Dazzle

Dazzle the Shadow Priest is a ranged intelligence Hero exhibiting abilities that bend the sustainability of both his allies and enemies, making him a viable support. While frail, he is capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavor. Similarly to Slardar, Dazzle boasts abilities that deal physical damage instead of the usual magical. His first ability, Poison Touch, is a strong spammable disable, though mediocre in effects in the first levels. Out of all his abilities, Poison Touch is the only one that cannot pass through Magic immunity, but it will sustain itself when magic immunity is granted after the buff is placed. Shallow Grave is a solid survivability spell, allowing your allied targets to escape during serious encounters. Though it only prevents fatal damage, it cannot be purged, making it a full guarantee that Dazzle's target will survive for the duration. Shadow Wave is a chaining healing ability that dissipates the health gained to damage nearby enemies, having a potential of delivering a huge damage output when good positioning comes to play. His ultimate, Weave, is a large armor bending ability that not only increases his allies' armor, but also decreases his enemies'. With the fact that his abilities deal physical damage and that Dazzle himself has large attack damage, the chaotic combination with armor reduction really makes Dazzle a devastating Hero to go against.

Tips

 * Do not forget that deals damage around your healed allies as well, roughly a Melee hero swing and a tiny bit more.
 * Each level of upgrade for 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; 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),  if the enemy has not been spotted in their lanes and you suspect a possible gank incoming, and  if you're fighting an aggressive melee gank with an ally.
 * Do not forget that the range of increases with each level; it starts out the same range as your normal attack, but at level 4 goes to almost twice that length. You do not want to have an ally die just because you had to run in closer.
 * Using is one of the most important things Dazzle does. Gauge the situation to time it right, keeping an idea of which spells have already been used yet can prevent you from using  too early or too late. In a teamfight, try to prioritize your targets: your team's main carry, allies that have not used their ultimate yet, or heroes that can change the tide of battle. 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.
 * While 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.
 * Dazzle can be played as a jungler, if you are willing to invest in a few couriers to do it. Shadow Wave can be cast on creeps, meaning you can send the creeps to surround a creep you are tanking, and use Shadow Wave to deal large amounts of aoe damage to a stacked camp to farm.
 * Learn to use preemptively to maximize 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 favor becomes much lower.
 * One of the main advantages of is that, being a healing spell that can deal big damage in one time only if the situation is right (similarly to Earthshaker's ), most enemies will not expect you to be a threat to them, and will chase you carelessly in a straight line. Decrease their armor with Weave or, then lead them into a wave of allied creeps. Once they're surrounded by the creeps, Shadow Wave them. Your attacker's diminished armor will not stop the raw physical damage. Then either slow him and chase after him, making sure your creeps stand around him for more Shadow Wave damage, or face him and Shallow Grave yourself if the enemy's damage output is too high for you to handle.
 * Unlike in Dota 1, the buff from can be stacked with . If cast simultaneously it will change armor by 2 every second. Alternatively, the prospect of a double  will prove to be gamebreaking in ganks and teamfights in keeping teammates alive.

Trivia

 * The current version of Dazzle was created in 6.39 (upon release, Weave was a regular ability while Shallow Grave was his ultimate), but there was another version of Dazzle, which was released in 6.00. However, this old version of the Shadow Priest only lasted for 3 version, as he was removed in 6.03. He was considered a "filler hero".
 * Upon his release in 6.00, his name was Razzle, the Shadow Priest. His Title, Shadow Priest, and his abilities Shadow Word and Power Word are most likely a reference to the Priest, a playable class from World of Warcraft, a title from Blizzard Entertainment. The Priest class is able to assume a Shadow Form, turning it into a Shadow Priest and has several abilities named Shadow Word and Power Word, from which some have similar effect to Razzle's spells.