Dawnshroud
Immobilize damage and reveals nearby area
Stats
Effect
Dawnbringer: When you immobilize a champion or are immobilized within 400 units of an enemy champion, reveal all nearby enemy champions for 3 seconds, deal magic damage equal to 40 + 2.5% bonus Health, and gain 20% Armor and Magic Resist (3 second Cooldown).
Growth Form
Analysis
Gold efficiencyGold efficiency 105% (#85 of 109 Upgraded items). Among 22 items within ±200G: #18 with effects.
Value breakdownWhite line = price
Same price range
2,700G ± 200G · ○ stats only → ● with effectsStat value 2,832G ÷ price 2,700G
- Price 2,700G (past this = over 100%)
- Added at max
- Added for overall (estimate)
- Armor 501,250G50 × 25G
- Health 250832G250 × 3.33G
- Magic Resist 30750G30 × 25G
- Armor 10250G10 × 25G
- Magic Resist 6150G6 × 25G
- Daybreak magic damage393GLevel 1: 469, level 15: 370
Unit prices from Wild Rift Gold Efficiency
Per-stat prices follow the coefficients of Wild Rift Gold Efficiency (changchiyou). Gold efficiency = total stat value ÷ price.
Overall = estimate incl. non-stat effects
The overall figure adds non-stat effects such as damage, healing and slows, priced as rough gold equivalents, on top of gold efficiency. It's an estimate, so it's shown apart from gold efficiency (which follows Wild Rift Gold Efficiency).
Max = fully stacked
Max is the value at full stacks, level 15, or with the condition met. The rank uses the regular figure.
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Ratios use a reference build
Build-dependent ratios such as 10% bonus AD are counted against a reference build (an assumption): 0 / 1 / 2 / 4 finished items at levels 1 / 5 / 10 / 15 (linear in between), each worth the median of the finished items that have that stat (AD 45 / AP 70 / health 350 / armor 40 / magic resist 40). Effects with ratios of two or more types (AD / AP / tank: health, armor, magic resist) count only the highest type (items use their own type), since four finished items can't be four of each type. In the Build Lab's combat power, the ratios use your actual build instead.
Full Calculation
- 1Armor 50 × 25G= 1,250.0G
- 2Health 250 × 3.33G= 832.5G
- 3Magic Resist 30 × 25G= 750.0G
- 4Total 2,832.5G ÷ 2,700G= 105%
- 5Max adds: Armor 10 × 25G= 250.0G
- 6Max adds: Magic Resist 6 × 25G= 150.0G
- 7Max 3,232.5G ÷ 2,700G= 120%
- 8Overall (estimate): (stat value 2,832G + non-stat effects 393G) ÷ 2,700G= 119%
Non-stat effects (overall, estimate)
BasisDaybreak deals 40 + 2.5% bonus HP magic damage to nearby enemies on immobilize (3s interval); the 2.5% bonus HP term is a ratio counted against the reference build (from the EN / JA text; the CN text drops the word, '+2.5%额外'). The accompanying +20% armor/MR is counted in gold efficiency's max column. 50% for the trigger condition
- 140 ÷ 8s interval × 5 × 50% uptime = 12.5 per 5s. 12.5 ÷ median base regen 8–19 = 156–66%. 156–66 × 3G= 469–197G
- 2Ratio: reference build bonus health 0–1,400 × 2.5%= 0–35
- 3Same formula for 0–35= 0–173G
- 4Total 469–197G + 0–173G= 469–370G
- Match average: mean of levels 1–15 = 393G








