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.
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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.
- 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.
- 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.
 Update history
- Fixed Poison Touch slow and stun applying if BKB was used after it had been applied.
- Fixed Poison Touch being purgable.
- Fixed Shadow Wave not healing siege units.
- Fixed Weave not affecting units slept by Song of the Siren.
- Fixed Shadow Wave not doing its damage around the aoe of the last target.
- 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.
- [Undocumented] Added a haste rune run animation for Dazzle.
- [Undocumented] Added a chase animation for Dazzle.
- [Undocumented] Added injured idle animation.
- [Undocumented] Added injured attack animation.
- [Undocumented] Added spawn animation.
- There is now an impact effect on enemies who are damaged by Shadow Wave.
- Fixed the following ability interactions with Repel/Purge: Inner Vitality, Weave, Moonlight Shadow, Overload, Holy Persuasion, Warcry, Shadow Word, Focus Fire, Sukuchi, Berserker's Call, Chilling Touch.
- Added more movement lines for Dazzle, Dark Seer, Dragon Knight, Furion, Huskar, Riki, Skeleton King, Slardar, Spectre, and Jakiro.
- Fixed Shadow Wave, it now properly deals physical damage, and damages magic immune units.
- Dazzle now only says his shadow wave lines to nearby friendly heroes.
- 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.
- Dazzle damages units near him correctly when casting shadow wave.
- Update stats section on hud when a displayed modifier changes its tooltip parity, eg Dazzle's Weave.
- 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.
- Poison Touch from 1/2/2/2 set time to 1/2/3/3.
- Fixed Poison Touch's projectile speed
- Fixed Poison Touch's targeting rules
- Fixed various bugs with Poison Touch
- Fixed sound source for Poison Touch
 Balance changelog
- Shallow Grave cast range rescaled from 400/600/800/1000 to 550/700/850/1000
- Poison Touch level 4 cooldown decreased from 9 to 7.
- Shadow Wave Damage AoE increased from 170 to 185.
- 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).
- Poison Touch is no longer blocked by damage block items like Vanguard.
- Poison Touch damage increased from 7/14/21/28 to 8/16/24/32.
- Shadow Wave damage aoe increased from 155 to 170.
 See also