
Poison Touch
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.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI give an ally time to escape and heal without exposing myself alongside them.
Born to support his cohorts in battle, Dazzle keeps wounded allies alive so they might later rain death upon the enemy. His strange magic weaves its way into nearby armor, weakening enemies and strengthening friends.
My recommendation is a starting point. We choose another position together with the team and for its needs.
Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.
I contribute through laning, control and movement. I adapt the expensive core route to my budget.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Provide mana for laning and regular ability use.

Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

Moves me or an ally out of danger; direction depends on the target's facing.

Strengthens the hero’s healing plan and provides another source of restoration when needed.

Combine mana and health sustain for the team; useful in prolonged fights together.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

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.

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.

Sends out a bolt of power that arcs between allies, healing them while damaging any enemy units standing nearby. Dazzle is always healed by Shadow Wave.
Sends out a bolt of power that arcs between allies, healing them while damaging any enemy units standing nearby. Dazzle is always healed by Shadow Wave.
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 100% of the normal healing and damage values. Dazzle will also perform an attack against any enemy that Shadow Wave bounces to.

The hero separates his soul from his body and sends it into the Nothl Realm. The soul is invulnerable and can attack and use abilities and items, with a visible link between it and the body.
Dazzle departs his body, traveling through the Nothl Realm as an invulnerable spirit that can cast spells, attack, and use items, leaving his body behind in the world with a visible tether. While active, Dazzle's basic abilities are empowered: Poison Touch hexes enemies, Shallow Grave heals upon expiration, and Shadow Wave has a shorter cooldown. The effect can be ended early, and Dazzle returns to the body at the end.
Nothl Projection can be cast while Dazzle is disabled. Increases healing done while in the Nothl Realm.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Dazzle's abilities apply Weave to both allies and enemies they affect, increasing allied armor and reducing enemy armor. Multiple instances of this effect stack.
Dazzle's abilities apply Weave to both allies and enemies they affect, increasing allied armor and reducing enemy armor. Multiple instances of this effect stack.
Triggering on allies heals them for 60 per stack of this ability’s effect.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.