After 4 years of waiting, we have the next new carry named Dawnbreak in update 7.29. Dawnbreaker is the next carry strength since Legion Commander in 2013. Damage isn’t the only thing Dawnbreaker offers, the hero also has the ability to heal. Let’s take a look at the new hero and see how Dawnbreaker can be played.
Basic stats
Hero has good base stats. In the strength group, she ranks 24th with 3.2 strength gains per level and 31st in total stat gains per level (7.8 increments per level). Dawnbreaker’s base damage is 62-66, and base armor is 3.3. That makes Dawnbreaker quite strong in the laning phase. Not to mention, she possesses 315 movement speed and the game only has 20 heroes that move faster than this hero.
Skill Set
1) Starbreaker (activation skill)
Dawnbreaker swings her hammer 3 times, dealing damage to enemies plus bonus damage. In her final swing, she slams her hammer down, stuns and damages enemies in front of her.
Starbreaker is an AoE nuke that deals 160 physical damage and deals stun. This is a great way to get the last hit in lane, while also disabling your opponent if they’re in front of you. The important point here is that the hammer swing radius is 360 and the hammer radius (3rd hit) is 250, meaning the hero standing on the edge will take damage, but cannot be stun. This is an effective stacking move, when combined with the Celestial Hammer.
2) Celestial Hammer (activation)
Dawnbreaker throws her weapon at her target, dealing damage to enemies hit during her journey. The hammer pauses for 2 seconds at the location before flying back to Dawnbreaker, creating a trail of fire that slows enemies. Dawnbreaker can summon the hammer back at any time, pulling her along so that the hammer and she meet at the midpoint.
Celestial Hammer is a potential move that can be used for many different purposes. The first is magic damage, which gives her both magic and physical damage (from Starbreaker). It can be used to shorten the distance from the opponent to activate Starbreaker as well as hand attack. Finally, it can be used as an effective escape, to run across terrain. Throw the hammer at another terrain and call it back 2 seconds ahead to drag Dawnbreaker across the terrain, allowing the hammer and her to meet at the midpoint.
Note: When the hammer is thrown and not held by Dawnbreaker, Starbreaker cannot be cast. Dawnbreaker can still hit hands, but the skill cannot be used during that time.
3) Luminosity (Passive)
After 3 attacks, Dawnbreaker gains strength, charging the next hit critical. This critical attack heals all allied heroes within 650 units around her for a fraction of the damage she deals. Enemy creeps and jungle creeps heal for less. Allies recover 35% of that amount.
Luminosity is a lot like Monkey King’s Jingu Mastery – it activates after a certain amount of attacks and deals extra damage. The difference is that Dawnbreaker’s bonus damage is only available for 1 hit and unlike Monkey King alone, Luminosity heals all allies in range. With a critical damage of 180%, the healing (40%) an allied hero takes will be equal to 72% of the damage Dawnbreaker deals. Therefore, teammates should stand near Dawnbreaker to benefit.
4) Solar Guardian
Dawnbreaker creates a circle effect in a location within 350 units of allied heroes at any end of the map. It deals damage to enemies and heals allies after each recoil (6 recoils). After a short time, she flies to the location, dealing bonus damage and stuns the other side upon landing. Once channeled, Dawnbreaker cannot be stopped.
Solar Guardian is Dawnbreaker’s coolest move. It has a charge of 3 seconds. During that time, the move recoils 6 times, dealing a total of 420 damage to enemies and restoring 420 health to allies at level 3 of the ability. Upon landing, she deals 190 additional damage, which is a total of 610 AoE damage (457.5 damage if 25% of heroes’ magic resistance is calculated) and 1.5 second last AoE stun. Solar Guardian can combo very effectively with heroes like Tidehunter, Magnuss, Mars and Enigma. If Dawnbreaker ultimate is properly aligned, so that stuns from teamfight ultimates like Ravage, Reversse Polarity don’t overlap, we can cause many heroes to be stun for 4-4.5 seconds.
Solar Guardian also unlocks a global strategy. Global strategies typically feature Furion and Specter, heroes who can teleport anywhere on the map, as well as Zeus, who can deal damage to all enemies around the map. Dawnbreaker is a perfect fit for this group, with the ability to jump on a scouting hero or jump on a hero about to be killed to turn the tide. Dawnbreaker’s massive combo potential will be interesting when she’s brought into Captain’s Mode, where pro teams know how to unleash the hero’s power.
When playing position 1 Dawnbreaker, maxing Luminosity has some advantages as the heal will help the hero to jungle and stay longer. If you choose position 2 or 3 Dawnbreaker to hit quickly, you can max out the first 2 moves for combos to roam the map.
Talent
Based on each player’s Talent selection, Dawnbreaker can take on many different roles. We have carry if we choose damage and critical talent. Alternatively, players can choose teamfight roles in positions 2 and 3 (mid or offlane) if Dawnbreaker prioritizes stamina, choosing talents that favor Solar Guardian and Starbreaker.
Talent for carry: 1-2-1-1 or 2-2-1-1
Talent for Mid or Offlane: 1-1-2-2 or 2-1-2-2
While cores are considered by IceFrog to be the main role of Dawnbreaker, the support position is entirely possible. Peter “PPD” Dagger tested the new hero on stream after patch 7.29 came out and he believes Dawnbreaker can be played as a support. This hero has many stuns and two-way AoE healing. Patch is still new so everyone please test Dawnbreaker in your own way.
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Source link: Dota 2: Dawnbreaker skill set analysis, carry heals new in 7.29
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