Brightwing, the Faerie Dragon, is a mobile and aggressive support, characterized by her high amount of control exerted on the enemy team. Her Arcane Flare can devastate her foes from afar, and can even slow them with the appropriate alterations. Her Polymorph ability turns her enemies into a harmless critter, rendering their spells and attacks useless. Her magical faerie dust hastens and protects her allies, getting them into the fight faster. She's loves to zip across the battlefield instantly to one of her friends, and push away her foes with devastating Emerald Winds.
Bribe - Brightwing is fantastic at sneaking enemy mercenary camps with this skill. The fact that she can quickly take Siege Giants and then simply teleport out means that she'll be virtually uncontested in doing so. It's even possible for her to take a Siege Giant camp on her own early by just Bribing one and killing the other. Combine this with the fact that another
Bribe on the team means a free Knight camp and you're in business. Bribewing!
Envenom - Envenom is a very strong skill in general right now. Early in the game, not many heroes can deal with this short of tapping the well, and it might be too late for that. Later on, it can be used to add to your team's burst. There's also an instant component to the ability that can finish off fleeing heroes. Overall this is a very solid pickup which personally fits with my very aggressive playstyle on
Li Li... I mean, Brightwing.
ALTERNATIVES
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Anti-magic Powder - Weaker than it sounds, but can be strong against certain compositions. The problem is the same as with
Shield Dust in that
Pixie Dust is for movespeed, not for
Block. This can also get accidentally removed with a single weak spell, preventing it from blocking something more devastating. Finally, there are very few major spells in the game that both deal a ton of damage and are predicatable enough to block. You're better off taking
Protective Shield instead for a defensive option. |
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Protective Shield - If this talent prevented double the damage, it would be worth considering as a pickup. However, the shield amount is almost never enough to actually save somebody being focused down, especially when compared to saving a lot more damage across the rest of your team. That being said, it's the only real defensive option in this tier, so if you aren't a fan of
Envenom (or your team doesn't need the damage), then you should absolutely pick this up. |
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Promote - You stay away from those minions, Brightwing! Don't inject your weird pixie junk into them! Ugh, you're so gross, Brightwing. You really have to stop doing that. Can't you see they don't like it? Freak. | |
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Regenerative Rains - This skill is just far too good to pass up. The passive healing from
Soothing Mist is already quite good, and the cooldown on Brightwing's abilities are short enough that you will be casting them almost all the time. You will get an absolutely absurd amount of value out of this pickup, and it's really the only no-brainer selection in Brightwing's kit. This is what makes her and her team so annoying to deal with.
Emerald Wind - This ability takes a lot more skill than
Blink Heal to utilize effectively, but the added utility is just too good to pass up most of the time. It's hard to get a skill that has both initiation, disengage, AND hard CC in such a neat package, with insane range and decent damage to boot.
Rewind - This ability has great synergy with
Regenerative Rains, besides its obvious benefit. You can use this for a quick burst of healing on your team, as well as a double duration Polymorph on a particularly annoying enemy Hero. Just a solid choice all around!
Critterize - This is a tough tier - everything here has its merits. However, I believe that with
Rewind, this talent offers you the most additional utility for your team, allowing you to completely obliterate a single target as quickly as possible. That being said, be sure to check out the Alternatives below, since this is probably the tier with the most personal choice.
Continuous Winds - A tough choice between this and
Bolt of the Storm.
Continuous Winds gives you a much longer duration CC on your
Emerald Wind, while also slightly buffing the amount of damage it deals. This can be very very annoying to deal with, and slightly edges out the ability of Blink to get you into a better position.
Early Game
Brightwing is incredibly strong in the early game. Her abilities are just as strong here as later, and are more difficult to play around.
Soothing Mist will negate most of the enemy laner's harass, and
Envenom at level 4 will allow you to pick up a lot of early kills, or bully someone entirely out of lane. On a map like Haunted Mines,
Protective Shield will allow your allies to be incredibly aggressive.
Be sure to stay in lane as much as you can early game, as you want to be building up your [{Bribe]] stacks. Once you have at least 1 stack, it's possible to steal the enemy team's Siege Giants, particularly if you have an ally with
Bribe. You can then teleport out to an ally for a clean steal!
Pixie Dust is actually relatively useful during this phase for its
Block component, as Heroes are taking pot shots at your allies rather than focusing on them entirely. That being said, remember that it's still more useful to use this as an escape or initiate or general move speed buff than for the
Block.
Mid Game
During the mid game, it's still best for you to hang around in lanes and split push. Not only can you teleport out whenever you want with
Phase Shift, you're also boosting up your
Bribe stacks. Note that you should be sticking with your allies if they are roaming, getting kills, and in need of healing, as it's much more useful to be getting
Regenerative Rains off with your team and pushing lanes with them than pushing one on your own.
You should get a feel of when it's okay to return to base for Mana, as you will often find yourself running on empty after fights or just in general practice. Since Brightwing is able to use
Phase Shift to return to the battlefield instantly, you'll want to return to the fountain often, drink up, then return to the most relevant allied Hero when you're full.
Late Game
By now you might very well have your level 20 talents.
Bolt of the Storm gives you some fantastic initiation with
Emerald Wind, and makes you even more slippery in general. At this point you should be focusing on using
Critterize to burst down enemy Heroes, if you've taken this talent and it's not necessary for some other purpose. Other than that, your late game is functionally identical to your mid game.
Teamfights
Your most obvious task as Brightwing is to keep your team alive by any means necessary. Remember to constantly use all of your abilities on cooldown during a fight, in order to maximize the healing provided by
Regenerative Rains. However, you should also be looking for key times to use
Polymorph, ideally to cancel a scary Hero Ability, but even just to stop someone from finishing off someone on your team.
Also keep an eye on your melee allies, and be prepared to use
Pixie Dust to either reduce the damage they take, or to speed them up to get the finishing blow. If you have to disengage, use
Emerald Wind or
Blink Heal. Your strength lies in AoE healing, so you should be focusing on keeping the lowest health target from going down as much as you can, as they are the most likely to kick the bucket without focused healing.
Brightwing is a fantastic support that fits well into just about any lineup, and is really fun to boot. She has a lot of depth and is hard to master. Plus, she's pretty cute and has a pink skin, so I approve.
If you have any questions about the guide, feel free to post a comment below, and I'll try and answer them as best I can! You can also find me at the following places:
YouTube: Poultron
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