Dawnbreaker/Guide

Offlaner
Dawnbreaker needs levels to snowball.Her abilities are very strong in the early to mid game and,when paired with a support,can secure kills or bully enemy carries away from the creepwave. If the lane gets hard, consider using to farm ranged creeps.It is also her best ability for damage, so it should be maxed first.From that point, depending on whether you need more damage or crowd control, either of the other spells can be maxed out. From level 6 onwards,one should look for ganging opportunities,as the ultimate allows Dawnbreaker to turn around a fight without running through the map.

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
 * Dawnbreaker's abilities are relatively hard to land,so you should coordinate jumps with a support.
 * Moreover, her mana pool is incredibly small.Keep mana costs in mind when going for a kill.
 * 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.)
 * Since it triggers instant attacks,any Attack modifier trigger aswell.
 * Each of the items will probably proc only once during the spell,due to the effects' internal cooldown.


 * Instead of clicking on enemy heroes or creep, you should aim at the ground behind them to make use of Celestial Hammer Range.
 * Celestial Hammer is very efficient in farming 2 close jungle camps simultaneously.Together with ,it usually kills most of the creeps.
 * Ask your support to stack the jungle for you so you can farm gold faster.
 * The slow from Celestial Hammer makes it easier to land all three hits of Starbreaker on enemies without them running away. Be sure to use Celestial Hammer before Starbreaker when ganking enemy heroes.


 * 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.
 * It would be wise to wait some time for important abilities, such as, before jumping.

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 her . 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.
 * will allow Dawnbreaker to use faster, and will also increase it's healing and duration of it's air time, allowing Dawnbreaker to choose where to land, while also providing allies with evasion when they are in it's radius.
 * will give Dawnbreaker spell immunity every time she uses.
 * 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.
 * will give Dawnbreaker a very good source of lifesteal outside of her, and will alllow her to stay in the fight much longer while dishing out healing critical damage with.
 * provides strength and health to last in fights. In addition, bash can proc during ,counter enemy carries and pin them for the full combo.
 * will give Dawnbreaker huge attack speed, greatly fixing her problems of poor agility growth, and will also provide her with bonus night vision.

Situational items:
 * discourages enemies from targeting Dawnbreaker,and can be of substantial help during her initiation.
 * 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.
 * will greatly improve Dawnbreaker's strength, health and overall her survival.
 * will help Dawnbreaker to solve her mana problems in the early game. Later it can be disassembled and built into.
 * will give Dawnbreaker spell lifesteal, which will allow her to heal herself with, and  while also giving her a strong magical burst damage.
 * will give Dawnbreaker more attack speed to attack faster, more armor to increase her durability against direct attacks, more intelligence to use her abilities more often and true strike every 9 seconds. And it's passive can be applied even with . will also allow Dawnbreaker to have her next five attacks to have true strike, deal magical damage, and to attack ethereal units.
 * can help Dawnbreaker solve her mana problems in the early game, and it can also amplify damage of, and.
 * will greatly amplify Dawnbreaker's mana regeneration, and will also allow her to defend herself against heroes who rely on physical damage, and will also allow Dawnbreaker to disarm an enemy hero and make them more vulnerable to and 's magical damage. However,  will render Dawnbreaker unable to damage enemy heroes with, so it should be bought only if Dawnbreaker already owns.

Dawnbreaker/Guia Dawnbreaker/Руководство