Although all the daemons of the Hellbourne ranks are terrifying, few deserve to be called "creepy." Yet that is the best word for the Puppet Master, whose smirks and gibbers and cackles of glee bespeak not just the specter of death, but something worse. His puppets are offenses to life -- either false things imbued with stolen life, or living things twisted to his will.
The Puppetmaster's combination of incredible Attack Damage and powerful single target disables make him difficult to escape, but lack of survivability make items vital. Late game, a cast of Puppet Show on an enemy damage dealer can be disastrous for the opposing team.
Abilities[ | ]
Puppeteer's Hold
[ Q ]
Cast Time: 0.3 / 0.3 seconds
Target Unit
Enemy Units
Type - Magic
The Puppet Master ties up a target enemy with puppet strings. The strings restrain movement heavily.
Range: 600 Radius: 400 Mana Cost: 100/115/130/145 Cooldown: 14 seconds
Applies Puppeteer's Hold to target for 2.6/3.3/3.9/4.5 seconds. Target is constantly pushed toward the position he was at when Puppeteer's Hold was applied. If the target moves too far from this location, it will be forced back to the original position.
While active, the skill grants 800 day and night vision around the target.
Dance like the Marionettes!
Puppeteer's Hold Effects
Restrained
Notes
Constantly pushes target towards the center at a rate of 80/100/120/140 units per second.
If the target moves out of the radius, they become Immobilized and is pushed to the center at a rate of 500 units per second.
Puppet Show
[ W ]
Cast Time: 0.3 / 0.3 seconds
Target Unit
Enemy Units
Type - Magic
The Puppet Master enslaves an enemy unit as his Puppet. The target is driven crazy and will attack the nearest unit, be it friend or foe.
Range: 700 Radius: 250/300/350/400 Mana Cost: 115/130/145/160 Cooldown: 20 seconds
Applies Crazy Puppet to target for 2/2.5/3/3.5 seconds. Any unit with Crazy Puppet active on them will be forced to attack enemy heroes first, then enemy creeps, then all units last.
If target comes within a 400 radius of any unit while Crazy Puppet is active, it will be forced to attack that target until Crazy Puppet wears off. Puppet Show remains active even after the initial force-attacked target dies.
Fight for my amusement!
Crazy Puppet Effects
Forced to attack closest unit in a 400 radius All attacks are non-lethal
Notes
Crazy Puppet also Silences and grants Unitwalking to the unit.
Grants 200 day and night vision around the target with Crazy Puppet for the duration.
Whiplash
[ E ]
Passive
Imbuing his attack with his magical Puppet Strings, the Puppet Master is able to increase his base damage and unleash devastating attacks that damage multiple enemies.
Starts with 4 charges. On attack, removes a charge. When only one charge remains, the next attack will have a 100% chance to deal a 1.5/1.75/2/2.25x critical strike and apply 25/50/75/100% splash damage in radius of 150 and charges are reset to 4.
Not attacking for 12/10/8/6 seconds will remove a charge.
I'm feeling a bit strung out.
Voodoo Puppet
[ R ]
Cast Time: 0 / 0 seconds
Target Unit
Enemy Heroes
Type - Magic
The Puppet Master imbues the essence of a target enemy in his Puppet. The Puppet can then be attacked by the Puppet Master or any of his allies. The Puppet takes increased damage, and transfers damage taken to the target as Magic Damage.
Range: 600 Mana Cost: 150/200/250 Cooldown: 120/110/100 seconds
Passively grants 15/30/45 Attack Speed.
Spawns a Voodoo Puppet that is linked to the target.
Any damage taken by the Puppet is dealt to the target as 110/120/130% Magic Damage, limited by the Voodoo Puppet's remaining Health. Overkill damage is transferred, but not amplified.
The Voodoo Puppet has a maximum Health of 500/750/1000. Lasts until the target gets more than 1500 units away from the spawned Voodoo Puppet, or until the Voodoo Puppet is killed. Upon reaching 0 HP, Voodoo Puppet persists for another 1.5/2.25/3 seconds.
-Puppeteer's Hold and Puppet Show affect the linked target if cast on the Voodoo Puppet.
All Debuffs and Stuns applied to the Voodoo Puppet are transferred to the linked target.
My pain is your pain.
Notes
Target unit is Sighted and Revealed while linked to the puppet.
Does not deal damage or transfer debuffs and stuns to the target if they are Magic Immune, even though the source effect is typed Superior Magic.
The Puppet takes normal damage, and any damage the Puppet takes is amplified and dealt the linked target as Magic Damage. For example, if a Level 3 Voodoo Puppet takes 300 True Damage, the linked target takes 540 Magic Damage and the Puppet will have 700 Health left.
If an instance of damage exceeds the Puppet's Health, then the damage is amplified proportional to the Puppet's remaining Health. For example, if a Level 3 Voodoo Puppet had 200 Health and takes 350 True Damage, then the linked target takes 510 Magic Damage (200 * 1.8 + 150).
Using a channel ability such as Devourer's Devour or Pollywog Priest's Tongue Tied on the Voodoo Puppet will stun the target for the duration of the channel
Will not stun the target or transfer debuffs to them if they become Magic Immune while tied to the Voodoo Puppet