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Dire icon.png The Dire
16 + 1.85
21 + 1.7
27 + 3.4
Level 1 16 25
Hit Points 454 1005 1670
Mana 351 1040 1664
Damage 41-59 94-112 142-160
Armor 1.94 5.79 10.45
Attacks / Second 0.71 0.87 1.06
Movement Speed 305
Turn Rate 0.6
Sight Range 1800/800
Attack Range 500
Missile Speed 1200
Attack Duration 0.3+0.3
Cast Duration 0.3+0.5
Base Attack Time 1.7

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.


[edit] Bio

Dazzle Dazzle, the Shadow Priest
Play "Where my shadow falls, there falls my foe."
Role: Pip roamer.png Support / Pip babysitter.png Lane Support
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 fight his enemies and help his friends.
Voice: David Scully (Responses)

[edit] Abilities

Poison Touch
Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Poison Touch icon.png
Ability Affects Damage
Target Unit Enemies Physical
Casts a poisonous spell on an enemy unit, causing damage and slowness over time, and eventual paralysis. Poison Touch mini-stuns on impact. Slow increases per level.
Range: 600
Set Time: 3
Duration: 10
Damage: 14/20/26/32
Cooldown 15/13/11/7 Mana 100/115/130/145
One of the few Dezun rites used for offensive purposes, the paralytic enchantment often proves useful.


  • Lvl 1: Slow target by 33% for 3 seconds.
  • Lvl 2: Slow target by 33% for 2 seconds, then slow target by 66% for 1 second.
  • Lvl 3: Slow target by 33% for 1 second, then slow target by 66% for 1 second, then slow target by 100% for 1 second.
  • Lvl 4: Slow target by 33% for 1 second, then slow target by 66% for 1 second, then stun target for 1 second.
  • The initial 0.01 second ministun will cancel channeling.
  • After 3 seconds, damage occurs as 8 damage ticks over 7 seconds, dealing a total of 112/160/208/256 damage
  • Projectile is dodgeable.

Shallow Grave
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Shallow Grave icon.png
Ability Affects
Target Unit Allies
An ally blessed with Shallow Grave, no matter how close to death, cannot die while under its protection.
Duration: 5
Range: 550/700/850/1000
Cooldown 60/45/30/15 Mana 140/130/120/110
Only a seasoned acolyte of the Shadow can properly perform the rite of preventing death.


  • HP cannot go below 1 while under the effects of Shallow Grave.
  • Shallow Grave will not prevent Axe's Culling Blade ability from killing a hero.
  • Does not prevent dying via Goblin Techies' Suicide Squad, Attack! or Bloodstone's Pocket Suicide.

Shadow Wave
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Play
Shadow Wave icon.png
Ability Affects Damage
Target Unit Allies Physical
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
Damage Radius: 185
Bounce Radius: 475
Number of Targets: 3/4/5/6
Damage/Heal: 80/100/120/140*
Cooldown 12/10/8/6 Mana 80/90/100/110
While it is a simplistic and routine rite among Shadow Priests, the Shadow Wave is also the most critical for success.


  • Prioritizes allied heroes over creeps.
  • If enemies are near multiple allied units affected by Shadow Wave, they can take multiple instances of damage.
  • Can deal a maximum of 240/400/600/840 damage (Excludes Dazzle as a source of damage).
  • (*) Heals allied units and damages enemies.

Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Weave icon.png
Ability Affects
Target Point Heroes
Applies a buff that increases allied hero armor or decreases enemy hero armor in the target area over time.
Range: 2000
Radius: 575 (775*)
Armor per second: 0.75/1.0/1.25 (1.0/1.25/1.5*)
Duration: 24
Cooldown 40 Mana 100
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases radius and armor per second.
His ethereal journey into the Nothl realm has allowed Dazzle to mend together the powers of light and dark, creating shifting waves of enchantments.


  • Places a buff on units, so entering or leaving the area after the cast has no effect.
  • Increases/Decreases armor by a maximum of 18/24/30/36*.
  • Unobstructed sight (800 range day and night) is provided for 8 seconds.
  • Cannot be dispelled by anything.

[edit] Recommended items

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  • A Clarity provides some mana regeneration in the laning phase, helping you to keep your damage and healing output in good shape. Tangos are useful in sustaining team-mates and yourself - don't be afraid to share one with a low hp teammate!
  • A Mantle of Intelligence can be picked up early game for more damage output and an increased mana pool. Three Iron Branches help to immediately build into a Magic Stick.
  • It is vital to pick up Observer Wards and sometimes Sentry Wards whenever they're available, as proper placement will prove useful to predicting ganks and even enemies to gank yourself!
  • Picking up a Magic Stick or a Wand is helpful as an extra boost to Dazzle's longevivity; the extra hp and mana can prove vital to casting an extra spell or two to keep the team alive.
  • Urn of Shadows has great synergy with Dazzle - it provides quick healing without a mana cost, and boosts Dazzle's mana regeneration by a fair amount.
  • Power Treads will help to bolster Dazzle's HP and mana; remember to 'Tread switch' accordingly to get the most out of restoration. A Mekansm further boosts Dazzle's healing output, and will also provided much needed armor to Dazzle.
  • Eul's is an excellent choice after the core has been completed, the extra disable, along with increased mana pool and regen can be combined with Shallow Grave to even further preserve the life of Dazzle.
  • Aghanim's Scepter is not a game-breaking upgrade for Weave, but it helps in the later stages of the late game where armor difference is crucial, and for adding that wider radius when you're out of position or the enemy is too far scattered.
  • Unlike in Dota 1 the buff from Weave can be stacked with Refresher Orb. If cast simultaneously it will change armor by 2 every second. Alternatively, the prospect of a double Shallow Grave will prove to be gamebreaking in ganks and teamfights in keeping team-mates alive.

[edit] Equipment

[edit] Tips

  • Don't forget that Shadow Wave deals damage around your healed allies as well, roughly a Melee hero swing and a tiny bit more; a bit similar to Omniknight's Purification but with considerably less raw healing.
  • Each level of upgrade for Shallow Grave 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; Poison Touch 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), Shallow Grave if the enemy has not been spotted in their lanes and you suspect a possible gank incoming, and Shadow Wave if you're fighting an aggressive melee gank with an ally.
  • Don't forget that the range of Shallow Grave increases with each level; it starts out less than your normal attack, but at level 4 goes to twice that length. You don't want to have an ally die just because you had to run in closer.
  • Using Shallow Grave is the most important role Dazzle has, and one of the chief reasons why Dazzle is complicated; in using it you grant an ally or yourself five seconds where they cannot die. For newer players, it is often better to use it earlier than never; 2 seconds of life for an ally is better than none. More experienced players can gauge the situation of battles better, and can determine if burst damage has already been applied, amount and length of incoming stuns, and at whom they're directed, et cetera. 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. In the mid game, your priority to grave are heroes with powerful abilities that haven't been used yet in an encounter, such as a Sand King Epicenter, a Tidehunter's Ravage, or an Enigma's Black Hole. Typically, the use of such ultimates would change the tide of battle in your favour, although this would only apply if those types of heroes are caught out of position, or are about to die before they can use it. Preventing a hard carry from dying and losing their gold is also important, but not if it means losing the teamfight and being able to push. In late game, keeping your hard carry alive becomes your top priority. There may be instances wherein you must choose between the life and death of allies, and it is very important to know who to prioritise (knowledge of priority will become second-nature with experience). For example, choosing between keeping Tidehunter alive after his Ravage has been used is a poor decision versus keeping your team's Lycan from dying, but if Tidehunter's death seems to be sure and Lycan's does not, you must make a decision very quickly. This is the difficulty of Dazzle.
  • While Weave 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.
  • Learn to use Weave pre-emptively to maximise 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 favour becomes much lower.
  • One of the main advantages of Shadow Wave is that, being a healing spell that can deal big damage in one time only if the situation is right (similarly to Earthshaker's Echo Slam), most enemies won't expect you to be a threat to them, and will chase you carelessly in a straight line. Decrease their armor with Weave or Medallion of Courage, 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.

[edit] Trivia

  • Dazzle's ultimate used to be Shallow Grave, which had a completely different effect on the player who was buffed by it, reducing the revival time of the buffed player if they died under its effect, while Weave was a single target skill until this was changed to the current setup.

[edit] Update history

November 21, 2013 Patch

  • Updated model and icons.

July 18, 2013 Patch

June 28, 2013 Patch

  • Poison Touch icon.png Poison Touch:
    • Fixed being dodgeable.
    • Fixed not resetting its max slow/stun effect when refreshed on a target.
    • Fixed sometimes dealing 7 damage ticks instead of 8.
  • Fixed Shadow Wave icon.png Shadow Wave being unable to bounce to allied invulnerable/sleeping units.

January 24, 2013 Patch

  • Fixed Poison Touch icon.png Poison Touch slow and stun applying if BKB was used after it had been applied.

January 17, 2013 Patch

August 02, 2012 Patch

July 26, 2012 Patch

  • Fixed Weave not affecting units slept by Song of the Siren.

May 17, 2012 Patch

  • Fixed Shadow Wave icon.png Shadow Wave not doing its damage around the aoe of the last target.

May 10, 2012 Patch

April 12, 2012 Patch

  • [Undocumented] Added a haste rune run animation for Dazzle.
  • [Undocumented] Added a chase animation for Dazzle.

March 22, 2012 Patch

  • [Undocumented] Added injured idle animation.
  • [Undocumented] Added injured attack animation.
  • [Undocumented] Added spawn animation.

January 12, 2012 Patch

  • There is now an impact effect on enemies who are damaged by Shadow Wave icon.png Shadow Wave.

November 17, 2011 Patch

October 06, 2011 Patch

  • Fixed Shadow Wave icon.png Shadow Wave, it now properly deals physical damage, and damages magic immune units.

September 09, 2011 Patch

  • Dazzle now only says his Shadow Wave icon.png shadow wave lines to nearby friendly heroes.

August 06, 2011 Patch

  • Changed legacy keys for the following heroes: Drow Ult from P to M, Puck secondary 1 from D to E, Dazzles Ult from E to W, Enchantress ability1 from P to N.

August 04, 2011 Patch

  • Dazzle damages units near him correctly when casting Shadow Wave icon.png shadow wave.

August 03, 2011 Patch

  • Update stats section on hud when a displayed modifier changes its tooltip parity, eg Dazzle's Weave.

July 29, 2011 Patch

  • Fixing the timing on poison touch's minstun.
  • Poison Touch icon.png Poison Touch doesn't get reduced by block.
  • Shallow Grave icon.png Shallow Grave is no longer purgable.
  • Shadow Wave icon.png Shadow Wave now prefers to heal hurt targets and prefers to heal heroes.
  • Shadow Wave icon.png Shadow Wave gives much longer vision duration.

July 16, 2011 Patch

May 26, 2011 Patch

[edit] Balance changelog


  • Weave icon.png Weave duration increased from 20 to 24.


  • Weave icon.png Weave
    • Duration rescaled from 12/18/24 to 20.
    • [Undocumented] Aghanim's Scepter doesn't increases the Weave duration anymore. (It will be 20 seconds everytime).
    • Armor per second rescaled from 1 to 0.75/1/1.25 (scepter is 1/1.25/1.5).
  • Poison Touch icon.png Poison Touch
    • Damage increased from 8/16/24/32 to 14/20/26/32 (7 seconds worth).
    • Is now dodgeable.
    • Slow timings reworked:
      • Lvl 1: Slow target by 33% for 3 seconds
      • Lvl 2: Slow target by 33% for 2 seconds, then slow target by 66% for 1 second
      • Lvl 3: Slow target by 33% for 1 second, then slow target by 66% for 1 second, then slow target by 100% for 1 second
      • Lvl 4: Slow target by 33% for 1 second, then slow target by 66% for 1 second, then stun target for 1 second
      • Ministuns for 0.01 seconds at the start.



  • Shallow Grave icon.png Shallow Grave cast range rescaled from 400/600/800/1000 to 550/700/850/1000.



  • Shadow Wave icon.png Shadow Wave always heals you first before it jumps (so it won't jump back to you randomly during the bounce. This does not eat up one of your bounce limits either).


  • Poison Touch icon.png Poison Touch is no longer blocked by damage block items like Vanguard.





  • Shallow Grave icon.png Shallow Grave cooldown increased from 54/40/26/12 to 60/45/30/15.


  • Removed the extra vision on Weave that remains for 12/18/24 seconds. It now only reveals for a couple of seconds during the cast effect.


  • Lowered Shallow Grave icon.png Shallow Grave cooldown (80/60/40/20->54/40/26/12 cd).
  • Added Shadow Priest to Aghanim's Scepter icon.png Aghanim's Scepter. Increased Weave duration by 6 seconds. Added 200 AOE.



  • Reworked Shadow Priest.


[edit] Gallery

[edit] See also