Mechanics:
In terms of mechanics, Illusory Orb works in two ways. It is both an AoE nuke
damage tool and a repositioning tool. You can simply cast the spell in a
direction to damage opponents without teleporting to the orb, or you can use
the spell to reposition yourself. In fact, you can do both, especially in
fights – damage opponents and teleport into the orb to change your positioning.
The Orb travels at 651 movement speed which means it
takes about 3 seconds to reach the maximum range.
Damage tool:
Firstly, the spell deals AoE damage
in a straight line. As a result, you have to judge where enemies are going to get
hit by the spell. Generally, the closer the enemy is to you, the easier it will
be able to hit the target of the spell (it’s harder for the enemy to dodge it).
The further away the target is, the more
you will have to aim – predict where the hero will be when the projectile hits.
Secondly, the spell has a 14 to 11
second CD. Whenever you have the spell on CD (unavailable), provided you get
ganked, you are likely to die since you won’t have an escape mechanism apart
from Phase Shift. Therefore, you should be careful when you use your spell to
damage enemies, farm or push out waves – if you expect to get ganked or focused
in fights, it is better to save it just in case (unless you have another escape
mechanism like Phase Shift into Blink Dagger).
Third, when you use Illusory Orb,
you need to judge in which direction it would be better to cast the spell and
damage enemies. For example, if you are close to an opponent and you can finish
him off with Illusory Orb, you can choose to cast the spell in the direction
towards your base/ tower in order to Jaunt into a safer position once you get
the kill. In case you choose to cast the spell towards the enemy tower, you will
be in a worse position and you might get reinitiated upon by an enemy and
killed. In other situations, it might be
a better idea to do the opposite. Casting the orb in the direction your target is running can help you finish the
kill. If you Jaunt after the orb passes your target you will be in a much
better position to right click your opponent and finish the kill.
Repositioning tool:
Illusory Orb is one of Puck’s escape
mechanisms that make him difficult to focus down in fights. The spell can be
used in three ways: to increase Puck’s mobility (move faster around the map),
to dodge spells/attacks and thus avoid getting killed in fights or to initiate.
The first way is very straightforward – you
can move over obstacles such as cliffs and trees or simply move faster to a
point (the Illusory Orb travels faster than Puck moves). This mobility allows
Puck to gank more effectively, control runes and chase down opponents.
The second use of dodging projectiles is trickier
and requires very good timing. Puck can dodge certain spells and attacks that
are not instant by Jaunting just before the projectile hits (works the same way
a Blink does and some projectiles are not disjointed). For example, you can
dodge Vengeful Spirit’s stun by teleporting into Illusory Orb. You can also
move away from some damaging spells such as Invoker’s Meteor.
The safest way to use orb for defensive purposes is to cast it in the direction
you want to run to (usually towards your towers), hide inside Phase Shift
(which disables your opponents from damaging and controlling you) and cast
Jaunt just before the 3 seconds of the orb travel time end, in order to get as
far away as possible from your opponents.
The third way is to initiate with Illusory Orb in order to get in range to silence enemies with Waning Rift or use your Dream Coil – this is usually the case when you don’t have Blink Dagger yet. Although the ability moves at a relatively fast speed, it is not instant like Blink. As a result, enemies will likely see your initiation and will be able to react. If you use Orb to initiate, you won’t have a way to get out of the fight (apart from Phase Shift and walking), and consequently, you need to make sure that your allies can follow up your initiation quickly. Once you get your Blink Dagger you will usually save Illusory Orb to disengage. You can blink in, use Rift and Coil and immediately after cast Orb in the direction you want to go to while damaging your targets. You can hide inside Phase Shift while the orb is traveling and Jaunt to safety when it is far enough from danger.