Dazzle/Counters

Bad against...

 * Axe's is the only instant counter to  in the game, because it goes through the grave as long as the target is under the health threshold.
 * is pure damage.
 * gives Axe +40 armor for its duration.


 * Nortrom's prevents Dazzle from using  or  at crucial times.
 * A, or even  on Dazzle should counter this, but difficult to farm as a support.
 * is an attack modifier that deals pure damage, circumventing armor from Dazzle's.
 * However, Nortrom has low armor himself.
 * Nortrom has some Damage over Time and late-reacting nukes, so in worst-case scenarios (for Dazzle), your 1hp graved ally might use a spell under to proc  early before grave ends but die anyway.


 * negates most of your healing and may last longer in duration than your Shallow Grave.


 * When timed correctly, Outworld Devourer can cast on a low health Shallow Graved target and thus apply lethal damage right after it gets released from the prison.
 * Furthermore Outworld Devourer somehow benefits from a graved hero because he can steal a great amount of intelligence during that time if he does not have to fear the graved unit's damage.

Others

 * Heroes with illusions and items like and  like  and . Being run down by radiance is hell for Dazzle.
 * Dazzle is not strong versus summons because of 's unreliable nuke damage. Especially weak versus ranged summons.
 * '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.

Items

 * and have long silences and damage amplification against Dazzle, either to kill him or block his spells in critical moments. Beside a Eul's Scepter, you have low itemization possibilities to dispel the silence unless you can afford Black King Bar, Lotus Orb or Guardian Greaves.
 * and burn Dazzle's mana.
 * along with other quick nukes can kill before Dazzle's long cast animation on
 * Worst-case scenario, a casual will waste some of the grave or kill Dazzle's ally as he comes down if he's close to 1 health and grave ends mid-air.

Good against...

 * It is very easy to save an ally from with . Versus weaker opponents you can even bait a duel on an ally, knowing you will save him and perhaps get a kill and the duel victory for your ally.
 * Knowing this, better players will always wait until grave was expended to chose a duel target, or will always jump on Dazzle.


 * is very predictable and gives you plenty of time to react with Shallow grave. Keep a close eye on your half-hp allies
 * Be careful not to leave your ally at one HP if you're still fighting, as he will die from right when the grave is over. Therefore keep a Wave for the last second of the grave instead of right after (a strategy which is true against almost every hero).


 * It's debatable, but his DoTs abilities are the easiest ones to heal through with numerous s, and it's also simple to keep Shallow Grave until the last possible second.
 * However, sometimes his DoTs are so harmful that you'll have to use Grave early and you/your ally will die right after it's over, sometimes even after Tp-ing back to the fountain.


 * Reason


 * Reason

Others

 * + is very good against any composition that doesn't rely on stuns or silences to kill you.
 * Entry
 * Entry

Works well with...

 * The damage nuke from is amplified per unit. The invisible spiderlings can easily approach towards the target and surprise him at every point.


 * Huskar deals most damage on low health and Dazzle is the best option to keep him alive at this stage. A good timed can turn a teamfight from the worst odds.


 * A single bursted Meepo is one of his greatest weaknesses. Dazzle can fill the gap by providing heals and giving enough time with to get the low health Meepo out of the fight. He synergies well with the up to 5 units that can be healed at once and transfer the healburst as damage onto the target.


 * Naga Siren can spawn three illusions of herself at level one, allowing for a massive nuke with Shadow Wave as soon as the game starts.
 * Her armor reduction further increases the effectiveness of your spells, which all deal physical damage.
 * She can halt combat for several seconds with Song of the Siren, giving Weave Time to work.


 * Reason

Others

 * Heroes with summons like, , or the ability to take over neutrals such as  or  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 .  deals physical damage massive and all physical damage gets further amplified by.

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