Dawnbreaker · Offlane (pos. 3)
Dawnbreaker Abilities and Combos
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This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.
Overview
This guide goes through Dawnbreaker's kit ability by ability. The kit brings crowd control (stun) with Starbreaker, sustain with Solar Guardian and global reach with Solar Guardian. Its ultimate is Solar Guardian.
Strengths
- Reliable stun: Starbreaker sets up kills and interrupts enemy channels.
- Strong this patch: wins 52.2% of measured public matches.
- Global presence: Solar Guardian reaches the whole map.
Weaknesses
- No escape in the kit: without good positioning and vision, Dawnbreaker is easy to catch.
- Melee: has to walk up to its target, which makes the lane harder against ranged heroes.
Build cheat sheet
Pick the build that fits what you want to do this game.
Builds
Most-played build
When to use it
The items most bought with this hero, phase by phase. Pick it when you don't have a clear reason to deviate. Built from what Dawnbreaker players buy in the public matches we measured.
Where it's played
Picked before the game: the main lane first, then the alternatives.

190%- OfflaneMain90% of matchesOff lane as the space-making core (pos. 3).
Starting items
Early game
Core items
- 1Echo Sabre
- 2Aghanim's Shard
- 3Harpoon
- 4Black King Bar
Boots
Late game
Skill order
Max order:Celestial Ham…›Starbreaker›Luminosity
Talents by level
- -4s Starbreaker Cooldown+80% Celestial Hammer Cast Range/Speed25
- +150 Solar Guardian Radius-1 Luminosity Attacks Required20
- -20s Solar Guardian Cooldown+40% Celestial Hammer Trail/Hammer Damage15
- Celestial Hammer Trail Grants Movement Speed to Allies+25% Luminosity Critical Strike Damage10
Abilities
Starbreaker17 / 15 / 13 / 11s110 mpDawnbreaker 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.- Combo duration
- 1.1
- Swipe/smash radius
- 300
- Swipe/smash bonus damage
- 25·40·55·70
- Smash stun duration
- 0.6·0.8·1·1.2
Celestial Hammer18 / 16 / 14 / 12s100 / 110 / 120 / 130 mpDawnbreaker 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.- Hammer damage
- 50·80·110·140
- Fire trail duration
- 2.5·3·3.5·4
- Fire trail radius
- 200
- Fire trail movement slow
- 24%·28%·32%·36%
- Fire trail burn dps
- 20·30·40·50
- Cast range
- 700·900·1100·1300
LuminosityPassivePassive. It works on its own: play around it.
Converge0.25sDawnbreaker recalls her hammer, pulling them together so they meet in the middle.Basic ability. Part of your regular rotation.
Break of DawnPassiveWhenever the sun comes out, Dawnbreaker gains bonus base damage and vision that decreases throughout the course of the day. If Dawnbreaker causes the day these bonuses are at full power for the entirety of that daytime.- Max damage increase
- 8%
- Max vision increase
- 20%
Solar Guardian110 / 100 / 90s150 / 200 / 250 mpCHANNELED - Dawnbreaker creates a pulsing effect at a location within 350 units of an allied hero anywhere on the map and creates daylight for 6s. Each pulse damages enemies and heals allies.
After a short duration, she flies to the target location and deals additional damage and stuns enemies upon landing.
Once channeled, Dawnbreaker cannot stop the ability.- Heal per pulse
- 45·70·95
- Land radius
- 500
- Damage per pulse
- 30·50·70
- Landing damage
- 130·160·190
- Landing stun duration
- 1.2·1.4·1.6
- Air time
- 0.8
dawnbreaker_land2sBasic ability. Part of your regular rotation.
Most played skill order
The most played order in the last 100 professional matches with this hero. Highlighted levels are the points spent on talents.
Max order:Celestial Ham…›Starbreaker›Luminosity
Strategy
1The kit
The kit brings crowd control (stun) with Starbreaker, sustain with Solar Guardian and global reach with Solar Guardian.
- Starbreaker — Basic ability — applies a stun. Save it for priority targets or to interrupt a channel.
- Celestial Hammer — Basic ability — slows. Part of your regular rotation.
- Luminosity — Passive. It works on its own: play around it.
- Converge — Basic ability. Part of your regular rotation.
- Break of Dawn — Passive. It works on its own: play around it.
- Solar Guardian — Ultimate — applies a stun, heals and reaches the whole map. Save it for priority targets or to interrupt a channel.
- dawnbreaker_land — Basic ability. Part of your regular rotation.
2Skill order
Take Solar Guardian whenever it's available (levels 6, 12 and 18). Between basic abilities, cores usually max their damage or farming ability first and supports their disable.
3Combos
A simple sequence that follows from the kit: open with Starbreaker, follow with Celestial Hammer and Converge and finish with Solar Guardian. The disable first means everything after it lands.
4Using your ultimate
Solar Guardian is the ability the enemy plays around. Use it where it changes the fight, and remember its cooldown: after using it, you're a smaller threat for a while.
Tips
- Land Starbreaker first: every ability after it is easier to hit.
- Use Solar Guardian reactively, when the enemy commits.
- Watch Solar Guardian's cooldown: fights you take without it are much harder.
- Practise the combo in a practice game before using it in ranked.
Changelog
- Guide created for patch 7.41.
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