Hero
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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. | |
Roles: | Support Nuker Disabler |
Complexity: | |
Adjectives: | Nose Legs ( 2 )
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Bio[]
▶️ "Where my shadow falls, there falls my foe."
Lore:
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.
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.
Alias:
Razzil
Voice:
Abilities[]
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.
Number of Targets: 2/4/6/8
Move Speed Slow Increase per Refresh: 2%/2.5%/3%/3.5%
Debuff Duration: 5/6/7/8
Modifiers [?]
One of the few Dezun rites used for offensive purposes, the paralytic enchantment often proves useful.
- A unit with less than 25% of its max health can be denied when the Poison Touch debuff is active.
- 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 1100/1200/1300/1400 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 6/7/8/9 damage instances when not refreshed.
- Can deal up to 96/196/320/468 ( 456/616/800/1008) damage to each target when not refreshed (before reductions).
- The duration, damage, and movement speed slow values are updated and refreshed to the current ability level whenever Dazzle successfully lands an attack on the debuffed unit, missed attacks do not refresh it. This has no stack limit.
- Only the caster's attacks can refresh and extend the duration of all current applied Poison Touch debuffs. Attacks from other player-controlled units do not refresh the debuff.
- Poison Touch of different sources are independent of each other.
- Successive casts of Poison Touch fully stack with each instance having its independent damage intervals, movement speed slow, and duration.
- For how much damage movement speed one instance of Poison Touch reduces when refreshed, with the movement speed slow increasing talent, please refer to the chart below.
- Enemies are now hexed upon projectile impact, setting their base movement speed to 100, silencing, muting and disarming them.
- The Ability Upgrade is determined if the caster has Aghanim's Shard upon projectile hit.
- Both the hex and Poison Touch debuff are independent of each other but applied at the same time.
- The hex is only applied once upon projectile impact. Therefore, the target is still slowed for 3.4/4.4/5.4/6.4 seconds after the hex duration.
- Hex instantly destroys illusions.
- Treat strong illusions as heroes.
- Poison Touch first applies its main debuff, then the hex debuff.
- TALENTWith the Poison Touch attack range bonus talent, Dazzle has a total of 875 attack range against affected targets.
- Grants Dazzle attack range bonus as long as he attacks the affected unit, regardless of its source.
- Does not work against illusions.
Shallow Grave
Ability
Target Unit
Target Unit
Affects
Allied Heroes
Allied Heroes
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.
Set Min Health: 1
Max Bonus Health Threshold: 10%
Max Heal Amp: 18%/36%/54%/72%
Duration: 3.5/4/4.5/5
Only a seasoned acolyte of the Shadow can properly perform the rite of preventing death.
- ↓↓ Double-tapping automatically targets self.
- Min health prevents the affected target's current from dropping below 1 while active.
- This means the target cannot die to any incoming damage instances, not even damage flagged as HP removal.
- However, it does not manipulate the value of the incoming damage instance and fully procs on-damage effects.
- Shallow Grave prevents the target from dying to the following sources:
- Ice Blast's kill threshold.
- False Promise's delayed damage.
- Instant Kill sources applied to illusions.
- Does not protect the targets against the following sources:
- Culling Blade's kill threshold.
- Wraith Delay expiring.
- Forced Kill sources applied to the target, while affected by Shallow Grave.
- Treats clones, illusions and creep-heroes as heroes.
- The halo ability effect appears at 190/240/300/350 range above the affected target, indicating its remaining duration, and it hits the ground right when the effect expires.
- Grants incoming heal amplification.
- Neither grants health regen amplification, lifesteal amplification or spell lifesteal amplification.
- All healing the target receives is amplified, regardless of the source.
- The incoming heal amplification bonus increases by 1.8%/3.6%/5.4%/7.2% for every 10% of max health missing, reaching 18%/36%/54%/72% when below 10% max health.
- The health percentage is checked periodically and the effects are adapted instantly.
- TALENTThe Heal on Shallow Grave End talent heals the target for 200 health upon losing the buff in any way.
- Therefore, this healing is not affected by Shallow Grave's own heal amplification.
- Successive buffs of multiple Shallow Grave do not instantly apply the heal.
Shadow Wave
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.
Number of Bounces: 3/4/5/6
Shadow Wave can now target and bounce between enemies in addition to allies. When bouncing to an enemy, they will take damage and heal nearby allies equal to 150% of the normal healing and damage values. Dazzle will also perform an attack against any enemy that Shadow Wave bounces to.
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, all targets are healed simultaneously.
- Shadow Wave has the following priorities on allies and on enemies: Hurt heroes ➤ hurt non-hero units (including illusions) ➤ heroes ➤ non-hero units.
- The lower the health of the unit, the higher their priority. This means the lowest health units get healed first.
- If multiple units meet the same criteria (e.g. when only full health non-hero units are within range), it chooses between them randomly.
- Fully heal and consider invulnerable allies and ally Couriers as valid targets.
- Regardless of the target, Dazzle is always healed without counting towards the number of bounces, effectively healing 4/5/6/7 units.
- ↓↓ Double-tapping automatically targets self.
- Can heal and damage up to 300/475/690/945 ( 480/700/960/1260) 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.
- Shadow Wave first applies the heal on affected allies, then the damage on affected enemies.
- Adds enemy unit-targeting functionality and can now target enemies following the same priority and other ability notes as above.
- Can instant attack and bounce to invisible enemies and enemies in the Fog of War.
- The heal and damage multiplier now applies whenever Shadow Wave hits an enemy unit.
- When Shadow Wave hits an enemy unit, it now applies the increased damage on affected enemies, the increased heal on affected allies, the heal on affected allies, the damage on affected enemies, then the instant attack on all hit enemies.
- This effectively deals 2.5 times the damage to enemies, while healing allies for the same amount when the Shadow Wave cast hit enemies.
- Can heal and damage up to 750/1187.5/1725/2362.5 ( 1200/1750/2400/3150) health when all bounces hit (before reductions).
- Dazzle now also instantly attacks all enemy units affected by Shadow Wave.
- These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike, but completely ignore disarms.
- Does not attack wards and Undying Zombies.
- For melee units, if the enemy target is 350 range farther than the attacker's range, the attack will always miss.
- These instant attacks can proc any attack modifiers and on-hit effects normally. They do not have True Strike, but completely ignore disarms.
Abilities Cooldown Reduction: 4/5/6
Armor Stack Duration: 8/10/12
Health Cost Increase Debuff Duration: 20
Health Cost Multiplier per Cast: 1.4
Modifiers [?]
modifier_dazzle_bad_juju_armor
Death
modifier_dazzle_bad_juju_armor_counter
Death
modifier_dazzle_bad_juju_manacost
Death
The current cooldown reductions component is not limited to Dazzle's abilities. All Chakra Magic current cooldown notes fully apply.
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 to items or other abilities.
- Bad Juju always applies its stack before the triggering ability applies any of its effects, including casting Bad Juju itself.
- 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 per instance of heal and damage on all healed allies, including Dazzle, and on all damaged enemies respectively.
- Enemies that are within the damage radius of multiple healed allies receive multiple stacks as well.
- Bad Juju first increases the stack by 1 upon cast, then reduces the current cooldown of Dazzle's abilities by a flat amount.
- Fully affects all basic abilities, including passive abilities.
- Does not affect item abilities at all. (as of 7.35b, it still effects cooldowns of TP scroll and neutral items)
- All armor stacks work fully independently from each other. They do not refresh each other but share a status buff.
- The health cost for this ability is expr
⌊ 75 × 1.4 ^ DebuffStack ⌋
of Dazzle's current health rounded down.- Current health as cost is considered as setting health and it is non-lethal. Therefore, this ability can be cast even with 1 health.
- The health cost tooltip displays the momentary health cost based on the current health, and updates whenever the tooltip is called.
- Each stack places a new debuff on Dazzle. This means their durations are independent of each other.
- The current number of both armor stacks and health cost increase stacks are visible on the modifier's icon and in its description.
Poison Touch Calculations[]
Level | Poison Touch Movement Speed Slow at nth Interval | ||||||||
---|---|---|---|---|---|---|---|---|---|
Initial | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
Level 1 () |
16% (56%) |
18% (58%) |
20% (60%) |
22% (62%) |
24% (64%) |
26% (66%) |
28% (68%) |
30% (70%) |
32% (72%) |
Level 2 () |
18% (58%) |
20.5% (60.5%) |
23% (63%) |
25.5% (65.5%) |
28% (68%) |
30.5% (70.5%) |
33% (73%) |
35.5% (75.5%) |
38% (78%) |
Level 3 () |
20% (60%) |
23% (63%) |
26% (66%) |
29% (69%) |
32% (72%) |
35% (75%) |
38% (78%) |
41% (81%) |
44% (84%) |
Level 4 () |
22% (62%) |
25.5% (65.5%) |
29% (69%) |
32.5% (72.5%) |
36% (76%) |
39.5% (79.5%) |
43% (83%) |
46.5% (86.5%) |
50% (90%) |
Talents[]
Hero Talents | ||
---|---|---|
+0.5 Bad Juju Armor Reduction/Increase | 25 | +40% Poison Touch Slow |
+60 Poison Touch DPS | 20 | +200 Heal On Shallow Grave End |
+80 Attack Speed | 15 | +45 Shadow Wave Heal / Damage |
+1.75 Mana Regen | 10 | +300 Poison Touch Attack Range |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- ADDEDdenying functionality to Poison Touch with the following conditions:
- Affected heroes under 25% of max health and the ability effects can now be denied by an allied hero.
- Bad Juju
- No longer affects item abilities.
- Reduced health cost multiplier per cast from 1.5 to 1.4.
- Increased intelligence gain from 2.5 to 2.8.
- Reduced Bad Juju health cost from 75/100/125 to 75 on each level.
- Talents:
- LVL 15+60 attack speed increased to +80.
- Shadow Wave
- Increased heal from 60/85/110/135 to 75/95/115/135.
- Increased damage from 60/85/110/135 to 75/95/115/135.
</div> </div>
Recommended Items[]
Starting items:
- Tango allows Dazzle to survive against enemy's damage so that he is not forced to retreat out of lane and leave his lane partner vulnerable.
- Healing Salve also restores health to Dazzle or allies.
- Iron Branch provides cost-effective attributes. It can build into Magic Wand, or combines with Tango for more health regeneration.
- 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 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 (support):
- 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 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 has great synergy with Dazzle's abilities. It provides a 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.
Early game (core):
- Bottle is an excellent item for any mid-lane hero to keep their health and mana up in lane and contest the opponent.
- Bracer gives a decent boost to survivability and damage, giving Dazzle an edge in lane.
- Power Treads improves Dazzle's damage output, and allows him to toggle between extra health and extra mana.
Mid game (support):
- Magic Wand, assembled from earlier Magic Stick and Iron Branch, provides extra attributes and charge storage to increase Dazzle survivability and longevity in fight
- Solar Crest is a solid defensive item that can give your carry an edge against the enemy carry by making them resilient to physical damage.
- 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 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.
Mid-Game (core):
- Aghanim's Scepter enables Dazzle to carry his team by greatly improving his damage while making him difficult to kill, making it a mandatory item for a core Dazzle.
- Black King Bar prevents the enemy from shutting down Dazzle while he tears them down with his abilities.
Late game (support):
- 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, upgraded from Arcane Boots and 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 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.
Late game (core):
- Octarine Core reduces Dazzle's cooldowns while providing valuable mana regeneration, making him much more impactful in teamfights.
- Arcane Blink helps Dazzle position more effectively while sustaining his health and mana.
Situational items (support):
- Sentry Wards are important to purchase alongside Observer Wards, for taking away enemy map vision or spotting out invisible enemy heroes.
- 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 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 is a very strong support purchase that further augments 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 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 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 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 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 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 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.
Situational items (core):
- Desolator can be considered for a core Dazzle that needs more damage output, especially against towers.
- Assault Cuirass provides more armor reduction to synergize with Dazzle's abilities while providing increased armor, making it useful against enemies with high physical damage.
- Bloodthorn allows Dazzle to silence troublesome enemies and augments his burst damage even further.
- Hurricane Pike provides Dazzle with increased attack damage and range, while giving him a method of escaping or keeping enemies away.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- 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 where Weave was a basic ability and while Shallow Grave was his ultimate.
- Another version of Dazzle which was released in 6.00 only lasted until his removal at 6.03.
- The 6.00 version was named "Razzle, the Shadow Priest" and his abilities Power Word and Shadow Word are most likely a reference to the Priest, a playable class from "World of Warcraft" of "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, of which some have a similar effect to Razzle's abilities.
- "Dazolator", one of Dazzle's cosmetic items, based on Desolator, is likely a reference to Dazzle players purchasing Desolator to stack up the armor reduction on enemies.
- A voodoo effigy of Axe dangles from the Nothlic Burden's handle, showing that Dazzle really despises Axe for being able to kill targets (i.e. Culling Blade) that Dazzle is protecting with Shallow Grave.
Gallery[]
Model and icons before November 21, 2013 Patch