes who are entirely reliant on dealing physical damage and/or have very little to no area-of-effect abilities will make Underlord tickle and will have no effect against him thanks to his Atrophy Aura, and will also be unable to ambush Underlord and his team if Underlord chooses to use Fiend's Gate to get to a designated point of the map: Phantom Assassin, Terrorblade, Troll Warlord, Drow Ranger, Phantom Lancer, Chaos Knight, Sven, Wraith King, Bounty Hunter, Alchemist, Templar Assassin, Nyx Assassin, Bane.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Low health spellcasters: Lina, Witch Doctor, Tinker, Keeper of the Light, all rely heavily on their spells and are fragile heroes. They all also have avoidable spells, allowing Puck to get to them and quickly burst them down.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Illusory Orb and Waning Rift provides great mobility, allowing Puck to catch up Pangolier when he is attempting to disengage with his own skills.
* Dream Coil's leash act almost as a literal silence to Pangolier, disabling half of his arsenal and also piercing his spell immunity during Rolling Thunder. Also Dream Coil's very long duration will make Pangolier wasting his entire ultimate rolling in place.
Additional:
* Dream Coil and Wanning Rift prevent Pangolier from using Swashbuckle and Rolling Thunder. If Puck has Aghanim's Scepter, Dream coil will stop Rolling Thunder from moving entirely.
* Backline supports (Lion,Crystal Maiden) can keep Puck pinned long enough for a kill.
* Waning Rift silences and damages enemies affected by the ability, diminishing Lion's punishing powers.
* High burst damage potential plus mobility and disable through Illusory Orb, Waning Rift, and Dream Coil allows Puck to effortlessly chase, lock and/or kill Lion, as the Demon Witch lacks proper ways to avoid so.
* Phase Shift allows Puck to dodge Earth Spike, Finger of Death and breaks Mana Drain's link.
* Heroes with mobility spells like Queen of Pain, Anti-Mage, Phantom Assassin, Riki, Puck, and Spirit Breaker that are cancelled by Frostbite can suffer greatly from the presence of Crystal Maiden. It is absolutely critical, however, to have followup from teammates, as all of the above heroes can make quick work of the squishy Crystal Maiden after they are released from her grip.
* Puck has both Waning Rift and Dream Coil to stop Freezing Field's channel regardless of whether or not Crystal Maiden has a Glimmer Cape, as both spells fully affect invisible units.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Chemical Rage mitigates damage from Burning Spear.
Additional:
* Chemical Rage negates almost all damage from Burning Spears.
* Pugna's Decrepify makes sure that either Alchemist is unable to hit anyone while also being slowed and susceptible to magical damage, or can protect an ally from physical attacks. Besides, Pugna can push early on, when Alchemist is not strong enough to repel it, so by the time Alchemist comes online, he might be forced to sit in base.
* Puck can dodge Nether Blast and Life Drain with his Phase Shift, easily avoiding Pugna's strong burst magic damage.
* Waning Rift's silence allows Puck and its teammates to easily deal with Pugna, which cannot do the same to it, because with Puck it will be easy to avoid such an attack from the Decrepify.
* The Puck's combo: Waning Rift + Illusory Orb + Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with Witch Blade
Additional:
* Puck easily dodges the Nether Blast and the Pugna Life Drain with his Phase Shift, which is why he can easily avoid his strong magic damage
* The Puck's silence from the Waning Rift ability allows her team to easily cope with the Pugna, which cannot be said about the Pugna, because with the Puck it will be easy to avoid such an attack from the Decrepify
* The Puck's combo: Waning Rift + Illusory Orb + Dream Coil doesn't have a huge amount of damage to feel the damage of the Pugna from Nether Ward, however, it may be quite enough to kill the Pugna solo at an early stage of the game with Witch Blade
* Quas-Exort Invoker can win the mid lane easily against Alchemist because Quas regeneration will nullify Acid Spray's damage over time and Exort damage bonus will allow Invoker to out last hit Alchemist.
* Puck Outlanes Invoker with his abilities: Illusory Orb, Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb, Phase Shift in a fight, preventing Invoker from doing damage
Additional:
* Puck Outlanes Invoker with his abilities: Illusory Orb, Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb, Phase Shift in a fight, preventing Invoker from doing damage
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Heroes with silences: Puck, Doom, Riki.
* Once you farm up an Orchid Malevolence or a Scythe of Vyse, you're suddenly a lot more fearsome to elusive heroes like Storm Spirit or even that pesky Puck.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
Additional:
* Puck will make a game of dodging as many Shadow Strikes as he can with Phase Shift. If he's a good player, he will also dodge Sonic Wave. If he's a great player, he will also dodge Scream of Pain, and it's all thanks to this single spell.
* Puck also has a silence in Waning Rift to prevent Queen of Pain from blinking away.
* Puck can provide vision to hunt her down if she blinks into the trees with Illusory Orb.
* If Queen of Pain is under the effect of Dream Coil, she will be unable to blink out.
* Axe, Bristleback, Centaur Warrunner, Spirit Breaker, Pudge, Huskar, Wraith King, Doom: These heroes are too tanky for Puck to burst down. Also, all of them have spells which can deal with and shut Puck down reliably.
* Heroes that can cancel Charge of Darkness: Ogre Magi, Earthshaker, Lion, Rubick, Lina, Luna, Jakiro, Dawnbreaker, Alchemist, Ogre Magi, Axe, Shadow Shaman, Naga Siren, Mars, Bane, Pudge, Clockwerk.
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Puck with Phase Shift
* Heroes that can dodge Glimpse:
* Puck with Phase Shift
* Riki with Tricks of the Trade
* Phantom Lancer with Doppelganger
* Ember Spirit with Sleight of Fist and Activate Fire Remnant
* Chaos Knight with Phantasm
* Naga Siren with Mirror Image
* Tusk with Snowball
* Juggernaut with Omnislash
* Brewmaster with Primal Split
* Lifestealer with Infest
* Phoenix with Supernova
* Heroes with spell immunity or pseudo-blinks which provide invulnerability: Lifestealer, Juggernaut, Omniknight, Huskar, and Tusk have spells which allow them to easily escape Dream Coil.
* Heroes with escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
* Earth Spirit Eliminates the possibility of the Puck to hide in Phase Shift and avoid an attack by Geomagnetic Grip with its AOE-silence, which is why it can help the team kill him
* Puck can't throw off the effect of Magnetize any of his abilities, which is why he will constantly receive damage if Earth Spirit extends this ability with his Stone Remnant
Additional:
* Earth Spirit eliminates the possibility of Puck to hide with Phase Shift and avoid an attack by Geomagnetic Grip with its AoE silence, which is why it can help the team kill it.
* Puck can't throw off the effects of Magnetize with any of its abilities, making it constantly receive damage if Earth Spirit extends this ability with his Stone Remnant.
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using abilities: Dream Coil, Waning Rift
Additional:
* Puck can forbid the opportunity to avoid trouble for Earth Spirit on his own Rolling Boulder, using Dream Coil and Waning Rift.
* Alchemist is a well-known Radiance carrier among other auras your illusions will benefit from. They also get the extra move speed and reduced base attack time from his Chemical Rage, and it's even better if you can catch him as his own rage is about to expire.
* Disruption will buy enough time for all allies to retreat when Alchemist starts to activate Unstable Concoction.
* All of Puck's abilities are active making Demonic Purge break from Aghanim's Scepter useless.
* Shadow Demon will find a hard time catching a Puck, as he can get away with Illusory Orb or even Waning Rift;
* Puck can dodge Shadow Poison waves and potentially avoid the damage from Demonic Purge with Phase Shift. Furthermore, after Disruption ended, Puck can use Phase Shift to avoid any further danger and can blink away with Blink Dagger.
* Waning Rift can be used to initiate Shadow Demon, prevent him from using any spells.
* Enigma can be a perfect counter-initiator with his ultimate. A perfectly timed Black Hole will turn the tide of any initiation, especially from heroes like; Spirit Breaker, Legion Commander, Axe, Puck, and Slardar.
* Heroes who can clear the waves of Enigma's Eidolons: Lina, Luna, Dawnbreaker, Jakiro, Shadow Shaman, Death Prophet, Keeper of the Light, Invoker, Leshrac, Puck.
* Heroes who are strong against mobile heroes: Disruptor, Bloodseeker, Kunkka, Keeper of the Light.
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw.
* Heroes who struggle to fight back against Sven at any point in the game are at a severe disadvantage: Alchemist, Anti-Mage, Crystal Maiden.
* Melee heroes that get kited easily have hard times dealing with Puck without any lockdowns, as Puck is one of the most mobile heroes. Heroes like Sven, Lifestealer, Ursa and Alchemist may have problems to get to Puck without proper initiation items. They also lack reliable lockdowns, as their disables are easily avoidable for Puck, or are just a soft disable.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
you could hero names appearing as a counter and as being countered, as on image:
You can also add your own tips, update old data and fix mistakes by editing page on Dota 2 Wiki (it works like Wikipedia - anyone can contribute, you don't even need to register) these edits will appear on this website automatically (data is updated several times per week).
Right now there is no app/overlay that will detect picks automatically (like overwolf dota plus or become the gamer), instead, you can open web version in a steam in-game browser or use mobile version on your smartphone.
Want to know more? Check FAQ
Latest changes first
Sharing link to this site is always appreciated.
Dota 2 is a registered trademark of Valve Corporation. This site is not affiliated with Valve Corporation. All game images and names are property of Valve Corporation.
Puck
* Lone Druid has a huge reserve of health on the Summon Spirit Bear and a quick regeneration of his health with the help of Spirit Link, which makes the Puck's magical abilities useless, since they cannot break through such a large pool of health
* The ability of the Summon Spirit Bear and in the True Form of the Lone Druid Entangling Claws allows you to catch Puck when he released the Illusory Orb, since Puck will not be able to apply Ethereal Jaunt during the root action
Additional:
* Lone Druid has a huge reserve of health on the Summon Spirit Bear and a quick regeneration of his health with the help of Spirit Link, which makes Puck's magical abilities almost useless, since they cannot break through such a large pool of health.
* The ability of the Summon Spirit Bear and in the True Form of the Lone Druid, Entangling Claws, allows him to catch Puck when it releases the Illusory Orb, since Puck will not be able to apply Ethereal Jaunt during the root.
Alchemist
* Alchemist likes to farm fast and be ahead, unfortunately Lone Druid likes to do the same by taking towers.
* Acid Spray will never prove a threat to Lone Druid or his Spirit Bear.
* Chemical Rage may not prove so useful once Lone Druid procs entangled keeping him in place.
* Monkey King Bar is a very good choice on Lone Druid's Spirit Bear and it directly counters any potential Radiance from Alchemist.
* Assault Cuirass is another very good Spirit Bear item that further makes Alchemist vulnerable to physical damage, which is all Lone Druid does.
* Alchemist is not the kind of hero who wants to go on single target summon units, by the time he has killed the Spirit Bear his teammates might had already been slayed by his teammates. Not to mention Lone Druid can just resummon it, even if he is successful.