Dazzle

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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
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 is a ranged hero that uses his skills to mainly support his allies in battle. While frail, he's capable of dealing damage to a wide number of enemies in an instant as well as disorient his foes. Due to this, Dazzle is typically an oft sought target, making the player's job more difficult.

Contents

[edit] Bio

Dazzle Dazzle, the Shadow Priest
"Where my shadow falls, there falls my foe."
Role: Support / 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: Responses

[edit] Abilities

Poison Touch
Blocked by Magic Immunity. Blocked by Linken's Sphere.
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 becomes twice as powerful 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 15/13/11/9 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 that interrupts channeling skills.

Shallow Grave
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
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: 400/600/800/1000
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
X
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* / 170**
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.
  • (*) Bounce radius between units
  • (**) Damage radius around the healed unit
  • (***) Heals allied units and damages enemies

Weave
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere.
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 120/160/200
Partially blocked by Magic Immunity. If cast on a hero with magic immunity, Weave will have no effect, but if magic immunity is enabled after Weave is cast, it will remain in effect.
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.
  • If cast on a hero with magic immunity, Weave will have no effect, but if magic immunity is enabled after Weave is cast, it will remain in effect.

[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 Wards instead.

Magic Stick is helpful as an extra boost for that potentially tower-breaking longevity in lane. 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.

Magic Wand, when conserved carefully, can be the difference between escaping a team fight to heal back up and dying. 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.

[edit] Trivia

  • Dazzle's Ultimate used to be Shallow Grave, which had a totally different effect on the player who was buffed by it, while Weave was a Normal Single Target skill until a Dota Update where this was changed to the current set-up.

[edit] Update History

January 12, 2012 Patch

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

November 17, 2011 Patch

  • Fixed ability interactions between Repel/Purge and Weave
  • Added more movement lines for Dazzle

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] Ability Change Log

6.72d

  • 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 is no longer blocked by damage block items like Vanguard.

6.72

  • Poison Touch damage increased from 7/14/21/28 to 8/16/24/32.

6.70

  • Shadow Wave damage aoe increased from 155 to 170.


[edit] See also

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