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Dazzle icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
18 + 2.3
20 + 1.7
25 + 3.7
Level 0 1 15 25 30
Health 200 560 1200 1900 2160
+0.25 +2.05 +5.27 +8.77 +10.12
Mana 75 375 987 1575 1827
+0 +1.25 +3.84 +6.29 +7.32
Armor 0 3.33 7.3 12.13 13.88
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 22‒28 47‒53 98‒104 147‒153 168‒174
Attack Rate 0.59/s 0.71/s 0.85/s 1.02/s 1.08/s
Attack Range Ranged 575 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.3+0.3
Projectile Speed 1200
Movement Speed ▶️ 305
Turn Rate Takes 0.15s to turn 180°. 0.7
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Good Juju
Poison Touch
Powerful healer who can briefly prevent death.
A journey to the Nothl Realm changes all its visitors, not least of which Dazzle, a young acolyte of the Dezun Order. Consecrated as a Shadow Priest, Dazzle sends outs Shadow Waves to mend and maim. Foes are crippled by his paralytic enchantment — the Poison Touch, while allies are blessed with Shallow Graves, cheating death no matter how severe their injuries. As for himself, with each spell cast, each invocation of his strange Juju magic advances the efficiency of his spell-casting. Enemies within earshot of his incantations feel their bodies weaken, for those who cross Dazzle are invariably afflicted with an eternity of Bad Juju.
Poison Touch
Poison Touch
Shadow Wave
Shallow Grave
Good Juju
Good Juju
Bad Juju
Roles: Support Support Nuker Nuker Disabler Disabler
Complexity: ★☆☆


Dazzle minimap icon.pngDazzle, the Shadow Priest
▶️ "Where my shadow falls, there falls my foe."
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 cut down his enemies and mend his friends.


▶️ Pig model

Poison Touch icon.png
Releases a cone of poison that strikes multiple enemy units. Deals damage over time and slows the targets. Anytime the targets get attacked by Dazzle, the debuff duration is refreshed and slow is increased.
Cast Animation: 0.3+0.57
Cast Range: 500/600/700/800
Starting Radius: 200
Max Distance: 500
End Radius: 300
Number of Targets: 2/4/6/8
Damage per Second: 16/28/40/52 (Talent 56/68/80/92)
Base Move Speed Slow: 16%/18%/20%/22% (Talent 48%/50%/52%/54%)
Move Speed Slow Increase per Refresh: 2%/2.5%/3%/3.5%
Duration: 4/5/6/7
With Aghanim's Shard Hex Set Move Speed: 100
With Aghanim's Shard Hex Duration: 1.75
Cooldown: 27/23/19/15
Mana: 110/120/130/140
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Causes Poison Touch to hex affected targets for 1.75 seconds.
Does not pierce spell immunity.
The slow persists and deals damage if debuff was placed before spell immunity and when not dispelled.
Blocked by Linken's Sphere.
Blocked upon cast fully only when primary target.
Modifiers [?]
One of the few Dezun rites used for offensive purposes, the paralytic enchantment often proves useful.


  • Poison Touch's projectiles travel at a speed of 1300.
  • With the starting radius, distance, and end radius, Poison Touch can hit units up to 1000 range away.
    • The complete area is shaped like a cone in front of Dazzle.
    • The area starts in front of Dazzle, and not at the primary target's position.
  • Targets within the cone area are not chosen randomly. It chooses the closest valid targets to the primary target within the cone.
  • Deals damage in 1-second intervals, starting immediately, resulting in 5/6/7/8 damage instances when not refreshed.
  • Can deal up to 80/168/280/416 (Talent 280/408/560/736) damage to each target when not refreshed (before reductions).
  • The duration gets refreshed whenever Dazzle lands an attack on the debuffed unit. Missed attacks do not refresh it.
    • Refreshing it also increases the movement speed slow value by 2%/2.5%/3%/3.5% each time. This has no stack limit.
  • For how much damage movement speed one instance of Poison Touch reduces when refreshed, with the movement speed slow increasing Talent talent, please refer to the chart below.
  • Multiple instances of Poison Touch fully stack.
  • With Aghanim's Shard icon.png Aghanim's Shard, enemies are hexed on projectile impact, setting their base movement speed to 100, silencing, muting and disarming them.
    • The hex is only applied once upon projectile impact. It is not applied upon refreshing the debuff with attacks.
    • The main debuff and the hex are applied at the same time, so after the hex the target is still slowed for 2.25/3.25/4.25/5.25 seconds.
    • Poison Touch first applies its main debuff, then the hex debuff.

Shallow Grave
Shallow Grave icon.png
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection. Healing on that ally is also amplified for the duration based on the hero's HP.
Cast Animation: 0.3+0
Cast Range: 700/800/900/1000
Heal Amplification per 10% Missing Health: 2%/4%/6%/8%
Duration: 4/4.5/5/5.5
Talent Heal: 250
Cooldown: 36/30/24/18
Mana: 120/130/140/150
Modifiers [?]
Only a seasoned acolyte of the Shadow can properly perform the rite of preventing death.


  • Prevents the target from dying by setting its minimum health to 1.
    • This means the target cannot die to damage, not even damage flagged as HP removal, so that it prevents the target from dying to False Promise's delayed damage.
    • Does not protect the target against Culling Blade's kill threshold, or Upgradable by Aghanim's Scepter. Wraith Delay expiring.
    • Stops Ice Blast from shattering the target when graved while below the shatter threshold.
  • Damage taken is technically not reduced, so any damage event still registers the full damage.
  • The incoming heal amplification bonus increases by 2%/4%/6%/8% for every 10% of health missing, reaching 18%/36%/54%/72% when below 10% health.
    • The health percentage is checked periodically and the effects are adapted instantly.
  • The Heal on Shallow Grave End Talent talent heals the target for health upon losing the buff in any way.
    • This healing is not affected by Shallow Grave's own heal amplification.

Shadow Wave
Shadow Wave icon.png
Allies / Enemies
Sends out a bolt of power that arcs between allies, healing them while damaging any units standing nearby. Dazzle is always healed by Shadow Wave.
Cast Animation: 0.3+0.57
Cast Range: 800
Damage Radius: 185
Bounce Distance: 475
Number of Bounces: 3/4/5/6
Heal/Damage: 80/100/120/140 (Talent 130/150/170/190)
Cooldown: 12/11/10/9
Mana: 90
While it is a simplistic and routine rite among Shadow Priests, the Shadow Wave is also the most critical for success.


  • Shadow Wave has no bounce delay, so all targets are healed at the same time.
  • Shadow Wave has the following priorities: Hurt allied heroes ➤ hurt allied non-hero units (includes illusions) ➤ allied heroes ➤ non-hero units.
    • The lower the health of nearby allies, the higher their priority. This means the lowest health units get healed first.
    • If multiple units meet the exact same criteria (e.g. only full health non-hero units are within range), it chooses between them randomly.
  • Regardless of the target, Dazzle is always healed without counting towards the number of bounces, effectively healing 4/5/6/7 units.
  • Can heal and damage up to 320/500/720/980 (Talent 520/750/1020/1330) health when all bounces hit (before reductions).
    • The damage radius is centered around each healed unit. An enemy unit can get damaged by all healed units per cast.

Good Juju
Good Juju icon.png
(Upgradable by Aghanim's Scepter. Target Unit)
(Upgradable by Aghanim's Scepter. Allies)
Whenever Dazzle Casts a Spell, all other abilities currently on cooldown have their cooldowns reduced.
With Aghanim's Scepter Cast Animation: 0.2+0.76
Cooldown Reduction per Cast: 1/1.5/2
With Aghanim's Scepter Cast Range: 250
With Aghanim's Scepter Item Cooldown Reduction: 50%
Cooldown: With Aghanim's Scepter 180
Mana: With Aghanim's Scepter 250
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Good Juju reduces all item Cooldowns by 50% and becomes an active ability that can be cast on allied units to refresh all item cooldowns.
Partially disabled by Break.
Break Notes:
Disables cooldown reduction per cast.
Upgradable by Aghanim's Scepter.
Does not disable passive flat cooldown reduction on items.
Does not disable the active componenet.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Good Juju is granted to the player that drafted Bad Juju.
Leveling up this ability levels another ability at the same time.
Both Good Juju and Bad Juju are linked abilities.
Each invocation of the Nothl Realm helps it further permeate the surroundings of our own.


  • Does not trigger on active item abilities, on abilities with 0 cooldown, or on abilities which do not trigger on-cast effects.
  • Reduces cooldowns of every non-item ability, including ultimates and passive abilities.
    • Does not reduce the recharge time of currently recharging charge-based abilities.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, Good Juju turns into a unit-targeted active ability. The passive component is still present.
    • ↓↓ Double-tapping automatically targets self.
    • Only resets items in the owner's inventory and backpack. Items in the stash, in other units' inventories, or dropped items are unaffected.
    • Only resets items owned by the owner. Allied items in the inventory are not refreshed.
    • Visually resets the cooldown of Tranquil Boots (Active) icon.png Tranquil Boots, but does not skip the broken state.
    • Does not reset the cooldown of the following items: Refresher Orb icon.png Refresher Orb, Refresher Shard icon.png Refresher Shard and Ex Machina icon.png Ex Machina.
    • Does not share cooldowns with the aforementioned items either.
    • The passive item cooldown reduction stacks multiplicatively with other sources of percentage-based cooldown reductions.

Bad Juju icon.png
Allies / Enemies
Whenever a Unit is affected by Dazzle's spells they temporarily gain/lose armor.

Can be activated to heal/deal physical damage to units based on the amount of charges they have.
Cast Animation: 0.2+0.76
Armor Change per Stack: 1/2/3 (Talent 1.5/2.5/3.5)
Stack Duration: 8/10/12
Active Radius: 1200
Active Damage/Heal per Stack: 30/40/50
Cooldown: 15
Mana: 50/75/100
Partially pierces spell immunity.
Places debuff if the triggering ability pierces spell immunity.
The active component does not pierce spell immunity.
Modifiers [?]
Leveling up this ability levels another ability at the same time.
Both Bad Juju and Good Juju are linked abilities.
Each invocation of the Nothl realm helps it further permeate the surroundings of our own.


  • Bad Juju's passive component only works with Dazzle's abilities. It does not react on items or other abilities.
    • Bad Juju always applies its stack before the triggering ability applies any of its effects.
    • Poison Touch applies a stack on enemies on projectile hit.
    • Shallow Grave applies a stack on the targeted ally upon cast.
    • Shadow Wave applies a stack on all healed allies and on all damaged enemies.
      • Enemies that are within the damage radius of multiple healed allies receive multiple stacks as well.
    • Upgradable by Aghanim's Scepter. Good Juju does not apply a stack on the targeted ally.
  • When cast, Bad Juju first applies a stack on all units within a 8/10/12 radius, and then applies the damage/heal based on the number of stacks.
  • All stacks work fully independently from each other. They do not refresh each other, but share a status buff.
    • The current number of stacks is visible on the modifier's icon, and the armor bonus/reduction in its description.

Poison Touch Calculations[]

Poison Touch Movement Speed Slow Calculations with Talent Talent Bonuses
Level Poison Touch Movement Speed Slow at nth Interval
Initial 1 2 3 4 5 6 7
Level 1
Level 2
Level 3
Level 4


Hero Talents
+0.5 Bad Juju Armor Reduction25-32% Poison Touch Slow
+40 Poison Touch DPS20+250 Heal On Shallow Grave End
+60 Attack Speed15+50 Shadow Wave Heal / Damage
+1.75 Mana Regen10+50 Damage
  • This attack damage talent is added as bonus attack damage.
    • Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.

Recent Changes[]

Main Article: Dazzle/Changelogs
  • [U] Reduced Strength attribute symbol.png strength gain from 2.5 to 2.3.
  • Reduced Poison Touch cooldown from 27/24/21/18 to 27/23/19/15.
  • Shallow Grave now also grants the target 2%/4%/6%/8% incoming heal amplification for each 10% health missing.
  • Shadow Wave
    • Reduced mana cost from 90/100/110/120 to 90 on each level.
    • Rescaled cooldown from 14/12/10/8 to 12/11/10/9.
  • Added a second ultimate ability Good Juju.
    • Dazzle minimap icon.png Dazzle now has two ultimate abilities. Leveling this ability automatically levels Bad Juju as well.
Good Juju
Passive - Whenever Dazzle casts an ability, all other non-item abilities currently on cooldown have their cooldowns reduced.
Cooldown reduction per cast: 1/1.5/2
Old Bad Juju
Passive - Reduces cooldowns on your abilities and items. Anytime you cast an ability, all nearby enemies will have their armor reduced. Debuff stacks and refreshes duration.
Cooldown reduction: 26%/38%/50%
Radius: 1200
Armor reduction per cast: 2/2.25/2.5
Duration: 8
New Bad Juju
Whenever a unit is affected by Dazzle's abilities, they temporarily gain/lose armor. Can be activated to heal/deal physical damage to nearby units based on the amount of stacks on them.
Armor change per stack: 1/2/3
Duration: 8/10/12
Active radius: 1200
Heal/damage per stack: 30/40/50
Mana cost: 50/75/100
Cooldown: 15
  • Reworked Aghanim's Scepter icon.png Aghanim's Scepter upgrade.
    • Old: Increases Shadow Wave heal by 100, damage by 100, and causes it to apply a basic dispel on allies.
    • New: Makes Good Juju passively reduce Dazzle's item cooldowns by 50%, and adds an active component to it, that replenishes all item cooldowns of the targeted ally. Costs 250 mana and has a 180-second cooldown.
  • Aghanim's Shard icon.png Aghanim's Shard upgrade:
  • Talent Talents:
Level 15 right talent changed: +20 Strength attribute symbol.png strength ➜ +50 Shadow Wave heal/damage.
  • Increased armor from -1 to 0.
Level 20 left talent: +36 Poison Touch damage per second increased to +40.

Recommended Items[]

Starting items:

  • Tango icon.png Tango allows Dazzle to survive against enemy harass damage so that he is not forced to retreat out of lane and leave his lane partner vulnerable.
  • Healing Salve icon.png Healing Salve also restores health to Dazzle or allies.
  • Iron Branch icon.png Iron Branch provides cost-effective attributes. It can build into Magic Wand, or combines with Tango for more health regeneration.
  • Clarity icon.png Clarity allows Dazzle to replenish his mana in lane, which in turn sustain his spell-casting, most importantly Shadow Wave to heal his ally.
  • Observer Ward icon.png Observer Ward provides map vision and information to make gameplay decisions, allowing teammates to engage in fights on their terms or to avoid enemy ganks.

Early game:

  • Magic Stick icon.png Magic Stick gives Dazzle burst health and mana. Staying alive long enough to cast one more spell in a fight can make a significant difference.
  • Boots of Speed icon.png Boots of Speed is crucial to purchase as early as possible on all heroes. In Dazzle's case, positioning is crucial for being able to cast his spells, and the additional movement speed allows him to chase down foes after inflicting them with Poison Touch.
  • Urn of Shadows icon.png Urn of Shadows has great synergy with Dazzle's abilities. It provides its fair bit of cost-effective stats. The Urn charges allow Dazzle to heal teammates alongside Shadow Wave, or to add more damage during ganks and fights.

Mid game:

  • Magic Wand icon.png Magic Wand, assembled from earlier Magic Stick and Iron Branch, provides extra attributes and charge storage to increase Dazzle survivability and longevity in fights.
  • Medallion of Courage icon.png Medallion of Courage greatly synergizes with Dazzle's abilities, all of which deal physical damage. It provides additional armor for survivability and scaling mana regeneration, while the active can work alongside Bad Juju to further augment allies' armor or further debilitate that of his foes.
  • Arcane Boots icon.png Arcane Boots improves the size of his mana pool, allowing him to use more abilities, and allows him to replenish the mana of himself and his teammates, further boosting his ability to support his team.
  • Mekansm icon.png Mekansm provides Dazzle with all-around attributes as well as armor, and allows him to further heal his teammates alongside Shadow Wave, lengthening their lifespans in fights.

Late game:

  • Solar Crest icon.png Solar Crest, upgraded from Medallion of Courage, improves the item's effectiveness in all areas. The increased mana regen further allows Dazzle to take advantage of his high intelligence growth, while the increased attack and movement speed is extremely helpful for allied carries.
  • Spirit Vessel icon.png Spirit Vessel, upgraded from Urn of Shadows, provides more useful bonuses like movement speed and health, as well as granting the ability to reduce the health regen of targets.
  • Guardian Greaves icon.png Guardian Greaves, upgraded from Arcane Boots and Mekansm icon.png Mekansm, restores health and mana to allies and removes debuffs from Dazzle. The Guardian Aura greatly boosts the survival of Dazzle's team, particularly when they are at low health, giving Dazzle a larger window with which to use Shallow Grave.
  • Lotus Orb icon.png Lotus Orb increases Dazzle's armor, improving survivability, and gives him bonus health and mana regeneration for self-sustain. Echo Shell lets Dazzle dispel debuffs from a target ally and bounce enemy unit-targeted abilities back against them. It may discourage enemies from casting spells against important allies, or can be combined with Shallow Grave to help improve survivability.

Situational items:

  • Sentry Ward icon.png Sentry Wards are important to purchase alongside Observer Wards, for taking away enemy map vision or spotting out invisible enemy heroes.
  • Ghost Scepter icon.png Ghost Scepter improves Dazzle's survivability in the face of overwhelming physical damage. Besides providing all-around attributes, it temporarily renders him immune to physical damage, allowing him to buy himself time to cast his spells.
  • Glimmer Cape icon.png Glimmer Cape is a good utility item that helps Dazzle to further protect his teammates. Besides boosting his magic resistance slightly to provide survivability against magic nukes, using the active on a teammate who is being focused can buy them time to run away while greatly boosting their magic resistance. It can also be combined with Shallow Grave, greatly improving Dazzle's chances of successfully saving a teammate's life.
  • Force Staff icon.png Force Staff is a very strong support purchase that further augment's Dazzle's protective capabilities. It improves the size of Dazzle's mana pool while also providing HP regen for self-sustain. Besides allowing him to quickly re-position himself to cast his spells, casting the active on a fleeing teammate that is under the protection of Shallow Grave can immediately push them to safety, further guaranteeing their survival.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity is a very strong utility item that can be obtained relatively cheaply. The improved intelligence and powerful scaling mana regen allow Dazzle to easily cast his spells whenever he needs to, while the improved base movement speed helps with positioning and chasing down or fleeing enemies. The active allows Dazzle to give himself temporary invulnerability while also dispelling debuffs from himself, or can be used to disable enemies while removing buffs, particularly if they are attempting to chase down and kill one of Dazzle's allies.
  • Drum of Endurance icon.png Drum of Endurance is a cheap and easily built item that grants all-around attributes. The active gives his team extra movement and attack speed in fights.
  • Pipe of Insight icon.png Pipe of Insight is a situationally strong utility item that further improves Dazzle's ability to protect his team. The vastly improved health regeneration and magic resistance also make Dazzle himself much harder to eliminate in fights, allowing him to always be ready to protect his teammates.
  • Rod of Atos icon.png Rod of Atos is a strong utility support item that improves Dazzle's survivability and disabling potential. It greatly improves Dazzle's HP pool while also providing a large amount of intelligence to improve his mana pool. The active allows Dazzle to root enemies from long distance.
  • Shiva's Guard icon.png Shiva's Guard is a good utility item that increases Dazzle's teamfight contribution. It provides Dazzle with a large amount of armor, boosting his survivability, as well as intelligence to increase the size of his mana pool. Freezing Aura reduces enemies' attack speed, debilitating their ability to harm Dazzle's team with physical attacks, while Arctic Blast deals damage and slows in an area around Dazzle, stacking alongside Poison Touch and allowing teammates to more easily group around them for an offensively cast Shadow Wave.
  • Scythe of Vyse icon.png Scythe of Vyse is a very powerful item to purchase on any support hero, gold permitting. It provides all-around attributes as well as a large amount of intelligence and mana regen, increasing Dazzle's overall resilience and ensuring that he will never run out of mana. The Hex allows him to hard-disable a target enemy at range, greatly improving his contribution to teamfights.






  • Dazzle's weapon is based on the khakkhara, a type of staff carried by Buddhist priests.
  • 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 Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Shadow Word". and Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "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 a similar effect to Razzle's spells.