She can then turn into an unstoppable force in the late game with the right item build, as Starbreaker scales with her attack damage while Luminosity reliably gives her both a critical strike and a heal. Finally, her Solar Guardian ultimate can either keep allies alive or help finish enemies off, with Dawnbreaker making a dramatic entrance to save the day.ĭawnbreaker seems to peak in strength early in the midgame once her Starbreaker and Celestial Hammer abilities are maxed out, which allows her to quickly burst through enemies. Luminosity gives her a periodic burst damage potential that also sustains her and her allies through the clash. Starbreaker and Celestial Hammer will be her primary tools in teamfights, as both are fairly low cooldown abilities that she can use to initiate the engagement and keep them within striking distance. Her primary contribution in fights is a ton of burst damage, both physical and magical, to a small area of enemies, though she also provides a considerable amount of healing and some crowd control. Valora the Dawnbreaker is best played in a core role, preferably as the safelane carry or the midlaner. Choosing the Solar Guardian radius talent increases the landing radius of Dawnbreaker's ultimate to 600 Level 25: +1,100 Celestial Hammer Cast Range or +200 Solar Guardian RadiusĬhoosing the Celestial Hammer cast range talent increases its range to 2,400, double the cast range of Blink Dagger. Level 20: +40% Luminosity Crit or 2 Starbreaker chargesĬhoosing the Luminosity Crit talent increases the critical strike bonus from Dawnbreaker's passive to 220% of her normal attack damage Level 15: -20 seconds Solar Guardian cooldown or +20 damageĬhoosing the Solar Guardian cooldown talent reduces the cooldown of Dawnbreaker's ultimate to 80 seconds at max level Level 10: +20 movement speed or +8 strengthĬhoosing the strength talent gives Dawnbreaker a bonus 160 health and 0.8 health regeneration While Dawnbreaker cannot stop herself from channelling Solar Guardian once she casts it, enemies are able to do so, therefore it's best to use it away from any stuns or while magic immune. This lets her either turn around a gank on an ally, reinforce a gank herself, or even open up a teamfight. Solar Guardian lets Dawnbreaker reinforce her allies regardless of their location on the map. Solar Guardian has a 100 second cooldown and 250 manacost at max level, it can only be cast in an area around an ally or Dawnbreaker herself and cannot be stopped once used. Upon landing, any enemies in a 400 radius of her are dealt 190 magical damage and stunned for up to 1.5 seconds. Solar Guardian both heals allies and damages enemies by up to 70 per pulse in Dawnbreaker's landing location. After a 1.6 second channel time, she flies to the target location, dealing additional damage and stunning enemies upon landing. While the combo itself is executed fairly quickly, fast-moving enemies can still sidestep around its area-of-effect, so it's best to use Starbreaker on enemies that are either slowed or stunned.ĭawnbreaker's ultimate, Solar Guardian, creates a pulsing effect at a location within 350 units of an allied hero anywhere on the map, damaging enemies and healing allies with each pulse. Starbreaker also works in conjunction with Dawnbreaker's passive, Luminosity. Starbreaker is Dawnbreaker's bread-and-butter ability as it allows her to deal a lot of damage to a small area of enemies around her and its damage also scales the stronger her normal attacks get. Starbreaker has an 11 second cool down at max level and a flat mana cost of 80. The third hit stuns for up to 1.4 seconds in a 250 radius, with a bonus of up to 115 damage. The first two hits of Starbreaker damage enemies in a 360 radius around Dawnbreaker, with each hit adding a bonus of up to 55 physical damage on top of her normal attack damage. The combo has a duration of 1.1 seconds and deals damage based on her attack with bonus damage depending on which part of the combo the hit is. Update your settings here to see it.ĭawnbreaker's first ability, Starbreaker, works like a three-hit combo where the first two hits damage nearby enemies while the third and final hit stuns any foes caught in its area-of-effect. This content is not available due to your privacy preferences.
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