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5 Votes

How to Dazzle: A simple lane support guide.

November 4, 2012 by POOH BEAR
Comments: 7    |    Views: 51479    |   


Lane support

DotA2 Hero: Dazzle




Hero Skills

Poison Touch

4 8 9 10

Shallow Grave

2 12 13 14

Shadow Wave

1 3 5 7

Bad Juju

6 11

Talents

15 16 17 18


How to Dazzle: A simple lane support guide.

POOH BEAR
November 4, 2012


Introduction

Hello everyone who is reading this, my name is POOH BEAR.
A brief introduction on me before we get into this guide. This is my first guide, I have never had any experience with formatting before but I've been told i play a pretty great Dazzle so i decided to give it a shot and make a guide on how i play him. I've played Dota 2 since first round of invites were sent out. I played HoN in the 1800-1900 under POOH as a semi-carry, initiator, support. I also played previous Warcraft III Dota for years and years. I do not consider myself to be the greatest player ever lived and am always up for some hard criticism on how to better myself and now how to better my guide. Remember this is my first guide, so any help would greatly be apprecaited!

Now lets get into the man of the hour.

Dazzle
SHADOW PRIEST
SUPPORT, LANE SUPPORT

Welcome to my Dazzle guide. This guide was made for the simple player trying to get the hang of Dazzle, his ability's, his item's, and his role. I will be going over each of these item's and give in depth details about them, this hero and how I personally play him.

Role
Dazzle Is a support, lane support hero.
    There is a difference in those. In my opinion..
  • A support is a hero that roams around the whole map helping each lane with ganking, warding, maybe even delivering items such as Tango, Healing Salve, or Clarity. If the Courier is in use obviously.
  • A Lane support hero is a baby sitter, they will sit in the lane and deny creeps, assist in kills, and keep they're carries or other role that is farming alive and well.
Luckily for you Dazzle can do both of those. He really is an all around support hero, and in my opinion the best.

Why Dazzle?
You may be asking yourself why should you play Dazzle? What does he bring to the team? What does he bring to the lane? How good of a support is he? Also what does he bring to the other team.
  1. Dazzle Is just a fun hero to play overall. He's not one of those sit back and do nothing kind of support's. He's in your face, healing, slowing, attacking, keeping his allies alive. There is never a dull moment when playing him and i can assure you that when you get the hang of him, you'll be having a ton of fun.
  2. Dazzle Brings multiple things to the table. He has Poison Touch (His first Spell) that at levels 3 and 4 also stun the target at the end of the slow duration for 1 second. Queen of Pain & Magebane are a joke with this spell! He has Shallow Grave (His second Spell) Which is one of the best spells in the game, if not the best. Clutch uses of this spell save your carries during a gank, keep your carries alive during a team fight, and is a great survivibility tool overall used on any team mate. You have his heal which is Shadow Wave (His third Spell) which with the right items is spammable and annoying, keeping your team mates alive and hurting the enemy's one by one without worrying about mana. Can you say constant nukes?!? Then last you have Weave (His fourth Spell) Which increases your allies armor, and lower's your enemy's armor. Just another way to be useful and annoying at the same time.
  3. Dazzle In my eyes is the best support in the game, and easily the most fun to play. He's an active hero that you really have to get intuned with to play well. You have to not tunnel vision so you don't miss those clutch Shallow Grave. You're slow, your heal, your buffs, and debuffs make you a very valuable asset to the game, they make you useful.

Pros / Cons

Pros
  • Provides great survivability
  • lots of buffs, and debuffs.
  • Great/spammable Nuke/Heal
  • Slow/Stun
  • Fun to play
  • Great team play hero
Cons
  • Squishy
  • No reliable escape mechanism (That's if Shallow Grave is on cooldown)
  • Usually targeted first (You provide so much people want you dead!)
  • Mana starved for 10-15 minutes into the game until mid game items are completed.

Creeps

Creep Kills ~ Creep Denies


Creep Kills

Dazzle Should never get priority creep kills over a carry, they are the killing machines on your team, they need all the farm they can get. You'll have to get most of your gold by the creeps you kill when using Shadow Wave and from the gold you get from assisting in kills. Now if you're carry goes somewhere out of lane, by all means kill those creeps. Even though you are a support you need gold as well to get those items. Later in the game, about 20+ minutes or so, depending how much of the your items you have you can take a dip in the jungle. Go kill a few camps for a few extra gold. Only do this though when the team is in a farming phase and no pushing/ganking is going to happen. You are not a farming hero, you're priority is helping the team.

Creep Denies

This is something Dazzle should shine in. Creep denying is one of the most important part of the laneing phase. When you or your team mate deny a creep the other team doesn't get the max amount of xp for the creep. Heroes can only target allied units if the creep or hero is under 25% health(50% for creeps). Melee enemy heroes in 1000 range of the denied unit receive 36/n experience and ranged heroes receive 18/n experience, where n is the total number of enemy heroes within the 1000 range. Denying an allied unit prevents the opponents from earning gold. The more denies you have, the more you will be ahead of the opposing team in that lane.

Playstyle

Dazzle Is a hero you always have to be moving and doing stuff with, whether it's nuking/healing, placing wards, buffing your team, or ganking you need to always be on the move. You're ult should be used every push/push attempt, Gank/gank attempt, and team fights, it insures your team always having an upper hand.

Spells


Use Poison Touch to initiate a kill, or an attempt of kill. It can also be used to just harass.. No one likes a slow that deals damage.

Remember that Shallow Grave is one clutch spell and if used right can save the life of a team mate. Do not forget about this spell it is very very important.

Shadow Wave is not only a heal but a nuke. Use it freely, be annoying, keep your team alive. This spell has a lot of uses so use it for every single one of them. Also remember that no matter what this spell will heal you without counting you as one of the targets.

Weave Is just a great spell overall. As said in the spells section, When casting this always try to get you're carry(ies), or they're carry(ies). This will always put your carry above the other on armor, giving your's a better chance of surviving. Use this before a team fight, on your team to buff everyone or on they're to debuff everyone. You can also use it during to effect both teams but the effect won't be as great due to the lack of duration. Use it whenever it is best for you but make sure you use it.

Items


Remember that you're job as a support is to buy Observer Ward to keep rune control for middle and sight in the river's ultimately saving you and your team mates from ganks, these save life's so do not forget them. Place them at right above the runes on either side of the top of the cliffs.

Also remember that you are also in charge of countering they're wards. Buy Sentry Ward and place them in the middle of the river so you have true sight on both cliffs between runes so you can tell where they're ward is.

If you're team feels like ganking, make sure to buy Smoke of Deceit. Turn's your whole team invisible so you can walk freely into they're jungle without being detected by wards for easy ganks. Also useful for sneaky Rosh kills, use it away from sight from the other team so they don't see you smoke your team and commence the Rosh slaying.

Dust of Appearance Isn't an item you're going to be using much unless your playing annoying invisible heroes like Riki, Bounty Hunter, Brood Mother, Clinkz, Invoker, Nyx Assassin, Phantom Lancer, Treant Protector, Templar Assassin, and Weaver. Also on any hero using Shadow Blade or Shadow Amulet.

Skills

Poison Touch



CASTING METHOD:ACTIVE
TARGETTING METHOD:UNIT
ALLOWED TARGETS:ENEMY UNITS
Casts a poisonous spell on an enemy unit, causing damage and slowness over time, and eventual paralysis.
At level 2, the slow becomes twice as powerful after 1 second, and at levels 3 and 4, the target is stunned for 1 second after the slow.
Range:600
Duration:7
Time to set in: 1 / 2 / 3 / 3
Damage Per Second: 8 / 16 / 24 / 32
Mana Cost: 100 / 115 / 130 / 145 Cooldown Time: 15 / 13 / 11 / 7

This Spell is very useful for initiating a fight, a gank, or even a kill. On use it slows a the target down for a period of time, it also causes damage. At level 3&4 at the end of the slow it creates a 1 second stun on the unit affected. Get this spell at level 4 which is around the time you should start to try and get some serious kills.

Shallow Grave



CASTING METHOD:ACTIVE
TARGETTING METHOD:UNIT
ALLOWED TARGETS:ALLIED HEROES
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection.
Range: 400 / 600 / 800 / 1000
Duration: 5
Mana Cost: 140 / 130 / 120 / 110 Cooldown Time: 60 / 45 / 30 / 15

Arguably the best spell in the game. When used on a hero it will make them invulnerable, they still can get stunned and slowed. All it does is prevents any damage from killing the targeted hero. Such a clutch spell, it will save lives if used correctly, use it on a hero that's about to die.

Something to add to this spell though. Axe Has an ultimate that's called Culling Blade. This Ultimate will cut straight through your Shallow Grave killing the target. Remember that when you are vs an Axe.

Shadow Wave



CASTING METHOD:ACTIVE
TARGETTING METHOD:ANYTHING
ALLOWED TARGETS:ALLIED UNITS / ENEMY UNITS ***
Shadow Wave heals several allies, which in turn cause damage equal to their healing in a small area around them. Dazzle is always healed by Shadow Wave, and it does not count toward the number of targets.
Range: 900
Radius: 475* / 185**
Damage/Heal: 80 / 100 / 120 / 140***
Number of Targets: 3 / 3 / 4 / 5
Mana Cost: 80 / 90 / 100 / 110 Cooldown Time: 12 / 10 / 8 / 6

The spell of the hour! Now this is your Heal/Nuke spell. With the right items this spell is non-stop spamable, always keeping the person you are supporting or you're team alive. While also nuking down the other team. Very useful, the most fun spell you have. Go wild and use this on everything, It really can't hurt.

Weave



CASTING METHOD:ACTIVE
TARGETTING METHOD:AOE
ALLOWED TARGETS:HEROES
Applies a buff that increases allied hero armor or decreases enemy hero armor in the target area, changing armor by 1 every second.
Range: 2000
Radius: 575 (775*)
Duration: 12 / 18 / 24 (18/24/30*)
Mana Cost: 120 / 160 / 200 Cooldown Time: 40

Now here is you're ultimate spell. Within the Radius of the spell where you cast it for every second it is active it will give +1 ApS (Armor per second), or give Enemy's -1 ApS. So if the duration is 24 seconds, that's +/-24 armor. That's a lot of armor, it could make or break a team fight. When casting this always try to get you're carry(ies), or they're carry(ies). This will always put your carry above the other on armor, giving your's a better chance of surviving. Use this before a team fight, on your team to buff everyone or on they're to debuff everyone. You can also use it during to effect both teams but the effect won't be as great due to the lack of duration. Use it whenever it is best for you but make sure you use it.

In depth Item Guide

In depth Item Guide


Start of game

At the start of the game you're gonna want to grab a Animal Courier. A courier is very important early game for various reasons.
  1. It helps middle get they're items to them as fast as possible without leaving the lane. Ultimately giving middle a better head start giving him the ability to gank faster and also easier.
  2. Not only does it help middle, but it helps the each lane in it's only way, whether it be to get wards for runes, wards to counter, or dust for those pesky invisible heroes.
  3. Last but not final reason, it is probably the most beneficial item you can buy in regards to supporting.
Next items you should pick up are 2 Clarity. You will be spamming your Shadow Wave a lot and blowing through mana, these should help that problem.
Pick up 1 stack of Tango. You're Shadow Wave is a heal, you won't be needing much disposable healing items.
Finally pick yourself up an Iron Branch. The extra of 1 stat isn't much but it'll help, also you'll be using it later in the game.

Early game

As soon as you're able too upgrade Your Animal Courier to a [[Flying Courier]. This will make getting items to your team mates a lot faster then before. It decreases the time it takes to deliver 1 item, which ultimately makes the whole process of keeping everyone in lane and up to pace a lot easier on you and the team.
Second you're gonna want to pick up a Sage's Mask to complete you're Ring of Basilius. This will help with last hitting (If you're carry is away pulling or stacking, you don't want to take a carries farm). This also adds +6 Damage and +1 armor, giving you a bit more damage and a wee bit more survivibility. It also provides a nice aura that grants another +2 armor and .65 MpS (Mana per second) Helping you're mana problems, and also those around you a little more.
Third pick up another Sage's Mask and also a Ring of Regen to make a Soul Ring. Soul Ring takes 150 of your health and turns it into mana.. when you use this item you should use your heal right after it. You use a heal without wasting mana and you get healed back up to your previous life. This will make spamming you're Shadow Wave That much easier. It also grants +3 Hp/sec and +50% Mana Regeneration. Helping you out with that mana and healing problem a bit more.
Fourth you'll want to grab Boots of Speed and then an Energy Booster to complete your Arcane Boots. These on use grant 135 mana to all team mates within a 600 radius. Helping not only your's but everyone's mana problems.

Middle of the game

You're going to want to pick up a Headdress and a Buckler to make you're Mekansm. Now this is probably the most useful item you'll use on a regular basis. It adds +5 to all of your Attributes and +5 to your armor. Giving you a little more suvivibility in team fights. It also has a Passive that Grants +4 HP/sec (Healing per second) to everyone within a 500 radius. Another item that'll help you keep your team alive that make longer. Costs 150 Mana and has a 45 second cooldown.
Next item to get is Drum of Endurance. This adds + to all Attributes and +3 damage. Giving you some more survivibility and damage. It also grants a Swiftness Aura giving everyone within a 900 Radius +5 attack speed and +5% movement speed. Great passive aura to help chase down heroes. The best part of this item is it's activated ability.. On use it will provide ANOTHER 10 attack speed and 10% movement speed buff to all allies within a 900 radius. This will help a lot with getting out of sticky situations or getting into them. It last's for only 6 seconds with a 30 second cooldown so use it wisely. No mana cost.

Late game

If the Game has lasted this long everyone must be pretty beefy. You're going to need a bit of survibility while still being able to help your team.
The first item to go for would be a Aghanim's Scepter this useful item grants you +10 to all attributes, 200 Health, and 150 Mana. Giving you a bit more surivibility. Now what this does is increases AoE to 775, increases duration to {18/24/30} (Based on the level of Weave 1,2, and 3) of your ultimate ability, Weave. Granting your team mates more armor, or your enemy's less armor. Can you say survibility any more?
Next Item would be a Bloodstone, This grants +500 Health, +400 Mana, +9 HP/sec Regneration, and +200% Mana Regeneration. This Item has more to it though, it's passive does as followed. Starts with 6 charges, Bloodstone gains an additional charge each time an enemy hero dies within a 1675 AoE. Each charge gives 1 Mana/sec Regeneration, reduces gold lost on death by 25, and reduces respawn time by 4 seconds. When the bearer dies, Bloodpact restores 400 HP + 30 HP per charge to allied units in 1675 range, and Bloodstone loses a third of its charges (rounded down). While dead, the bearer gains 1800/1800 AoE vision at the location of death, and gains experience in 1000 AoE at that location. So not only does this item keep your health up, and keep your mana up. In the case that you die during a team fight each charge reduces the gold you lose, and reduces the respawn time. It also resotres 400 Health and +30 Health per charge to Allies within 1675 range. You will remain to gain experience around where you have died and it also grants vision.

Support items that should be bought throughout the game
  • Observer Ward These should be placed on the above land by the runes, giving mid sight of the rune when it pops and let's the other lanes know when a hero is ganking by giving them sight. It's a must have, 1600/1600 sight Day/Night, has 200 health and is permanently invisible.
  • Sentry Ward If the other team is warding, these are great for countering that. I usually place these right by the wards so you have sight of both sides of the rune letting you know where they're ward is so you can kill it. Has 70/70 vision, but grants 950 radius True Sight which grants the sight of invisible units or items. 200 HP, and is also permanently invisible.
  • Smoke of Deceit Is a great item for ganking and going to do a secret Roshan kill, when used right it makes all units within a 1200 radius gain invisibility and 15% bonus movement speed for 40 seconds. You're map icons will also be hidden, if you attack a nother unit or are within a 1025 radius of an enemy hero or tower, the effect of invisibility ends prematurely. Use when going forest hunting or when you're going to sneak into rosh's den.
  • Dust of Appearance Each one you buy comes with 2 charges, on use within a 1050 radius it prevents all units from becoming invisible for 12 seconds. Perfect item to use when laning against an Invisibility hero like Bounty Hunter or Riki.

Situational items

Eul's Scepter of Divinity Is a great support item. It grants +10 intelligence, +150% Mana Regeneration and +30 movement speed. It also has an active that sweeps the target unit into a cyclone making it invulnerable but unable to act for 2.5 second. Either stopping an enemy from running away or saving one of your team mates life so they can blink or invis out as soon as they land. 700 Range.
Force Staff Is also another good item to have. It grants +10 Intelligence and +3 Health regeneration. It also has an active that pushes the target your using it on 600 units in the direction that it's facing. Great for initiating a team fight or gank or saving a life.
Vladmir's Offering Is a personal favorite of mine, if you were to ask why i wouldn't be able to tell you because i have no clue myself. It grants a +2 Health/sec Regeneration alone with it's very own Aura. In a 900 radius it grants 16% Lifesteal, +15% Damage, +5 armor, and +.8 Mana Regeneration. This is an item you would get if your carries are melee and are dying or losing health quite quickly and don't have room for a Life steal item or already have an orb which is not life steal. Very beneficial to our fat melee carries.
Urn of Shadows Is an early game situational item you may get early in the game if your seeing that you're team is taking too much damage to heal with just your Shadow Wave and Mekansm. Grants +50% Mana Regneration, and +6 Strength giving you a bit more life. It also has an active which is as followed. Soul Release - Gains 1 charge whenever an enemy hero dies within a 1400 AoE. Only the closest Urn of Shadows to the dying hero will gain a charge. If Urn of Shadows has no charges, it will gain 2 charges instead. Using a charge on an allied hero will heal the target for 400 HP over 8 seconds. If the target takes any damage from another player or Roshan, the effect ends prematurely. Using a charge on an enemy hero will cause the target to lose 150 HP over 8 seconds. You can use the active ability within a 900 range.
Ghost Scepter Is another situational item. It adds +7 to all attributes, but the active is what makes it situational. On use it Converts you into Ethereal Form for 4 seconds. Ethereal units cannot attack or be attacked, and take 40% extra magic damage. Ghost Scepter shares cooldown with Ethereal Blade. Get this if the other team is running an Ursa or a Lycan. Those heroes will chew you up pretty fast and this item will give you an idea to keep yourself alive. Careful when using this though as it does make you take +40% extra magic damage, could be worse if used in the wrong situation.

Thoughts/Concerns/Edits

Well I hope you have liked my guide of Dazzle criticism is welcomed so don't be shy, tell me how I can improve! I will go through and add some things if people point them out. I will edit and then post here what I have done.


Dazzle
SHADOW PRIEST
SUPPORT, LANE SUPPORT

Remember to have fun playing this hero, you'll enjoy him a lot more.

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