Dawnbreaker/Guide

General

 * Dawnbreaker's ultimate is channeled, meaning when Solar Guardian is about to activate and Dawnbreaker gets stunned, then the ultimate gets canceled and gets put on cooldown. To prevent this, always keep in mind which heroes on the enemy team have disables and stay away from the ones that do. Jumping from another side of the map is another strategy.
 * You can use Blink Dagger during Starbreaker, so you can blink toward an enemy right before the last swing, surprising and stunning the enemy hero
 * Tip needed.
 * Tip needed.
 * Tip needed.
 * Tip needed.


 * Using Starbreaker when your Luminosity charge is at 1 times your crit/heal hit with Starbreaker’s last stunning hit.
 * Enemies can easily side step this skill so use it with other disables.
 * No matter how many enemies you hit, each attack of Starbreaker gives 1 charge to Luminosity. (3 in total if you dont miss.)


 * Instead of clicking on enemy heroes or creep, you should aim at the ground behind them to make use of Celestial Hammer Range.


 * To get the maximum healing use your crit/heal hit on grouped up enemies with Starbreaker.


 * Since Solar Guardian has global cast range so you can farm away from your team easily without missing fights.
 * Since it takes 2.5 seconds for Solar Guardian to stun make sure to time it with other disables.

Items
Starting items:
 * gives you bonus damage against creeps.
 * provides cheap attributes and can combine with Tango for the extra heal.
 * helps Dawnbreaker stay in lane with health regeneration.
 * also restores Dawnbreaker's health.
 * provides passive health regeneration and burst mana for using abilities.

Early game:
 * adds to her decently high amount of base movement speed.
 * provides attributes and a burst of health/mana to keep Dawnbreaker fighting.
 * solves her mana problem at the cost of her health points, which is easily mitigated by her . As a tanky right-clicking hero, the bonus strength and armor is always appreciated.

Mid game:
 * is very cost/stat efficient. Helps Dawnbreaker get around the map quicker.
 * helps Dawnbreaker farm stacks quicker and applies a slow so enemies cant easily sidestep your . Also gives much needed mana regen.
 * can amplify your healing while also giving you bonus damage and health. Later can be combined into either or.
 * makes Dawnbreaker immune to most disables and nukes, both of which can easily interrupt two out of three of her active abilities which leave her vulnerable during casting.

Late game:
 * gives her excellent initiation ability, besides its obvious escape capabilities. It synergizes the most with her, since it doesn't interrupt the ability when used. Dawnbreaker can start it up once she sets her sight on an unaware enemy, leaving the first two strikes unused but uninterrupted, before blinking towards the opponent to land the third blow without telegraphing it. Can be upgraded into for its immense strength bonus which translates into the big damage dealt upon blinking, while slowing nearby enemies at your destination.
 * is a no-brainer with its spell immunity during.
 * covers the deficiencies of her poor agility growth which results in less armor and attack speed. The armor reduction aura is always welcome for a right-clicking hero, and the attack speed aura makes her omnipresence ever useful.
 * gives cheap damage that makes your crits much more damaging and healing.
 * provides selfish lifesteal outside of your passive, and allows you to stay in the fight much longer to dish out healing crits.

Situational items:
 * is an alternative to Soul Ring if one does not wish to sacrifice health.
 * with its DPS, armor reduction, and better slow when equipped on melee heroes is a good tool for an aggressive Dawnbreaker during the early game.

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