Hero
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Leaps to aid her allies, wherever they are on the map. | |
To those who dared organize defiance, the Children of Light would dispatch Valora and her hammer to show a measure of their power. Dawnbreaker shines Luminosity in the heart of battle, happily shattering her enemies with her Celestial Hammer, the Brightmaul, while healing nearby allies. She revels in her signature move, the Starbreaker, hurling 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: | |
Adjectives: | Female, Fiery, Nose Legs ( 2 )
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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
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 Range: Global
Number of Attacks: 3
Combo Duration: 1.1
Swipe Move Speed Slow: 100%
Swipe Slow Duration: 0.12
Smash Distance: 250
Smash Stun Duration: 0.6/0.8/1/1.2
Self Stun Duration: 0.2
Dawnbreaker gains magic immunity and free movement during Starbreaker. Dawnbreaker is slowed by 25% down to a minimum of 215.
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.
- Starbreaker cannot be cast under the following conditions:
- While the current instance of Starbreaker is still active.
- While not wielding her weapon due to Celestial Hammer.
- While channeling Solar Guardian.
- ↓↓ Double-tapping automatically casts it towards the current facing direction.
- During Starbreaker, Dawnbreaker gets moved towards the targeted direction at a set movement 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.
- Destroys trees within a 100 radius around Dawnbreaker and may pass through buildings during the forced movement.
- Can move Dawnbreaker a total distance of 236.5 over 1.1 seconds.
- Starbreaker now no longer moves Dawnbreaker a fixed distance based on the set movement speed. Instead, she has a minimum movement speed of 215 while active, preventing other movement speed slow sources from reducing it lower than the min value.
- Therefore, Starbreaker now causes Dawnbreaker to path around trees and no longer destroys trees coming in contact.
- Dawnbreaker cannot pass through buildings anymore.
- With the 25% self move speed slow, the distance moved is now defined as expr
ΣMS × 0.825, minMS = 215 when ≤ 215
for the entire duration. - With Dawnbreaker's base movement speed, it can move her for a minimum of 247.5 distance over 1.1 seconds.
- Starbreaker now no longer moves Dawnbreaker a fixed distance based on the set movement speed. Instead, she has a minimum movement speed of 215 while active, preventing other movement speed slow sources from reducing it lower than the min value.
- 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.
- With Blink, the ability can only be cast in front of Dawnbreaker, as casting it in any other direction would require turning. When cast perpendicularly or backward, it will be cast after Starbreaker's animation.
- 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 of the whirling animation. All enemies are hit at the same time at each interval.
- Fully ignores Couriers.
- The first 2 instances are applied within the 300 swipe radius around Dawnbreaker.
- Only 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/knock-up debuff.
- The smash can hit units up to 550 range away from Dawnbreaker.
- Dawnbreaker gets stunned for 0.2 seconds upon performing the last smash attack of the combo.
- Starbreaker now grants Dawnbreaker spell immunity while active, but it does not apply 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 backward.
- Other orders like items and abilities still require her to face toward the ordered direction.
- Stops destroying trees around Dawnbreaker once upgraded.
- Acquiring Aghanim's Shard, while Starbreaker is active, does not update the current cast.
- Stacks multiplicatively with other magic resistance sources.
- Increases Dawnbreaker's magic resistance to 62.5%.
- With the magic resistance bonus from this source, every 10 points of intelligence further increases the total magic resistance by 0.5%. [?]
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 Range: Global
Hammer Damage Radius: 200
Impact Damage: 50/80/110/140
Hammer Pause Duration: 2
Fire Trail Damage per Second: 20/30/40/50
Fire Trail Duration: 2.5/3/3.5/4
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.
- Despite visually using Dawnbreaker's weapon, she is not disarmed, and her attack is not modified in any way while Celestial Hammer is active.
- Dawnbreaker is unable to cast the following abilities while her weapon is out due to Celestial Hammer:
- The hammer travels at a speed of 1500 ( 2700) and until reaching the targeted point or the max distance within 0.47/0.6/0.73/0.87.
- Upon returning, the hammer travels back at the same speed, or until reaching Dawnbreaker within 1.5 seconds, whichever is faster.
- TALENTSince both the max value of the cast range and projectile speed are increased evenly by 80%, the projectile travel duration remains the same.
- The hammer provides a 1-second 200 radius flying vision upon reaching the destination point.
- 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 100/160/220/280 impact damage to each enemy.
- Celestial Hammer first deals the impact damage, then the fire trail applies the damage per second.
- 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 2.5/3/3.5/4 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 7/8/9/10 possible instances.
- Can deal up to 70/120/180/250 damage within the area for the entire duration.
- Upon casting Converge, both the hammer and Dawnbreaker create a fire trail behind them as they move.
- Celestial Hammer's cooldown starts upon casting Converge, not upon casting the ability itself.
- TALENTThe 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.
Sub-ability of Celestial Hammer.
- 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 ( 2700).
- However, she cannot turn, so targeted abilities and items may only be used in the direction she is facing.
- Cannot move Dawnbreaker for more than the max distance value of 700/900/1100/1300 ( 1260/1620/1980/2340).
- This means it can move Dawnbreaker for up to 0.47/0.6/0.73/0.87 seconds.
- TALENTSince both the max value of the cast range and projectile speed are increased evenly by 80%, Dawnbreaker's travel duration remains the same.
- 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 a fire trail behind them as they move.
- Dawnbreaker is unable to level Celestial Hammer up while this sub-ability is active.
Ability
Passive
Passive
Affects
Enemies / Allies
Enemies / Allies
After a number of 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 17.5%/20%/22.5%/25% of the amount.
Lifesteal: 35%/40%/45%/50%
Ally Lifesteal: 17.5%/20%/22.5%/25%
Creep Heal Multiplier: 0.6
Break Notes:
Prevents 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.
- Each successful attack was 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 the attack that triggers Luminosity.
- Neither the charges nor the attack buff has a duration and last indefinitely.
- However, the attack buff is dispelled upon death.
- Upon losing the attack buff, the charges get reset as well.
- Once the counter reaches 3 ( 2), Dawnbreaker gains the attack buff.
- This buff causes the next attack to be an ensured critical strike and to lifesteal.
- Dawnbreaker first lifesteals based on the critical strike damage dealt (after reductions), then allies within the radius are healed based on the lifesteal value.
- Luminosity has an ensured critical strike, crits with a lower value have no effect if they proc, since the higher crit value takes priority.
- The lifesteal value itself can still be subjected to lifesteal manipulation sourced to Dawnbreaker.
- The self-lifesteal of Luminosity stacks additively with other lifesteal sources.
- Allies are healed for 17.5%/20%/22.5%/25% of the powered-up attack if Dawnbreaker attacks a hero.
- Treat illusions and creep-heroes as heroes.
- Heals for the following values if Dawnbreaker attacks a creep while having the attack buff:
- Dawnbreaker is healed for 21%/24%/27%/30% of the powered-up attack.
- Allies are healed for 10.5%/12%/13.5%/15% of the powered-up attack.
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 Range: Global
Max Search Distance: 1400
Max Targeting Distance: 350
Damage per Pulse: 30/50/70
Landing Damage: 130/160/190
Landing Stun Duration: 1.4/1.6/1.8
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. While airborn, the landing point of Solar Guardian can be moved at a speed of 200.
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. While airborn, the landing point of Solar Guardian can be moved at a speed of 200.
Debuff Immunity Notes:
The stun component fully pierces debuff immunity.
The damage component does not pierce debuff immunity.
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.
- Solar Guardian cannot be cast under the following conditions:
- While Starbreaker is active.
- While not wielding her weapon 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.
- The following allied units are considered valid targets: Heroes, 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 she cannot manually cancel the channeling.
- The channeling can still be canceled normally from disables applied by other units.
- Once the channeling succeeds, Dawnbreaker also turns invulnerable, hidden, 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 halfway mark of the flight duration, she is teleported towards the center of the destination.
- Towards the end of the flight time, she quickly descends 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.
- Neither heals nor damages invulnerable or hidden units.
- The heal does not affect Dawnbreaker herself but affects her player-controlled 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.
- Destroys trees within a 350 radius around Dawnbreaker upon landing.
- The pulses at the destination area now also apply an evasion buff on allies with the same intervals as the heal, and lasts for 1.5 seconds.
- Evasion uses pseudo-random distribution.
- Stacks diminishingly with other evasion sources.
- During the flight, Solar Guardian is replaced by the Solar Guardian Land sub-ability.
- Evasion uses pseudo-random distribution.
- 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 the pulses use the default duration, but the flight uses the upgraded duration.
- TALENTThe 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.
Solar Guardian Land
RR
Ability
No Target
No Target
Affects
Self
Self
Can be cast to Land Dawnbreaker into the target area anytime.
- Requires Aghanim's Scepter to be unlocked.
- Replaces Solar Guardian until the sub-ability is used or the flight duration ends.
- Can be used while stunned, silenced, cycloned, slept, taunted, hidden, or during Forced Movement.
- This sub-ability can still be used after Dawnbreaker is airborne despite the HUD showing Dawnbreaker being silenced.
- Cannot be used while hexed or prevented from acting.
- Dawnbreaker is unable to ⇧ Shift-queue this ability.
- During the flight, Solar Guardian's landing point or its effect radius can be moved at a speed of 200 with move orders ( Right Click or M).
- However, the movement can not be paused with stop or hold position orders.
- Attack orders behave like move orders while airborne, causing them to change direction as well.
- Solar Guardian notes fully apply.
- Despite being a sub-ability, Solar Guardian Land procs all on-cast effects like a regular ability.
Talents
Hero Talents | ||
---|---|---|
+80% Celestial Hammer Cast Range/Speed | 25 | -5s Starbreaker Cooldown |
-1 Luminosity Attacks Required | 20 | +150 Solar Guardian Radius |
-20s Solar Guardian Cooldown | 15 | +50% Luminosity Critical Strike Damage |
+15% Celestial Hammer Slow | 10 | +20 Starbreaker Swipe/Smash Damage |
Recent Changes
Version
Description
- Increased Celestial Hammer fire trail duration from 2.5 on each level to 2.5/3/3.5/4.
- Reduced intelligence gain from 2.2 to 2.
- Talents:
- LVL 25-6s Starbreaker cooldown reduced to -5s.
- Reduced base strength from 27 to 25.
- Reduced base movement speed from 310 to 300.
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.
- Boots of Speed adds to Dawnbreaker decently high amount of base movement speed.
- Magic Wand provides attributes and a burst of health/mana to keep Dawnbreaker fighting.
Early game:
- Phase Boots will give Dawnbreaker good damage output, decent mobility and the ability to pass through units.
- Echo Sabre helps Dawnbreaker farm Luminosity stacks quicker and applies a slow so enemies cant easily sidestep her Starbreaker. Also gives much needed mana regeneration.
- Blink Dagger will give Dawnbreaker 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 it's destination.
Mid game:
- Sange and Yasha can amplify healing of Luminosity while also giving Dawnbreaker bonus damage, attack speed and health.
- Black King Bar will give Dawnbreaker bonus strength, damage output, and it's active will make 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.
- Desolator gives cheap damage that makes Dawnbreaker Luminosity crits much more damaging and healing.
- Aghanim's Scepter will give Dawnbreaker nice attributes, and it will also reduce the channeling time of Solar Guardian, increase the healing of Solar Guardian, and will increase the duration of Solar Guardian's air time. Aghanim's Scepter upgraded Solar Guardian will also allow Dawnbreaker to give her allies within the radius of the Solar Guardian evasion while she is airborne, and it will also allow her to move the landing point of the Solar Guardian at a speed of 200.
Late game:
- Assault Cuirass covers the deficiencies of Dawnbreaker's 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.
- Satanic will give Dawnbreaker a very good source of lifesteal outside of her Luminosity, and will allow her to stay in the fight much longer while dishing out healing critical damage with Luminosity.
- Abyssal Blade provides strength and health to last in fights. In addition, bash can proc during Starbreaker, counter enemy carries and pin them for the full combo.
- Aghanim's Shard will allow Dawnbreaker to move freely while she is performing Starbreaker, and the debuff immunity whenever she uses Starbreaker.
- Monkey King Bar will give Dawnbreaker great attack speed, attack damage that will boost the effects of Starbreaker, and will also allow Dawnbreaker's attacks and Starbreaker to pierce through evasion more often.
Situational items:
- Blade Mail discourages enemies from targeting Dawnbreaker, and can be of substantial help during her initiation.
- 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.
- Heart of Tarrasque will greatly improve Dawnbreaker's strength, health and overall her survival.
- Silver Edge will give Dawnbreaker tool for escaping and ambushing enemies along with extra attack damage and attack speed. And the active ability of Silver Edge will allow Dawnbreaker's Luminosity to apply a break on enemy heroes that can disable their passive abilities.
- Arcane Boots will allow Dawnbreaker to regenerate her mana and mana of allies around herself. Arcane Boots can later be upgraded into Guardian Greaves that can do the same and which can also heal nearby allies and apply a basic dispel on Dawnbreaker.
- Guardian Greaves will allow Dawnbreaker to heal herself and allies around, as well as restoring mana to herself and allies around her, and to apply a basic dispel on herself upon use.
- Radiance will give Dawnbreaker good damage output that will also boost Starbreaker, evasion, and will also allow Dawnbreaker to continuously deal magical damage over time to enemies around her.
- Dagon will give Dawnbreaker nice stats, spell lifesteal that will allow her to heal herself with Starbreaker, Celestial Hammer and Solar Guardian. And it will also give Dawnbreaker a powerful magical burst damage.
- Ethereal Blade will fix Dawnbreaker's mana regeneration issues, it will also increase the cast range of Starbreaker and Celestial Hammer, allowing her to use them from longer distances, and it will also allow Dawnbreaker to defend herself against heroes who rely on physical damage to be ffective along with the ability to disarm enemy heroes and make them more vulnerable to the Celestial Hammer's and Solar Guardian's magical damage output. Bear in mind, however, that the Starbreaker will not be able to damage ethereal units as it's damage output is physical instead of magical.
- Revenant's Brooch will give Dawnbreaker great attack damage that will also benefit to Starbreaker, spell lifesteal that will allow her to heal herself with Starbreaker, Celestial Hammer and Solar Guardian, and it will also allow Dawnbreaker to use both, her normal attacks and Starbreaker on ethereal units at the cost of 50 mana while it's active.
- Veil of Discord will give Dawnbreaker good attributes along with the bonus armor. And the Veil of Discord's active ability will allow Dawnbreaker to weaken magic resistance of nearby enemies, making them more vulnerable to Starbreaker, Celestial Hammer and Solar Guardian. Veil of Discord can later be upgraded into Shiva's Guard that can do the same and which can also reduce attack speed and healing of nearby enemy heroes.
- Shiva's Guard, an upgrade for Veil of Discord will give Dawnbreaker nice attributes and a good armor while also allowing Dawnbreaker to weaken movement speed, attack speed and healing of nearby enemy heroes and make them more vulnerable to Starbreaker, Celestial Hammer and Solar Guardian.
- Gleipnir will give Dawnbreaker bonus health to withstand more damage, intelligence to use her abilities more often, attack speed to attack faster, and will allow her attacks and Starbreaker to release a chain lightning that can bounce between enemies and damage them. Gleipnir's active ability will also allow Dawnbreaker to root multiple enemies at once and make them easier targets for Starbreaker, Celestial Hammer and Solar Guardian.
Dota Plus Progress
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment
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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.