Hero
Dawnbreaker | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Leaps to aid her allies, wherever they are on the map. | |
Dawnbreaker shines of Luminosity in the heart of battle, happily crushing her enemies like a Starbreaker with her Celestial Hammer and healing nearby allies. She revels in hurling her hammer through multiple foes and then Converging with it in a blazing wake, always waiting to tap her true cosmic power as a Solar Guardian to fly to the aid of her teammates — eager to rout her enemies on the battlefield no matter where they are. | |
Roles: | Carry Durable |
Complexity: | ★☆☆ |
Contents
Bio[]
▶️ "Darkness fears the break of dawn!"
Lore:
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.
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.
Alias:
Valora
Voice:
Abilities[]

Starbreaker's custom targeting indicator.
Starbreaker
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: 300
Swipe Move Speed Slow: 100%
Swipe Slow Duration: 0.12
Smash Radius: 300
Smash Distance: 250
Smash Stun Duration: 0.8/1/1.2/1.4
Self Stun Duration: 0.2
Spell Immunity Notes:
Instant attacks fully pierce spell immunity.
The slow and stun do not pierce spell immunity.
Modifiers [?]
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.
Notes:
- Starbreaker cannot be cast while the hammer is out due to Celestial Hammer.
- Solar Guardian and Celestial Hammer cannot be cast while Starbreaker is active.
- ↓↓ 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 paused by other sources of non-disabling forced movement, but not interrupted.
- The movement is also paused once Dawnbreaker's path is blocked by a cliff, Barrier, or other pathing blocker.
- Can move Dawnbreaker a total distance of 236.5 over 1.1 seconds.
- Destroys trees coming in contact with during the forced movement.
- During the combo, Dawnbreaker is disarmed, and unable to move or turn.
- Items and abilities other than Solar Guardian and Celestial Hammer can be cast normally during the combo.
- Using mobility items or abilities does not cancel any aspect of Starbreaker.
- Starbreaker is canceled if Dawnbreaker gets stunned, cycloned, hexed, taunted, feared, or hypnotized during it.
- However, getting silenced does not cancel it.
- Causes Dawnbreaker to perform instant attacks on enemies within the swipe and smash radii.
- These instant attacks can proc any attack modifiers and on-hit effects normally, except for cleave.
- They also 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 effects of the ability are independent from the whirling animation. All enemies are at the same time on each interval.
- The first 2 instances are applied within the 300 swipe radius around Dawnbreaker.
- These instances slow affected enemies' movement speed. The attacks first apply their damage, then the slow debuff.
- The last instance is applied within 300 radius and 250 range in front of Dawnbreaker.
- This instance applies the stun with a small 90-range knock-up.
- The attacks first apply their damage, then the stun/knockup debuff.
- The smash can hit units up to 550 range away from Dawnbreaker.
- The swipe and smash attack damage bonus increasing
talent does not update the current cast of Starbreaker.
- Dawnbreaker gets stunned for 0.2 seconds upon performing the last smash attack of the combo.
- With Aghanim's Shard, Starbreaker grants Dawnbreaker spell immunity while active. Does not apply any dispel.
- Also unlocks Dawnbreaker's movement while active, allowing her to move normally, instead of using forced movement.
- However, her facing angle remains locked, meaning she cannot turn until it is finished.
- Movement orders ignore her facing direction while active, so that she can also move backwards.
- However, other orders like items and abilities still require her to face towards the ordered direction.
- Stops destroying trees around Dawnbreaker once upgraded.
- Acquiring Aghanim's Shard while Starbreaker is active does not update the current cast.
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
Hammer Search Radius: 200
Hammer Damage Radius: 200
Impact Damage: 60/90/120/150
Hammer Pause Duration: 2
Fire Trail Radius: 200
Fire Trail Damage per Second: 20/30/40/50
Fire Trail Duration: 2.5
Fire Trail Debuff Linger Duration: 0.5
Modifiers [?]
modifier_dawnbreaker_celestial_hammer_caster
Death
modifier_projectile_vision
Undispellable
modifier_celestial_hammer_thinker
Undispellable
modifier_dawnbreaker_converge_thinker
Undispellable
modifier_dawnbreaker_converge
Undispellable
The Brightmaul is Valora's oldest companion and sole remaining connection to the glow of her creators.
Notes:
- Despite visually using Dawnbreaker's weapon, she is not disarmed and her attack is not modified in any way while Celestial Hammer is active.
- Starbreaker and Solar Guardian cannot be cast while the hammer is out due to Celestial Hammer.
- 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 (
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 200 radius flying vision at the destination point upon reaching it, which lasts 1 second.
- The hammer destroys trees and hits enemies that come within 200 range of it as it travels.
- If an enemy gets within 200 range of the hammer, all enemies within 200 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 200 radius. The aura's 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.
- 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 immediately upgrades all currently active fire trails, but not already placed debuffs.
Converge
Ability
No Target
No Target
Affects
Self
Self
Dawnbreaker recalls her hammer, pulling them together so they meet in the middle.
Cast Animation: 0+0
Sub-ability of Celestial Hammer.
Notes:
- 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 (
2100/2200/2300/2400).
- Converge gets canceled if Dawnbreaker gets stunned, cycloned, feared, or hypnotized during it. Other disables do not cancel it.
- Both the hammer and Dawnbreaker create the fire trail behind them as they move.
Ability
Passive
Passive
Affects
Enemies / Allies
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 50% of the amount.
Healing Radius: 650
Lifesteal: 30%/40%/50%/60%
Allied Heal Percentage: 50%
Creep Heal Percentage: 50%
Break Notes:
Disables from gaining new stacks.
When having 3 stacks, it does not disable the next attack from proccing critical strike and resetting the stack. However, it disables the healing.
Modifiers [?]
modifier_dawnbreaker_luminosity
Undispellable
modifier_dawnbreaker_luminosity_attack_buff
Death
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.
Notes:
- 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.
- Once the counter reaches 3 (
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 15%/20%/25%/30%.
- 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 7.5%/10%/12.5%/15%.
- 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 Dawnbreaker's lifesteal amplification.

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.
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
Damage per Pulse: 30/50/70
Landing Damage: 130/160/190
Landing Stun Duration: 1.5/1.75/2
Grants the Solar Guardian Land ability.
Reduces the channel time and increases the healing and total duration of Solar Guardian's air time. Causes allies in the destination area to have evasion while Dawnbreaker is airborne. Solar Guardian can be cast again after take off to land early.
Reduces the channel time and increases the healing and total duration of Solar Guardian's air time. Causes allies in the destination area to have evasion while Dawnbreaker is airborne. Solar Guardian can be cast again after take off to land early.
Modifiers [?]
Only in defense of an ally will Valora relent to call upon the last reserves of her old powers that still allow cosmic flight.
Notes:
- Solar Guardian cannot be cast while Starbreaker is active, or while the hammer is out due to Celestial Hammer.
- ↓↓ Double-tapping automatically targets the cursor'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 is locked, 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 quickly ascents 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 effect radius.
- The visual and audio effects created at the targeted location 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 (
11) pulses.
- The heal does not affect Dawnbreaker herself, but does affect her units.
- Can heal and damage units for up to 225/350/475 (
660/990/1320) health.
- At the end of the flight duration, enemies within 500 (
650) radius of Dawnbreaker are stunned and take the landing damage.
- With the landing damage and all pulses, can deal a total of 280/410/540 (
460/710/960) damage (before reductions).
- The landing first applies the damage, then the stun.
- With the landing damage and all pulses, can deal a total of 280/410/540 (
- The radius increasing
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.
- With Aghanim's Scepter the pulses at the destination area also apply a buff on allies with the same intervals as the heal.
- The buff grants allies evasion, and lasts for 1.5 seconds.
- The evasion uses pseudo-random distribution.
- Stacks multiplicatively with other sources of evasion.
- During the flight, Solar Guardian is replaced by the Solar Guardian Land sub-ability.
- Acquiring 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 uses the upgraded duration.
Ability
No Target
No Target
Affects
Self
Self
There is no description for this ability.
Notes:
- Requires Aghanim's Scepter to be unlocked.
- Replaces Solar Guardian until the sub-ability is used or the flight duration ends.
- Cannot be used while silenced, hexed or prevented from acting.
- Dawnbreaker is unable to ⇧ Shift-queue this ability.
Talents[]
Hero Talents | ||
---|---|---|
+1100 Celestial Hammer Cast Range | 25 | 2 Starbreaker Charges |
-1 Luminosity Attacks Required | 20 | +150 Solar Guardian Radius |
-20s Solar Guardian Cooldown | 15 | +50% Luminosity Crit |
+15% Celestial Hammer Slow | 10 | +25 Starbreaker Swipe/Smash Damage |
Recent Changes[]
Main Article: Dawnbreaker/Changelogs
Version
Description
- Starbreaker
- Reduced swipe radius from 360 to 300.
- Increased smash radius from 250 to 300.
- Increased swipe attack damage bonus from 20/30/40/50 to 25/40/55/70.
- Reduced smash attack damage bonus from 30/60/90/120 to 25/40/55/70.
- Increased mana cost from 80 to 100.
- Celestial Hammer
- Increased hammer search radius from 150 to 200.
- Reduced damage radius from 250 to 200.
- Increased fire trail radius from 150 to 200.
- Increased Luminosity allied heal percentage from 35% to 50%.
- Aghanim's Shard upgrade:
- Now also allows Dawnbreaker to move during Starbreaker. [?]
Talents:
- Level 10 right talent changed: +30 Starbreaker swipe attack damage bonus ➜ +25 Starbreaker swipe/smash attack damage bonus.
- Level 15 right talent: +40% Luminosity critical damage increased to +50%.
- 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%.
- Added to Captain's Mode.
Recommended Items[]
Starting items:
- Quelling Blade gives you bonus damage against creeps.
- Iron Branch provides cheap attributes and can combine with Tango for the extra heal.
- Tango helps Dawnbreaker stay in lane with health regeneration.
- Healing Salve also restores Dawnbreaker's health.
- Enchanted Mango provides passive health regeneration and burst mana for using abilities.
Early game:
- Boots of Speed adds to her decently high amount of base movement speed.
- Magic Wand provides attributes and a burst of health/mana to keep Dawnbreaker fighting.
- 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 is very cost/stat efficient. Helps Dawnbreaker get around the map quicker.
- 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 can amplify your healing while also giving you bonus damage and health. Later can be combined into either Sange and Yasha or Heaven's Halberd.
- 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 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 for its immense strength bonus which translates into the big damage dealt upon blinking, while slowing nearby enemies at your destination.
- Aghanim's Shard is a no-brainer with its spell immunity during Starbreaker.
- 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 gives cheap damage that makes your Luminosity crits much more damaging and healing.
- 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 is an alternative to Soul Ring if one does not wish to sacrifice health.
- 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.
Gameplay[]
Audio[]
History[]
Equipment[]
|
Trivia[]
- 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.