Dazzle

From Dota 2 Wiki
Jump to: navigation, search
Dazzle
Dazzle.png
Dire icon.png The Dire
Strength
16 + 1.85
Agility
21 + 1.7
Intelligence
27 + 3.4
Level 1 16 25
Hit Points 454 1005 1670
Mana 351 1040 1664
Damage 41-59 94-112 142-160
Armor 1.94 5.72 10.34
Attacks / Second 0.71 0.87 1.06
Movement Speed 305
Turn Rate 0.6
Sight Range 1800/800
Attack Range 500
Missile Speed 1200
Attack Duration 0.3+0.3
Cast Duration 0.3+0.5
Base Attack Time 1.7

Dazzle the Shadow Priest is a ranged intelligence hero that uses his skills to mainly support his allies in battle. While frail, he's capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavor. Due to this, Dazzle is typically a soft target, making the player's job more difficult, but rewarding.

Contents

[edit] Bio

Dazzle Dazzle, the Shadow Priest
Play "Where my shadow falls, there falls my foe."
Role: Pip roamer.png Support / Pip babysitter.png Lane Support
Lore: Each young acolyte to the Dezun order must complete a series of rites before becoming a shadow priest. The final rite, the rite of shades, is a harrowing spiritual journey through the Nothl Realm, an unpredictable domain from which not all visitants return. Of those who do, some return mad. Others return with strange aptitudes. But all who go there are changed by their experiences. Driven by the need for enlightenment, Dazzle was the youngest of his tribe ever to request the sacred ritual. At first the order refused him, saying he was too young. But Dazzle was not to be dissuaded. Sensing something special in the headstrong young acolyte, the elders relented. Dazzle drank down the sacred potion and sat by the fire while the rest of his tribe danced through the night. In this ethereal dimension of the Nothl Realm, the properties of light and dark are inverted. Thus his brilliant healing light, beautiful to our eye, is actually a sinister kind of evil; and the darkest deeds are done in a dazzling glow. The elders' intuition was prophetic: Dazzle returned to his people as a Shadow Priest like none seen before, with the power to heal as well as to destroy. Now he uses his gift to fight his enemies and help his friends.
Voice: David Scully (Responses)

[edit] Abilities

Poison Touch
Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged.
Q
T
Poison Touch icon.png
Ability Affects Damage
Target Unit Enemies Physical
Casts a poisonous spell on an enemy unit, causing damage and slowness over time, and eventual paralysis.
At level 2, the slow increases after 1 second, and at levels 3 and 4, the target is stunned for 1 second after the slow.
Range: 600
Duration: 7
Time to set in: 1/2/3/3
Damage Per Second: 8/16/24/32
Cooldown 15/13/11/7 Mana 100/115/130/145
One of the few Dezun rites used for offensive purposes, the paralytic enchantment often proves useful.

Notes:

  • At level 1 slows target by 33% for 1 second.
  • At level 2 slows target by 33% for 1 second and then 66% for another second.
  • At levels 3 and 4 slows target by 33% for 1 second, 66% for another second and then completely disables target for 1 second.
  • This skill has a ministun on impact that interrupts channeling skills.
  • Poison Touch will deal damage once all crowd controls have been activated. At level 3/4, Poison Touch damage will occur after 3 seconds.
  • Total damage dealt over time: 56 / 112 / 168 / 224

Shallow Grave
Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged.
W
G
Shallow Grave icon.png
Ability Affects
Target Unit Allies
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection.
Range: 550/700/850/1000
Duration: 5
Cooldown 60/45/30/15 Mana 140/130/120/110
Only a seasoned acolyte of the Shadow can properly perform the rite of preventing death.

Notes:

  • Targeted hero's HP won't go lower than 1 for spell duration.
  • Shallow Grave will not prevent Axe's Culling Blade ability from killing a hero.
  • If the Goblin Techies use Suicide Squad, Attack! while under the effect of Shallow Grave, they will still die.

Shadow Wave
Not blocked by Magic Immunity. Not blocked by Linken's Sphere.
E
D
Shadow Wave icon.png
Ability Affects Damage
Target Unit Allies Physical
Shadow Wave heals several allies, which in turn cause damage equal to their healing in a small area around them. Dazzle is always healed by Shadow Wave, and it does not count toward the number of targets.
Range: 900
Radius: 475* / 185**
Damage/Heal: 80/100/120/140 ***
Number of Targets: 3/3/4/5
Cooldown 12/10/8/6 Mana 80/90/100/110
While it is a simplistic and routine rite among Shadow Priests, the Shadow Wave is also the most critical for success.

Notes:

  • Will always heal Dazzle, regardless of target. Dazzle does not count toward number of bounces.
  • Allied heroes are primary target for heal.
  • Deals a total of 240/300/480/700 maximum possible damage (Excludes Dazzle as a source of damage)
  • (*) Bounce radius between units
  • (**) Damage radius around the healed unit
  • (***) Heals allied units and damages enemies

Weave
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged.
R
E
Weave icon.png
Ability Affects
Target Point Heroes
Applies a buff that increases allied hero armor or decreases enemy hero armor in the target area, changing armor by 1 every second.
Range: 2000
Radius: 575 (775*)
Duration: 12/18/24 (18/24/30*)
Cooldown 40 Mana 100
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases radius and duration.
His ethereal journey into the Nothl realm has allowed Dazzle to mend together the powers of light and dark, creating shifting waves of enchantments.

Notes:

  • Places buffs on heroes, so entering or leaving the initial area after the cast won't have any effect.
  • Unobstructed sight (800 range day and night) is provided for a short time.

[edit] Recommended items

Explanation:
Clarity provides some initial mana buffering until you can build into a more mana-efficient item set. Tangos are standard, conserve use of your E and rely on them instead. Mantle provides a small boost to starting regen, and is only temporary. Three Branches help to immediately build into a Magic Stick. If you're confident in your play, consider trading out the Mantle for Observer Ward instead.

Magic Stick/Wand is helpful as an extra boost for that potentially tower-breaking longevity in lane; however, it is also extremely important for Dazzle himself to be able to heal himself up immediately after a self grave, which can make a huge difference between life or death, making the largest difference in team fights.

Urn of Shadows is integral to Dazzle's healing output, and will be spammed along with Shadow Wave in later team fights. Soul Ring will extend mana life immensely, with constant Shadow Wave use; if you find yourself lacking in HP due to Soul Ring, consider building into Arcane Boots, which will also support your team.

Power Treads can help with mana regen during downtime, and be switched to Strength for extra survivability in said fights. Mekansm provides a significant support boost for allied Heroes and Creeps, so it should be spammed while pressuring an enemy base.

Late-game, mana regen can begin to become a non-issue, so if you chose Arcane Boots, consider trading them out for Power Treads.

Eul's is an excellent choice after the core has been completed, the extra disable, along with increased mana pool and regen can be combined with Shallow Grave to even further preserve the life of Dazzle.

Aghanim's is not a game-breaking upgrade for Weave, but it helps in the later stages of the late game where armor difference is crucial, and for adding that wider radius when you're out of position or the enemy is too far scattered.

Unlike in Dota 1 the buff from Weave can be stacked with Refresher Orb. If cast simultaneously it will change armor by 2 every second and assuming an enemy has 20 armor that enemy will have the lowest possible armor of -20 for 10 seconds. This can be gamebreaking because taking an enemy armor from -20 to 20 will make it infinitely less durable.

[edit] Equipment

[edit] Tips

  • Don't forget that Shadow Wave deals damage around your healed allies as well, roughly a Melee hero swing and a tiny bit more; a bit similar to Omniknight's Purification but with considerably less raw healing.
  • Each level of upgrade for Shallow Grave makes it cost less mana; if you're having mana problems (and you likely will), consider upgrading it sooner rather than later.
  • Your first skill can be any of the three depending on the situation; Poison Touch if you're hunting for first blood (with teammates, by yourself or with a single lane partner is probably not enough and can be risky in the event of a reversal), Shallow Grave if the enemy has not been spotted in their lanes and you suspect a possible gank incoming, and Shadow Wave if you're fighting an aggressive melee gank with an ally.
  • Don't forget that the range of Shallow Grave increases with each level; it starts out less than your normal attack, but at level 4 goes to twice that length. You don't want to have an ally die just because you had to run in closer.
  • Using Shallow Grave is the most important role Dazzle has, and one of the chief reasons why Dazzle is complicated; in using it you grant an ally or yourself five seconds where they cannot die. For newer players, it is often better to use it earlier than never; 2 seconds of life for an ally is better than none. More experienced players can gauge the situation of battles better, and can determine if burst damage has already been applied, amount and length of incoming stuns, and at whom they're directed, et cetera. In the early game laning phase, you can aggressively attempt a kill and then use Grave on yourself once you're near death; however, this can easily backfire due to burst damage and stun, preventing you from using the spell. In the mid game, your priority to grave are heroes with powerful abilities that haven't been used yet in an encounter, such as a Sand King Epicenter, a Tidehunter's Ravage, or an Enigma's Black Hole. Typically, the use of such ultimates would change the tide of battle in your favour, although this would only apply if those types of heroes are caught out of position, or are about to die before they can use it. Preventing a hard carry from dying and losing their gold is also important, but not if it means losing the teamfight and being able to push. In late game, keeping your hard carry alive becomes your top priority. There may be instances wherein you must choose between the life and death of allies, and it is very important to know who to prioritise (knowledge of priority will become second-nature with experience). For example, choosing between keeping Tidehunter alive after his Ravage has been used is a poor decision versus keeping your team's Lycan from dying, but if Tidehunter's death seems to be sure and Lycan's does not, you must make a decision very quickly. This is the difficulty of Dazzle.
  • While Weave is a spell with a fairly simple effect it can massively increase both the deadliness and the durability of your team, especially if it is heavy in physical damage dealers who need to close with the enemy like Ursa and Sven.
  • Learn to use Weave pre-emptively to maximise the armor buff/debuff for the team fight. In addition, it can be used to discourage your enemies from sieging a tower or attempting Roshan: as their armor deteriorates while they make an attempt, their chances of following up with a team fight in their favour becomes much lower.

[edit] Trivia

  • Dazzle's ultimate used to be Shallow Grave, which had a completely different effect on the player who was buffed by it, reducing the revival time of the buffed player if they died under its effect, while Weave was a single target skill until this was changed to the current setup.

[edit] Update history

January 24, 2013 Patch

  • Fixed Poison Touch icon.png Poison Touch slow and stun applying if BKB was used after it had been applied.

January 17, 2013 Patch

August 02, 2012 Patch

  • Fixed Shadow Wave not healing siege units.

July 26, 2012 Patch

  • Fixed Weave not affecting units slept by Song of the Siren.

May 17, 2012 Patch

  • Fixed Shadow Wave not doing its damage around the aoe of the last target.

May 10, 2012 Patch

  • Fixed turn rates for the following heroes: Lifestealer, Alchemist, Clockwerk, Bounty Hunter, Dark Seer, Dazzle, Ancient Apparition, Brewmaster, Chen, Silencer, Lone Druid, Spectre and Spiritbreaker.
  • Added healing overhead messages to Dazzle and Omni.

April 12, 2012 Patch

  • [Undocumented] Added a haste rune run animation for Dazzle.
  • [Undocumented] Added a chase animation for Dazzle.

March 22, 2012 Patch

  • [Undocumented] Added injured idle animation.
  • [Undocumented] Added injured attack animation.
  • [Undocumented] Added spawn animation.

January 12, 2012 Patch

  • There is now an impact effect on enemies who are damaged by Shadow Wave.

November 17, 2011 Patch

October 06, 2011 Patch

  • Fixed Shadow Wave, it now properly deals physical damage, and damages magic immune units.

September 09, 2011 Patch

  • Dazzle now only says his shadow wave lines to nearby friendly heroes.

August 06, 2011 Patch

  • Changed legacy keys for the following heroes: Drow Ult from P to M, Puck secondary 1 from D to E, Dazzles Ult from E to W, Enchantress ability1 from P to N.

August 04, 2011 Patch

  • Dazzle damages units near him correctly when casting shadow wave.

August 03, 2011 Patch

  • Update stats section on hud when a displayed modifier changes its tooltip parity, eg Dazzle's Weave.

July 29, 2011 Patch

  • Fixing the timing on poison touch's minstun.
  • Poison touch doesn't get reduced by block.
  • Shallow grave is no longer purgable.
  • Shadow Weave now prefers to heal hurt targets and prefers to heal heroes.
  • Shadow Weave gives much longer vision duration.

July 16, 2011 Patch

  • Poison Touch from 1/2/2/2 set time to 1/2/3/3.

May 26, 2011 Patch

  • Fixed Poison Touch's projectile speed
  • Fixed Poison Touch's targeting rules
  • Fixed various bugs with Poison Touch
  • Fixed sound source for Poison Touch


[edit] Balance changelog

6.77

  • Shallow Grave icon.png Shallow Grave cast range rescaled from 400/600/800/1000 to 550/700/850/1000

6.75

6.72d

  • Shadow Wave icon.png Shadow Wave always heals you first before it jumps (so it won't jump back to you randomly during the bounce. This does not eat up one of your bounce limits either).

6.72c

  • Poison Touch icon.png Poison Touch is no longer blocked by damage block items like Vanguard.

6.72

6.70


[edit] See also

Personal tools
Namespaces
Variants
Actions
Navigation
Competitive Scene
Wiki
Toolbox
Languages
Dota 2
Communities