Dazzle/Counters

Bad against...

 * negates healing from Shadow Wave, and lasts longer than Shallow Grave.


 * kills any target under the health threshold, even through Shallow Grave.


 * 's illusions can easily walk straight at Dazzle and attack him, due to Dazzle's lack of reliable AoE nukes or disables.
 * roots Dazzle or his allies, making it harder to stay in range of Dazzle's saving abilities.
 * can be used to initiate a fight with superior positioning, potentially zoning Dazzle's high-impact spells out of the fight.


 * is a versatile nuisance:
 * If it is cast on a low-enough-health unit at least 1 second into Shallow Grave's duration, the Shallow Grave will end during the imprisonment, and the target will take lethal damage when released.
 * It can be used remove Dazzle from the fight at a time he could have saved someone.
 * It lets himself or an ally dodge all of Poison Touch's effects, for long enough to recover their.


 * and conjures too many illusions for Dazzle to deal with, given he has no inherent movement- or AoE-abilities.
 * and allow Phantom Lancer to trivially catch Dazzle even in the back line of a fight.
 * Phantom Lancer has high base armor which counters Dazzle's physcial damage based spells in lane.


 * Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his with his, which is why Dazzle cannot keep the enemy under prolonged deceleration.
 * Pugna has a very strong ability against casters with a small health reserve -, which is why heroes like Dazzle will not be able to constantly throw their  and  at enemies under the action of  or will be forced to take a lot of damage


 * A well-timed prevents Dazzle from saving allies with Shallow Grave or Shadow Wave. Items that could dispel the silence are expensive, and difficult for Dazzle to farm from a support role.
 * and cause long damage over time, which may outlast Shallow Grave.


 * Doom can completely shut down Dazzle through, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.

Others

 * Dazzle is weak against summons (especially ranged ones) because of Shadow Wave's unreliability as an area nuke.
 * 's, , and huge AoE silence can fare well against Dazzle.
 * Some heroes with extreme range, like, or , can snipe your allies from anywhere after your Grave has expired.
 * Heroes with high burst damage through their physical attacks or spells can kill Dazzle or his allies before he has a chance to use Shallow Grave. (,, etc.)

Items

 * and can silence Dazzle, either to kill him or block his spells in critical moments. This forces Dazzle to spend his meager support farm on expensive Eul's Scepter, Lotus Orb, or Guardian Greaves.
 * burn Dazzle's mana quickly, rendering him useless.
 * along with other quick nukes can snipe low-health allies before Shallow Grave's long cast animation completes.
 * can be used to cyclone an enemy affected by Shallow Grave, wasting a large part of the duration, and giving time to zone Dazzle away so he can't help any more: Using a Cyclone Dazzle at a crucial point will prevent him from helping his allies. This can be used to kill an almost-dead enemy who is under effect of Shallow Grave, thanks to the small 50 damage inflicted on landing.
 * is more effective against Dazzle than other intelligence heroes because Dazzle has no abilities that let him deal magical damage at all. can later be upgraded into  which can let enemies burst either Dazzle or any of his allies before he gets to save them with Shallow Grave.

Good against...

 * Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside.
 * Due to Clockwerk's steady damage output, Dazzle has plenty of time to Shallow Grave anyone Clockwerk initiates on.


 * is very predictable and gives Dazzle plenty of time to react with Shallow Grave: Dazzle just has to keep a close eye on his allies below 50% health.
 * However, Dazzle must be sure to use Shadow Wave on that ally immediately after, or they will die from when the Shallow Grave ends!


 * Dazzle easily breaks the position of Lone Druid and his with his, As it always hits from afar and prolongs the slowdown on the , which is why he cannot catch up with Dazzle and treat his master with
 * Dazzle helps his team survive the physical attacks of the thanks to the treatment from  and armor from, which can enable his team to kill Lone Druid
 * The Lone Druid has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type:


 * can be used to save an ally whom Terrorblade has used on under the condition Dazzle is quick enough to do it.
 * upgraded with can be used to easily kill many of Terrorblade's illusions, it can also hex the real Terrorblade, silencing him, disarming him, slowing him, and muting him.
 * can weaken Terrorblade's armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.


 * Venomancer's damage-over-time abilities are easier to heal through with numerous Shadow Waves than other types of damage, and it's simple to time a Shallow Grave until the last possible second to save a teammate from them.

Others

 * Shallow Grave and is a reliable escape if the enemy does not have a stun to interrupt channeling.
 * Dazzle, in general, does well in lane against any solo strength hero with low armor.
 * Once he buys, Dazzle's can hex enemies, and hex can instantly kill illusions, making Dazzle strong against heroes who rely on illusions. Bear in mind that  is the exception because his s are strong illusions that are immune to abilities that can instantly kill illusions.
 * Heroes who rely on magical damage resistance may have a hard time laning against Dazzle as all of Dazzle's abilities deal physical damage instead of magical:.

Items

 * Many intelligence heroes have difficulties against items that grant magic damage resistance like, and it's upgrades: , and . However, all of Dazzle's abilities deal physical damage, making such items rather ineffective against him.
 * Once he buys, Dazzle can instantly kill illusions from with.

Works well with...

 * Shallow Grave can guarantee Brewmaster gets to use.


 * The damage nuke from Shadow Wave is amplified per unit, which maximum damage is trivially achievable on a target surrounded by ' summons.


 * Huskar is at his most effective on low health since his attack speed increases as his health decreases due to his passive. Dazzle is the best option for keeping him safe in that state with a well-timed Shallow Grave.


 * Shallow Grave prevents Meepo's greatest weakness: getting one of Meepo bursted down quickly with single-target damage.
 * Shadow Wave can heal all 5 Meepos at once, and deals formidable nuke damage to any enemy they are clustered around.


 * spawns 3 illusions at level one, allowing for a massive Shadow Wave nuke even at the very start of the game.
 * 's armor reduction further increases the effectiveness of your spells, which all deal physical damage.


 * By using Shadow Wave on Phantom Lancer and his illusions from, and  can deal massive damage to anyone in the vicinity.

Others

 * Shallow Grave can be a substitute for when it is on cooldown.
 * Heroes with summons like, , or the ability to convert neutrals such as  or  all provide possibilities for a healbomb.
 * Illusion heroes do not only amplify the damage output of the healbomb, but also help to keep the illusion source at high health. Namely, , , or.
 * Minus armor strats often combine Dazzle with heroes that rely on armor reduction and deal heavy physical damage such as, or . Shadow Wave deals massive physical damage and all physical damage gets further amplified by Bad Juju.

List of heroes that counter Dazzle, and list of heroes that work well with Dazzle.

Dazzle/Neutralizações Dazzle/Противостоящие