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Dawnbreaker icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
26 + 3.6
14 + 1.7
20 + 2.2
Level 0 1 15 25 30
Health 200 720 1720 2680 3080
+0.25 +2.85 +7.89 +12.69 +14.69
Mana 75 315 675 1083 1239
+0 +1 +2.54 +4.24 +4.89
Armor 2 4.33 8.3 13.13 14.88
Damage Block 16 (50%)
Magic Resistance 25%
Status Resistance 0%
Damage 31‒35 57‒61 107‒111 155‒159 175‒179
Attack Rate 0.59/s 0.67/s 0.81/s 0.98/s 1.04/s
Attack Range Melee 150 (600)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.46+?
Projectile Speed Instant
Movement Speed ▶️ 310
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.

Upgradable by Aghanim's Shard.
Solar Guardian
Solar Guardian Land

Valora, the Dawnbreaker, is a melee strength hero that shines in the heart of battle, happily crushing enemies with her celestial hammer and using the energy released to heal nearby allies. At one with the mass of her weapon, she revels in hurling her hammer through multiple foes and then converging with it in a blazing wake. Created to rival ancient forces of chaos and darkness by descendants of the first light, Dawnbreaker only taps her true cosmic power to fly to the aid of her teammates — eager to rout her enemies on the battlefield no matter where they may be.


Dawnbreaker minimap icon.pngValora, the Dawnbreaker
▶️ "Darkness fears the break of dawn!"
In the aeons after the Keeper's exodus birthed the age of light, some amongst the first sun's lineage began to align against the chaos their ancestor's maker left chasing in his wake. Calling themselves the Children of Light, they saw no one else as worthy of taking up the Keeper's abandoned mantle, and they yearned to beat back the onslaught of darkness, creating glorious armies built to purge the cosmos of all creatures of primordial night.

Valora, the Dawnbreaker, most prized warrior amongst the Children's ancient creations, is the shining herald of the majesty of order and light. Molded from the heart of a young metallic star, and charged by golden breath with new life, Valora was called to spread the glow of the Children's wisdom to the darkest reaches of the universe — setting fire to the heavens with each swing of her celestial hammer amidst an endless battle to keep chaos at bay.

In time, the Children also revealed another purpose for the Dawnbreaker. They had discovered a means of permeating the entirety of the cosmos with their inner light — to obliterate all aspects of darkness forever — and they sent Valora to seize a source of great power, the final piece of their ultimate plan. But for the first time, Valora and her hammer met with failure, and the price she and her masters paid was vast. The Children of Light's spark was utterly extinguished, and the Dawnbreaker was left adrift in a black expanse, lost for untold millennia before crashing on an unfamiliar world.

There she rested, dormant, until the presence of a wandering young star gave fuel to an ancient energy forge — a relic of the Children's that, like her, lay buried for countless ages beneath a blowing red waste. Now, with a small measure of her former powers restored by the forge, Valora wakes to a land beset by war and the unrelenting forces of chaos. She knows her gods may be gone, but the heft of the Dawnbreaker's hammer remains — matched only by her will to wield it justly in the name of goodness and light.


Starbreaker's custom targeting indicator.

Starbreaker icon.png
Enemies / Self
Dawnbreaker whirls her hammer around 3 times, damaging enemies with her attack plus bonus damage. On the final strike, she smashes her hammer down, stunning and damaging enemies in front of her.
Cast Animation: 0.2+0.1
Cast Range: Global
Self Set Move Speed: 215
Number of Attacks: 3
Combo Duration: 1.1
Swipe Radius: 360
Swipe Attack Damage Bonus: 20/30/40/50 (Talent 50/60/70/80)
Swipe Move Speed Slow: 100%
Swipe Slow Duration: 0.12
Smash Radius: 250
Smash Distance: 250
Smash Attack Damage Bonus: 30/60/90/120
Smash Stun Duration: 0.8/1/1.2/1.4
Self Stun Duration: 0.2
Talent Number of Charges: 2
Talent Charge Replenish Time: 17/15/13/11
Cooldown: 17/15/13/11 (Talent 0)
Mana: 80
Aghanim's Shard upgrade: Dawnbreaker gains magic immunity during Starbreaker.
Partially pierces spell immunity. The instant attacks fully pierce spell immunity. The slow and stun do not pierce spell immunity.
Partially disabled while rooted or leashed. Only the movement is disabled by roots.
Buff modifier_starbreaker_fire_wreath_caster: Dispellable with death only.
Buff modifier_dawnbreaker_fire_wreath_attack_bonus: Undispellable. Persists death.
Debuff modifier_starbreaker_fire_wreath_slow: Dispellable with any dispel.
Debuff modifier_starbreaker_fire_wreath_smash_stun: Dispellable with strong dispels.
Debuff modifier_stunned: Dispellable with strong dispels.
Across the vast lineage of star progeny, there were multitudes unwilling to align with the aims of the Children of Light. To those who dared organize defiance, the Children would dispatch Valora and her hammer to show a measure of their power--to leave the rebels either shattered or set back to rights.


  • ↓↓ Double-tapping automatically casts it towards the current facing direction.
  • During Starbreaker, Dawnbreaker gets moved towards the targeted direction at a speed of 215.
    • The movement is not interrupted by other sources of non-disabling forced movement. Starbreaker's movement resumes as soon as the other source finishes.
    • Cannot move Dawnbreaker over cliffs, through Barriers, or through pathing blockers. Upon reaching any of these, the movement stops and the ability continues stationary.
    • Can move Dawnbreaker a total distance of 236.5 over 1.1 seconds.
    • Trees in the way are destroyed.
  • Causes Dawnbreaker to perform instant attacks on enemies within the swipe radius, and on enemies within the smash radius upon end.
    • These instant attacks can proc any attack modifiers and on-hit effects normally, except for cleave. They have True Strike, and completely ignore disarms.
    • Luminosity only gains 1 charge per instance, regardless of how many enemies got hit by instant attacks on each instance.
    • Performs instant attacks in 0.55-second intervals, starting immediately upon cast, resulting in 3 instances.
    • The actual effects of the ability are independent from the whirling animation of Dawnbreaker. All enemies are hit by the instant attacks at the same time on each interval.
  • The first 2 instances are applied within the 360 radius around Dawnbreaker.
    • These instances use the lesser attack damage bonus and apply a movement speed slow.
    • The attacks first apply their damage, then the slow debuff.
    • The swipe attack damage bonus increasing Talent talent does not update the current cast of Starbreaker.
  • The last instance is applied within 250 radius and 250 range in front of Dawnbreaker.
    • This instance uses the greater attack damage bonus and applies the stun with a small 90-range knock-up.
    • The attacks first apply their damage, then the stun debuff.
    • The smash can hit units up to 500 range away from Dawnbreaker.
  • Dawnbreaker gets stunned for 0.2 seconds upon performing the last smash attack of the combo.
  • With Aghanim's Shard icon.png Aghanim's Shard, Starbreaker also applies a basic dispel on Dawnbreaker upon cast and grants her spell immunity while active.
    • The spell immunity granted does not apply a spell immunity dispel on the target. Therefore certain debuffs (e.g. Pounce) only dispellable by spell immunity are not removed.
    • Acquiring Aghanim's Shard while Starbreaker is active immediately updates adds the spell immunity.

Celestial Hammer icon.png
Dawnbreaker hurls her weapon at a target, damaging enemies struck along the way. The hammer pauses for 2 seconds at the destination before flying back to her, leaving a trail of fire that slows enemies. Dawnbreaker can recall the hammer at any time, pulling her towards it so they meet in the middle.
Cast Animation: 0.25+0.77
Cast Range: Global
Max Distance: 1000/1100/1200/1300 (Talent 2100/2200/2300/2400)
Hammer Search Radius: 150
Hammer Damage Radius: 250
Impact Damage: 60/90/120/150
Hammer Pause Duration: 2
Fire Trail Radius: 150
Fire Trail Damage per Second: 20/30/40/50
Fire Trail Move Speed Slow: 24%/28%/32%/36% (Talent 39%/43%/47%/51%)
Fire Trail Duration: 2.5
Fire Trail Debuff Linger Duration: 0.5
Cooldown: 18/16/14/12
Mana: 110/120/130/140
Buff modifier_dawnbreaker_celestial_hammer_caster: Dispellable with death only.
Buff modifier_projectile_vision: Undispellable. Persists death.
Buff modifier_celestial_hammer_thinker: Undispellable. Persists death.
Buff modifier_dawnbreaker_converge_thinker: Undispellable. Persists death.
Debuff modifier_dawnbreaker_converge: Undispellable. Persists death.
The Brightmaul is Valora's oldest companion and sole remaining connection to the glow of her creators.


  • Despite visually using Dawnbreaker's weapon, she is not disarmed and her attack is not modified in any way while Celestial Hammer is active.
  • The hammer travels at a speed of 1500 and until reaching the targeted point or the max distance within 0.67/0.73/0.8/0.87 (Talent 1.4/1.47/1.53/1.6) seconds.
    • Upon returning, the hammer travels at a speed of 1500, or until reaching Dawnbreaker within 1.5 seconds, whichever is faster.
  • The hammer provides 150 radius flying vision at the destination point upon reaching it, which lasts 1 second.
  • The hammer destroys trees within 150 range of it as it travels.
  • The hammer hits every enemy that comes within 150 range of it as it travels.
    • If an enemy gets within 150 range of the hammer, all enemies within 250 range of the hammer get damaged.
    • Each enemy may get damaged by the hammer only once upon flying towards the destination, and once again upon returning.
    • This means the hammer can deal 120/180/240/300 impact damage to each enemy.
  • The hammer only returns when having the caster modifier.
    • When losing the modifier by dying, the hammer disappears after the pause, instead of returning.
  • The fire trail is created along the path the hammer takes upon returning. It lasts 2.5 seconds from the moment it is created.
    • This means the fire created at the starting location disappears earlier than the fire created at the ending location.
    • The fire provides an aura that places a debuff on enemies within its fire trail 150 radius. The aura debuff lingers for 0.5 seconds.
    • The debuff deals 10/15/20/25 damage in 0.5-second intervals, starting immediately upon being placed.
    • This results in up to 7 possible instances, and it can deal up to 70/105/140/175 damage within the area for the entire duration.
  • With Converge, both the hammer and Dawnbreaker create the fire trail behind them as they move.
  • The movement speed slow increasing Talent talent immediately upgrades all currently active fire trails, but not already placed debuffs.

Converge icon.png
No Target
Dawnbreaker recalls her hammer, pulling them together so they meet in the middle.
Cast Animation: 0+0
Cooldown: 0.25
Mana: 0
Buff modifier_dawnbreaker_celestial_hammer_movement: Dispellable with death only.


  • Replaces Celestial Hammer until the sub-ability is used, the hammer returns to Dawnbreaker, or until Dawnbreaker dies.
  • Interrupts Dawnbreaker's channeling abilities upon cast.
  • Goes on a 0.25-second cooldown right after Celestial Hammer is cast, this is to prevent accidental double-casts prematurely ending the ability.
  • Moves Dawnbreaker towards her hammer at a speed of 1500.
  • Cannot move Dawnbreaker for more than the max distance value of 1000/1100/1200/1300 (Talent 2100/2200/2300/2400).
    • This means it can move Dawnbreaker for up to 0.67/0.73/0.8/0.87 (Talent 1.4/1.47/1.53/1.6) seconds.
  • Both the hammer and Dawnbreaker create the fire trail behind them as they move.

Luminosity icon.png
Enemies / Allies
After 3 attacks, Dawnbreaker powers up, charging her next attack with a critical hit that heals all allied heroes within 650 units around her for a portion of attack damage dealt. Creeps and neutral enemies provide less healing. Allies are healed for 35% of the amount.
Required Hits: 4 (Talent 3)
Healing Radius: 650
Critical Damage: 120%/140%/160%/180% (Talent 160%/180%/200%/220%)
Lifesteal: 30%/40%/50%/60%
Allied Heal Percentage: 35%
Creep Heal Penalty: 50%
Partially disabled by Break. Prevents gaining stacks. If having 3 stacks, does not prevent the next attack from critting and resetting the stack, but does prevent the healing.
Buff modifier_dawnbreaker_luminosity: Undispellable. Persists death.
Buff modifier_dawnbreaker_luminosity_attack_buff: Dispellable with death only.
Diminished in power without access to the Children's replenishing light, Valora can still recharge herself and her allies by creating order from the chaos which resides within each fight.


  • Each successful attack done on an enemy hero or creep adds one to the attack counting buff.
    • Luminosity gains 1 charge per instance of Starbreaker, no matter how many enemies got hit by the instance.
    • The buff is always present, but it is hidden when at 0 charges.
  • Does not count attacks done against allies, wards or buildings, nor triggers the powered up attack.
  • Once the counter reaches 3 (Talent 2), Dawnbreaker gains the attack buff.
    • This buff causes the next attack to be a critical strike, to lifesteal, and to heal nearby allies.
    • Nearby allies are healed for a percentage of the lifesteal value, so they are healed for 10.5%/14%/17.5%/21%.
    • When the attack target is a non-hero unit, the lifesteal value is reduced to 15%/20%/25%/30%.
    • This means for allies, it is further reduced to 5.25%/7%/8.75%/10.5%.
    • Treats creep-heroes as heroes.
  • Neither the charges nor the attack buff have a duration and last indefinitely.
    • However, the attack buff is dispeled upon death.
    • Upon losing the attack buff, the charges get reset as well.
  • The powered up attack first heals Dawnbreaker, then nearby allies, then applies its critical damage.
    • Luminosity has an ensured critical strike, crits with a lower value have no effect if they proc, since the higher crit value takes priority.
    • Stacks additively with other sources of lifesteal.
    • The healing value on Dawnbreaker and her allies counts as lifesteal, and is affected by lifesteal amplification, but only if the amplification is sourced to Dawnbreaker.

Solar Guardian's custom targeting indicator. The indicator appears around the closest valid target towards the cursor. The yellow ring indicates the max teleport distance towards that target.

Solar Guardian icon.png
Allies / Enemies
Dawnbreaker creates a pulsing effect at a location within 500 units of an allied hero anywhere on the map, damaging enemies and healing allies with each pulse. After a short duration, she flies to the target location, dealing additional damage and stunning enemies upon landing. Once channeled, Dawnbreaker cannot stop the ability.
Cast Animation: 0.1+0
Cast Range: Global
Max Search Distance: 1400
Max Targeting Distance: 350
Channel Time: 1.7 (With Aghanim's Scepter 1)
Effect Radius: 500 (Talent 650)
Damage per Pulse: 30/50/70
Heal per Pulse: 45/70/95 (With Aghanim's Scepter 60/90/120)
Landing Damage: 130/160/190
Flight Duration: 0.8 (With Aghanim's Scepter 4.3)
Landing Stun Duration: 1.5/1.75/2
With Aghanim's Scepter Allied Evasion: 60%
With Aghanim's Scepter Evasion Duration: 1.5
Cooldown: 120/110/100 (Talent 100/90/80)
Mana: 150/200/250
Aghanim's Scepter upgrade: Grants a new ability: Solar Guardian Land.
Solar Guardian healing increased, channeling time reduced to 1 second and total duration increased to 6 seconds. Causes allies in the destination area to have 60% evasion while Dawnbreaker is airborne. Solar Guardian can be cast again after take off to land early.
Partially pierces spell immunity. Does not affect spell immune enemies. Fully affects spell immune allies.
Buff modifier_dawnbreaker_solar_guardian_thinker: Undispellable. Persists death.
Buff modifier_dawnbreaker_solar_guardian_disable: Dispellable with death only.
Buff modifier_dawnbreaker_solar_guardian_air_time: Undispellable. Persists death.
Buff modifier_dawnbreaker_solar_guardian_after_land: Dispellable with death only.
Buff modifier_dawnbreaker_solar_guardian_evasion: Dispellable with any dispel.
Debuff modifier_stunned: Dispellable with strong dispels.
Only in defense of an ally will Valora relent to call upon the last reserves of her old powers that still allow cosmic flight.


  • ↓↓ Double-tapping automatically targets the cursor's current location.
    • It cannot be targeted on the minimap, however, Self-cast cursor (black).png Portrait-casting automatically targets Dawnbreaker's current location.
  • Upon targeting, automatically searches for the closest valid target to teleport to within 1400 range of the targeted point.
    • Valid targets are allied heroes, including illusions, clones, and creep-heroes.
    • If there is no valid target within range, an error message appears and it does not cast.
  • Once targeted, the destination stays the same. It does not follow the target.
  • While channeling, Dawnbreaker cannot act, so that she cannot manually cancel the channeling.
    • The channeling can still be canceled normally via disables applied by other units.
  • Once the channeling succeeds, Dawnbreaker also turns invulnerable, spell immune, unselectable, and still cannot act.
    • Once reaching this state, it cannot be interrupted anymore.
    • Dawnbreaker gets quickly moved upwards until no longer visible, and stays in the air for the full flight duration.
    • Upon reaching the half mark of the flight duration, she gets teleported towards the center of the destination.
    • Towards the end of the flight time, she quickly descents back onto the ground, and applies the landing effects.
  • While channeling and during the flight duration, pulses are created at the targeted point. The pulses heal allies and deal damage to enemies within the area.
    • The visual effect created at the chosen location and the audio are visible and audible to everyone.
    • The healing and damaging pulses happen in 0.5-second intervals, starting immediately upon channel begin, resulting in 5 (Upgradable by Aghanim's Scepter. 11) pulses.
    • The heal does not affect Dawnbreaker herself, but does affect her units.
    • Can heal allies for up to 225/350/475 (Upgradable by Aghanim's Scepter. 660/990/1320) health.
  • At the end of the flight duration, enemies within 500 radius of Dawnbreaker get stunned and take the impact damage.
    • Can deal a total of 280/410/540, considering impact damage and all pulses.
    • The landing first applies the damage, then the stun.
  • The radius increasing Talent talent partially updates the current cast of Solar Guardian.
    • The pulses during the channeling and flight are not updated. However, the radius for the landing damage and stun is updated.
  • With Aghanim's Scepter icon.png Aghanim's Scepter the pulses at the destinatior area also apply a buff on allies with the same intervals as the heal.
  • Acquiring Aghanim's Scepter icon.png Aghanim's Scepter partially upgrades the current cast of Solar Guardian.
    • The pulses during the channeling and flight immediately start applying the higher heal value and the modifier.
    • If acquired while channeling but before the flight begins, the flight uses the increased duration, and the sub-ability is granted.
    • However, the pulses' duration does not update, so that the pulses use the default duration, but the flight the upgraded duration.

Solar Guardian Land
Does not proc any on-cast effects when cast. RR
Solar Guardian Land icon.png
No Target
There is no description for this ability.
Cast Animation: 0+0
Cooldown: 2
Mana: 0


  • Replaces Solar Guardian until the sub-ability is used or the flight duration ends.


Hero Talents
+1100 Celestial Hammer Cast Range252 Starbreaker Charges
-1 Luminosity Attacks Required20+150 Solar Guardian Radius
-20s Solar Guardian Cooldown15+40% Luminosity Crit
+15% Celestial Hammer Slow10+30 Starbreaker Swipe Damage

Recent Changes[]

  • Starbreaker
    • Reduced swipe attack damage bonus from 25/35/45/55 to 20/30/40/50.
    • Rescaled smash attack damage bonus from 40/65/90/115 to 30/60/90/120.
  • Rescaled Celestial Hammer fire trail movement speed slow from 35% on each level to 24%/28%/32%/36%.
Level 10 left talent changed: +20 movement speed ➜ +15% Celestial Hammer movement speed slow.
Level 10 right talent changed: +7 Strength attribute symbol.png strength ➜ +30 Starbreaker swipe attack damage bonus.
Level 15 right talent changed: +20 attack damage ➜ +40% Luminosity critical damage.
Level 20 left talent changed: +40% Luminosity critical damage ➜ -1 Luminosity attacks required.
Level 20 right talent changed: 2 Starbreaker charges ➜ +150 Solar Guardian radius.
Level 25 right talent changed: +200 Solar Guardian radius ➜ 2 Starbreaker charges.

Recommended Items[]

Starting items:

  • Quelling Blade icon.png Quelling Blade gives you bonus damage against creeps.
  • Iron Branch icon.png Iron Branch provides cheap attributes and can combine with Tango for the extra heal.
  • Tango icon.png Tango helps Dawnbreaker stay in lane with health regeneration.
  • Healing Salve icon.png Healing Salve also restores Dawnbreaker's health.
  • Enchanted Mango icon.png Enchanted Mango provides passive health regeneration and burst mana for using abilities.

Early game:

  • Boots of Speed icon.png Boots of Speed adds to her decently high amount of base movement speed.
  • Magic Wand icon.png Magic Wand provides attributes and a burst of health/mana to keep Dawnbreaker fighting.
  • Soul Ring icon.png Soul Ring solves her mana problem at the cost of her health points, which is easily mitigated by her Luminosity. As a tanky right-clicking hero, the bonus strength and armor is always appreciated.

Mid game:

  • Phase Boots icon.png Phase Boots is very cost/stat efficient. Helps Dawnbreaker get around the map quicker.
  • Echo Sabre icon.png Echo Sabre helps Dawnbreaker farm Luminosity stacks quicker and applies a slow so enemies cant easily sidestep your Starbreaker. Also gives much needed mana regen.
  • Sange icon.png Sange can amplify your healing while also giving you bonus damage and health. Later can be combined into either Sange and Yasha icon.png Sange and Yasha or Heaven's Halberd icon.png Heaven's Halberd.
  • Black King Bar icon.png Black King Bar 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:

  • Blink Dagger icon.png Blink Dagger gives her excellent initiation ability, besides its obvious escape capabilities. It synergizes the most with her Starbreaker, 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 Overwhelming Blink icon.png Overwhelming Blink for its immense strength bonus which translates into the big damage dealt upon blinking, while slowing nearby enemies at your destination.
  • Aghanim's Shard icon.png Aghanim's Shard is a no-brainer with its spell immunity during Starbreaker.
  • Assault Cuirass icon.png Assault Cuirass 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.
  • Desolator icon.png Desolator gives cheap damage that makes your Luminosity crits much more damaging and healing.
  • Satanic icon.png Satanic provides selfish lifesteal outside of your passive, and allows you to stay in the fight much longer to dish out healing crits.

Situational items:

  • Bottle (Full) icon.png Bottle is an alternative to Soul Ring if one does not wish to sacrifice health.
  • Orb of Corrosion icon.png Orb of Corrosion 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.


Roles: Carry Carry Durable Durable
Complexity: ★☆☆
Playstyle: Dawnbreaker shines in the heart of battle, happily crushing her enemies like a Starbreaker, she revels in hurling her Celestial Hammer through foes and then Converging with it in a blazing wake. At the same time, capable of healing nearby allies by attacking with great Luminosity, and even acting as a Solar Guardian to allies anywhere on the field, flying towards them for aid from anywhere with an epic entrance.




  • Dawnbreaker currently has no equipment.


  • Dawnbreaker is named "Valkyrie" within the internal game files.
    • In some instances, she is also refered to as "Battle Maiden".
  • Starbreaker is named "Fire Wreath" within the internal game files.
  • Converge is in some instances named "Solar Flare" within the game files.
  • Luminosity is in some instances named "Healing Touch" within the game files.
  • Solar Guardian is in some instances named "Elated Fury" within the game files.