Heroes of the Storm Guide to Brightwing. Wonderful support! Brightwing - top healer: Discussion of mechanics and heroes Brightwing heroes of the storm

  • 14.06.2020

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Svetik is a ranged support hero who can quickly move around the map. Brightwing can heal nearby allies, thanks to the Refreshing Mist trait, and teleport to them across the map. The high mobility of this hero allows her to fit into a variety of teams.

1. Advantages and Disadvantages

Advantages:

  • Ample opportunities for simultaneous punching of several lines;
  • Healing Mist does not cost mana;
  • Knows how to retreat quickly;
  • Cleans waves effectively;
  • Able to avoid control (after level 10);
  • Thanks to various builds, it adapts to any situation;

Flaws:

  • Cannot use vehicles;
  • Requires information about the state of the card;
  • Cannot restore a large amount of health in a short period of time;
  • Not suitable for inexperienced players;
  • Vulnerable to control;

2. Role in the current meta

Brightwing is the only support hero able to join the fight anywhere on the map thanks to the Phase Shift ability. Unlike other support heroes, she can detach from allies to earn money for her team. additional experience... Brightwing has unique healing mechanics. She does not use abilities directly, but has a healing aura that heals allies for a small amount of health every 5 sec. Brightwing is able to control opponents with Polymorph, which poses a serious threat to initiators and assassins who rely on their mobility (such as Zeratul, Illidan, or Valla). Combined with the Dragon Fury talent (level 16) Polymorph allows allies to very quickly kill a key enemy target.

Thanks to a special talent tree, Brightwing's power grows over time. That is why she plays great on such cards as Haunted Mines, Gardens of Horror or Dragon Temple. Brightwing's main advantage is that she is able to adapt to the situation, choosing the appropriate talents. With the Bribery, Brightwing can single-handedly capture mercenary camps on large maps, and with the Scout Drone, he can expand his field of vision on small maps (for example, in the Ghost Mines or Tomb of the Spider Queen). Shielding Field is the perfect tool for protecting fragile allies from burst damage, and Poisoning allows Brightwing to defeat enemies in lane. Correctly using the abilities of this hero, you can influence the course of the game, forcing opponents to reckon with you.

3. Abilities of the Brightwing

Spatial Shift (Z):

Cooldown: 45 sec.

Teleports to an ally.

Phase Shift replaces Brightwing's mount. Using this ability, after 2 sec. she moves to the allied hero. If the casting of the spell is interrupted by the control, the animation will be canceled, and for the Phase Shift, a cooldown of 10 seconds will begin. If the target dies while reading, the animation will also be canceled, but the cooldown will not start.

Thanks to Phase Shift, Brightwing is considered one of the most powerful heroes in terms of gaining experience and influencing the enemy team. By pushing several lines at the same time, Brightwing attracts a lot of attention to itself and at the same time has the ability to move to allies if they need help in capturing a target. As a result, her team almost always has a headcount advantage. opponents simply cannot keep up with the mobile dragon. However, as a compensation for his extra mobility, Brightwing cannot use transportation. Remember that Phase Shift has a long cooldown (45 sec.) If the ability is unavailable, stay close to allies, as without transport, you will not be able to quickly move around the map. Ideally, you should only separate from the team if Phase Shift is available.


Mana: 50. Cooldown: 8 sec.

Deals 470 (90 + 20 per level) damage. damage in a small area and another 235 (45 + 10 per level) units. damage in an area with an increased radius.

Arcane Blast damages enemies in a small circular area. Targets in the center of the affected area take additional damage.

Arcane Blast is a tricky ability to use and requires significant experience. The charge moves very slowly, so you must learn to predict the trajectory of the target and fire a flash in front of it. Against stationary objects, such as buildings or walls, Arcane Blast transforms into a formidable weapon capable of inflicting significant damage from afar. It should be noted that the radius of the use of Arcane Blast is greater than the attack range of forts and fortresses, so you can attack these buildings without the support of warriors.

In a team fight, aiming with Arcane Blast is quite difficult, so you should not focus your attention on it. Use Polymorph and Fairy Dust more often instead, as these spells can help your allies perform their duties more effectively.

Mana: 75. Cooldown: 15 sec.

Deals 125 (30 + 5 per level) damage. damage. Target within 2 sec. cannot attack and use abilities.

Polymorph changes the target's appearance for 2 seconds, and it cannot attack or use its abilities. In addition, Polymorph deals some damage to the target.

Only a few spells in the game allow you to resist mobile heroes more effectively than Polymorph. With its help, Brightwing can completely neutralize the damage coming from the enemy assassin for two whole seconds, thereby deciding the outcome of a team battle. Polymorph is a very flexible spell. It not only allows you to save your allies from unnecessary damage, but also helps to penetrate solid enemy fighters thanks to the level 16 talent Dragon's Fury. As a result, fighters cannot use defensive abilities and take much more damage. Ideal Targets for Transformation:

  • Chen (prevent him from drinking Fortifying Brew and accumulating a shield that absorbs damage);
  • E.T.S. (don't let him rush recklessly into the crowd of your allies);
  • Illidan (without mobility from Roll and Sweeping Strike, he will be an easy victim for the rest of your team);
  • Kerrigan (when she cannot use abilities that deal damage, it is very easy to kill her);
  • Li Li (Polymorph does not allow using the heroic ability Pitcher 1000 mugs);
  • Nazeebo (Polymorph cancels the Hunger Spirit heroic ability);
  • Sonya (by knocking down the Whirlwind, you will allow your allies to quickly kill her);
  • Tassadar (prevent him from using the Dimensional Shift, without which he cannot escape);
  • Thrall (without the Frostwolf's Fortitude is practically helpless);
  • Tyrael (use Transforms after Condemnation so that he cannot continue to bring confusion to your ranks);
  • Zeratul (prevent him from using Blink, without which he cannot escape);

Magic Dust (E):

Mana: 60. Cooldown: 10 sec.

Increases the target ally's movement speed by 25% and allows you to block 1 hero's basic attack, reducing the damage taken from it by 50%. Lasts 3 sec.

Magic Dust increases an ally's movement speed by 20% and blocks their next Basic Attack enemy hero for 3 seconds, reducing damage taken from her by 50%.

Fairy Dust is used by Brightwing for two different purposes. First of all, dust allows you to protect an ally by giving them haste and weakening one enemy attack directed at them. It is especially useful for an ally who fights two or more opponents. In addition, Sorcerous Dust increases Brightwing's movement speed, helping to reunite with allies faster. However, it should be remembered that this ability should be used primarily for protection, accelerating only if this protection is not required by anyone.


Heroic ability. Mana: 40. Cooldown: 10 sec.

Brightwing teleports to a nearby ally, restoring 448 (125 + 17 per level). Has 2 charges.

Healing Leap. Brightwing teleports to a nearby ally and heals them. Maximum 2 charges, recharge time 10 sec.

Healing Leap allows you to teleport to the nearest ally and restore their health. This heroic ability is very flexible because benefits both sides (Brightwing has the ability to change its location, and the wounded hero is healed). However, Healing Leap has several disadvantages. The most important of these is the small amount of health replenished (compared to other powerful healing abilities such as Rehgar's Ancestral Heal). As such, Healing Leap should not be used to heal frontline fighters. Save it for the assassins. Another reason not to heal with leap of fighters standing in close proximity to enemy heroes is that he teleports Brightwing to the target, which is undesirable.

First of all, the player controlling Brightwing must remain calm and soberly assess the situation at all stages of the game. Brightwing is considered a very dodgy hero, because The healing leap allows her to get out of many predicaments. Remember that Healing Leap can be applied to warriors and mercenaries. If you are looking for a quick and safe retreat, this fact may help you.

Refreshing mist

Refreshing Mist (D)

Peculiarity

Brightwing every 5 sec. Heals nearby friendly Heroes for 216 (45 + 9 per level). health.

Refreshing Mist passively heals allies for some health every 5 sec.

Refreshing Mist is a very useful passive trait that doesn't require you to spend mana to use it. Thanks to her, Brightwing is able to stand in the lanes in the early stages of the game and deal damage to the hero on the opposite side with the help of Arcane Blast and basic attacks, restoring health as needed. The key to effectively using Refreshing Mist lies in the level 7 talent Healing Rush. Choosing this talent will give you a powerful AoE healing ability that comes in handy in teamfights.

It should be noted that Refreshing Mist is only triggered if there is at least one wounded ally in range. As soon as a suitable target enters the range (or a hero within range takes damage), Refreshing Mist will trigger immediately. Always keep an eye on Refreshing Mist's cooldown and get close to allies, even if the damage they take is minor.

4. Builds of Brightwing

Level 1

  • Arcane Accuracy... Increases damage done in the inner area of ​​Arcane Blast by 33%.
  • Pollen Shield. Increases the number of Basic Attacks blocked by Sorcerous Dust to 2.
  • Bribery. For the destruction of enemy warriors, the Bribery effect is added to the hero (maximum 50 charges). Having accumulated 20 charges, the hero can bribe the mercenary, instantly defeating him. Does not work on golem bosses.
  • Reconnaissance drone... Allows you to place a reconnaissance drone in the specified area for 45 seconds. opening vision in a large area and allowing you to see the disguised heroes. The drone cannot be placed in an impassable area. Opponents can see the drone and can destroy it with two basic attacks. Maximum 2 charges, recharge time 45 min.

Bribery is a very useful talent when playing on large maps where there are several neutral mercenary camps (for example, in Cursed Hollow and Garden of Terror). With this talent, Brightwing can lure one of the enemy siege giants to his side or quickly capture a neutral giant, increasing the pressure on the lane and gaining additional experience for his team. Keep in mind, however, that in order to do this alone, you will need 2 Bribery charges. Mercenaries are a powerful means of getting the enemy's attention. The enemy team will be forced to defend their lines by retreating from capturing targets. Thanks to the Phase Shift ability, Brightwing can bribe mercenaries on his own, and then return to the team, teleporting to one of the allies. That is why we recommend that you use this talent on all maps, with the exception of Tomb of the Spider Queen, where the ability to capture camps does not play a special role.

The recon drone allows Brightwing to expand his field of vision for the entire team. This talent is valuable on small maps (in particular, in the Haunted Mines and Tomb of the Spider Queen, as the field of view does not scale depending on the size of the playing area. Moreover, the Recon drone allows you to see the masked enemies, and they cannot move unnoticed With the correct placement of the drone (for example, in the bushes or behind a wall), enemies will not be able to immediately detect and destroy it, and your team will buy time to ambush and catch them by surprise. handy talent that helps you capture goals and gain Additional information about the actions of opponents.

Other talents:

Arcane Accuracy is a rather risky option as hitting moving targets with Arcane Blast is hard enough. Arcane Accuracy allows you to deal more damage to buildings, but in terms of effectiveness it cannot match Bribery or Recon drone. Also, support heroes shouldn't be trying to maximize their damage.

The Pollen Shield provides additional protection to a target covered in Sorcerous Dust. Even though this talent looks quite reliable for a support hero, remember that it will only bring tangible benefits to the fighters who are on the front lines (since they are the ones who receive most of the hits from basic attacks). Thus, the Pollen Shield will not protect allied assassins and specialists, which means that the value of this talent is not as great as it might seem at first glance.

Level 4

  • Anti-Magic Powder... Magic dust also reduces damage from one spell by 50%.
  • Protective field. When activated, covers a friendly target (or the hero himself) with a shield that absorbs a certain amount of damage over 5 sec. Cooldown 60 sec.
  • Poisoning. Poisons an enemy Hero and deals heavy damage to them over 5 seconds.
  • Promotion. Increases the warrior's health in the lane by + 300% and the damage done to them by + 100%. This ability lasts 30 seconds. The ability has 2 charges. Cooldown: 60 sec.

Shield Field is one of the most powerful abilities designed to protect a single target. Brightwing's mechanic does not allow her to often heal one target, especially up to level 10. Most of healing comes from Refreshing Mist, which is automatically triggered every 5 sec. Thus, the ability that protects the target ally from burst damage eliminates one of Brightwing's main drawbacks and significantly increases her effectiveness as a support hero.

Situational:

Poisoning is a great tool for finishing off enemy heroes, especially in the early stages of the game. However, Brightwing's main goal is to support allies, not damage. There is one exception to this rule. If you have a second support hero or a full-fledged healer on your team, you should prefer the Poisoning Shield Field. We recommend that you discuss this issue with your allies in advance, especially if you are playing in quick play or in the League of Heroes.

The disadvantage of Enhancement is that this talent has a temporary effect. In theory, you can significantly strengthen the creatures in the final stage of the game in order to organize a successful siege, however, you will be forced to constantly be near the soldiers, otherwise the imposed effect will dissipate even before the target reaches its destination. However, Brightwing can push through multiple lines at the same time, teleporting to his allies as needed using Phase Shift. As such, we recommend using Upgrade on maps with a small distance between lanes (for example, in Haunted Mines, Dragon's Land or Tomb of the Spider Queen), where you can teleport to your allies immediately after the Upgrade.

Other talents:

Anti-Magic Powder goes against the logic of using Shield Field. Shield Field lasts longer, is more reliable and absorbs all damage, not just spell damage. We strongly recommend that you ignore this talent.

Level 7

  • Healing rain... Refreshing Mist activates every time you use Basic Abilities, but its effectiveness is reduced by 50%.
  • Healing rush... When used, Refreshing Mist triggers once per second for 4 seconds. Cooldown 60 sec. Refreshing Mist procs passively every 5 sec, even if Healing Gust is on cooldown.
  • Request: MULE. Summons a MULE upon use, which for 40 sec. takes turns repairing buildings near the specified point. When repaired, restores 1 ammo to a building every 3 seconds. Opponents can destroy the MULE with basic attacks and abilities.
  • Purification. Removes from the target all effects of stun, immobilization, silence and slow, and also protects it from such effects for 1 sec. Cooldown 30 sec.

Healing Rush greatly increases the amount of healing emanating from Brightwing. This talent provides an AoE healing spell that can be used when needed. Thus, it eliminates one of Brightwing's main drawbacks (inability to heal on demand). Healing Rush has a long cooldown (60 seconds), but it is very effective because allows you to neutralize AoE damage (for example, Jaina's Blizzard or Kael "Tasa's Flamestorm.) When combined with Healing Leap, Healing Rush allows Brightwing to heal both individual targets and a group of allies.

Situational:

Cleansing is a situational talent for Brightwing, as when the Healing Impulse is abandoned, it loses a significant part of its potential. However, in some cases, the ability to free allies from control is much more important than the amount of health they heal. If the enemy team relies heavily on crowd control effects (stun, immobilize, or slow), Purge will help you ruin their plans. Remember that Purification can be used as a preventive measure to give an ally temporary immunity to crowd control effects. For example, if you are playing against Malfurion or Tyrael, use Purge before Entangling Roots or Conviction are sent to any of your allies.

Other talents:

Healing Shower is more reliable than Healing Rush because with it, Refreshing Mist is triggered when using basic abilities. However, in a teamfight, Healing Rush is much more beneficial because Brightwing does not need to specifically use basic abilities to heal allies. As mentioned above, one of Brightwing's weaknesses is that without the appropriate talents, she cannot heal allies on demand, and Healing Rush is the only level 7 talent that compensates for this deficiency.

Request: The MUL can be effectively used in Ghost Mines, Blackheart's Cove, or Heavenly Temple due to its special target mechanics. However, in this case, Brightwing's healing rates are significantly reduced, so he suffers more than other heroes with a MULE (or Malfurion). Instead, we strongly recommend that you use Healing Rush.

Level 10

  • ... Brightwing teleports to a nearby ally and heals them. Has 2 charges, each has a 10 second cooldown.
  • Emerald wind... Creates an expanding ring of energy that deals damage and knocks them away.

Healing Leap compensates for Brightwing's major deficiencies in the same way as Healing Rush (level 7). It increases mobility and allows you to actively heal individual targets. Healing Leap allows you to teleport to an allied hero for a short distance. In a team battle, it can be used both in defense and in attack. If you dodge a basic attack or targeted spell (such as Muradin's Stormhammer or Stitch's Hook) with Healing Leap, your allies will know that a cooldown has been triggered for the dangerous ability. Likewise, you can use Healing Leap to reach a dangerous foe with Polymorph.

Healing Leap, which allows you to quickly move from one point to another, helps to confuse enemies and adds unpredictability to Brightwing. To use this ability effectively, we recommend that you do not stand still for long periods. Take advantage of the fact that opponents cannot keep up with you. Attract as much attention to yourself as possible, and then teleport to a safe place. As a result, you will protect the allied assassins and allow them to carry out their duties, because representatives of the enemy team will not be able to choose the right targets for the attack.

Situational:

Brightwing's second heroic ability, Emerald Wind, is very effective, but situational, so you should only choose it under certain circumstances. First of all, you should determine if there are strong initiators in the enemy team - for example, Tyrael or. If you're playing against two or more aggressive fighters, the Emerald Wind will do a lot more than Healing Leap. Also, you should check if there is another support hero on your team. For example, Tassadar or can help you heal allies, and as a result, Emerald Wind will be a worthy alternative to Healing Leap. For effective use of the Emerald Wind, see the Tips and Tricks section.

Level 13

  • Intrusive outbreak... Reduces the movement speed of targets hit by Arcane Blast by 30% for 3 sec.
  • Phase shield. After Brightwing is transported to the target of the Phase Shift, it is covered with a protective field. The shield is not applied if Brightwing was unable to complete the move.
  • Sprint. When activated, increases your movement speed by 75% for 3 seconds.
  • Ice block. When used, the hero enters a state of stasis, becomes invulnerable, cannot take damage or take actions for 3 seconds. If Brightwing was affected by effects that deal damage over time (for example, Poison), their effect is paused until the stasis is released. To cancel a block, the ability must be reused.

Sprint is a very useful talent because it eliminates the lack of mobility. Similar to Healing Leap, Sprint can be used both defensively and offensively. Sprint helps to break away from pursuit or quickly change location, as well as reduce the distance to a priority enemy target and use Polymorph on it. If you see an enemy hero approaching you with the intention of stunning or immobilizing, use Sprint after the crowd control ends. This way you will not waste a second of its precious time.

Ice Block will give Brightwing excellent protection if it suddenly becomes a priority target for the enemy team. Under the influence of Ice Block for 3 sec. Brightwing cannot be targeted and damaged, but she continues to heal nearby allies with Refreshing Mist and Healing Gust. This talent works well with Healing Leap. Use jump to teleport to a wounded ally, heal him with Healing Gust, and then hide in a block so opponents cannot attack you. If you are still a priority target after the block ends, teleport to safety with Healing Leap.

Situational:

Phase Shield is a talent that works well in a team with several fragile assassins or specialists (like Illidan, Jaina, or) who need special protection. In addition, the Phase Shield will come in handy when actively pushing through lines with the help of warriors and Promotion. However, overall, the Phase Shield is inferior to Sprint and Ice Block. This is not a bad talent, but it requires keeping a close eye on the situation on the map to use it. Otherwise, the shield will be wasted.

Other talents:

With Obsessive Blast, Arcane Blast slows all targets hit. As we mentioned, Arcane Blast's charge moves quite slowly, so mobile enemies can easily dodge it. As such, you don't recommend sacrificing Sprint or Ice Block for an unreliable talent like Obsessive Blast.

Level 16

  • Strong focus... When a hero's health is over 80%, the cooldown of his basic abilities is reduced by 50%.
  • Sticky pollen. The movement speed of converted targets is reduced by 50% for 2 seconds.
  • Whelp Fury... Polymorph targets for 2 sec. take 25% more damage.
  • Stoneskin is an active ability that covers the hero with a shield, which for 5 sec. Absorbs damage equal to 30% of maximum health.

Dragonling's Fury increases damage to a target hit by Polymorph by 25%. As a result, your allies will be able to take advantage of the enemy hero's weakness and quickly kill him. With the right choice of target (for example, Illidan can serve as it) Transformation with Dragon's Fury allows you to get rid of a serious threat in just a couple of seconds, which often ensures the victory for Brightwing's team. Feel free to use the Dragon's Fury Transform on initiating fighters (such as Tyrael or E.T.S.) to stop the attack and help your assassins do more damage.

Situational:

If the enemy team has a lot of fragile heroes, and your allies lack control, you can use Sticky Pollen instead of Whelp Rage. It's not a bad talent, but in most cases Whelp Fury is much more useful.

Other talents:

Strong Focus is a talent for support heroes who use active abilities to heal (such as Uther with Flash of Light or Malfurion with Recovery). Brightwing, on the other hand, heals allies with the help of Refreshing Mist and Healing Gust, which do not require a cooldown.

Stoneskin is a talent for combatants, not support heroes, especially when you consider the fact that you have to sacrifice another important talent for it (Fury of the Dragon).

Level 20

  • Ysera's Blessing... The maximum number of charges of Healing Surge is increased to 3.
  • Unabated winds... Fire two additional pulses of Emerald Wind that deal 25% damage.
  • Storm Shield. When activated, surrounds allies with a shield that absorbs damage equal to 20% of their maximum health. The duration of the shield is 3 seconds.
  • Rewind. When used, it instantly resets the cooldown of the hero's basic abilities.

Storm Shield is one of the most powerful defensive talents in the game. Brightwing can use the shield on himself, and then make a Healing Leap to an ally who needs additional protection. Storm Shield allows you to organize a long siege and put pressure on the enemy, stopping the AoE attacks of assassins who actively use spells (for example, Jaina or Kael "tasa).

Rewind is a very effective talent for heroes who rely on abilities for control. Brightwing falls into this category thanks to the Polymorph. This is why we recommend using this talent. Ideally, you should use Rewind immediately after using all the abilities, but the main emphasis should be on the Transformation. Try to track the Polymorph action and use it twice in a row so that the target does not have the opportunity to use abilities that provide a quick retreat.

Situational:

Lingering Winds are used in conjunction with Emerald Wind (level 10). It improves heroic ability, allowing you to effectively retreat and knock enemies away from fragile allies. What's more, each pulse deals surprisingly much damage, so Brightwing with the Undying Winds can catch opponents off guard, buying some time for his team.

Other talents:

The amount of healing from a single charge of Healing Leap is by no means equal to the strength of the Storm Shield, which, among other things, acts on several targets at once. Moreover, the cooldown of Healing Surge is already small enough (10 seconds), so you are unlikely to need additional charges. As such, Ysera's Blessing is a highly controversial level 20 talent.

5. General strategy of the game Svetik

Brightwing is a highly flexible hero whose playstyle changes over time. At the start of a match, the inability to use vehicles gives the false impression that the Light is clumsy and can be easily overtaken. It must be admitted that up to level 10, she does not shine in terms of mobility. This is why Brightwing should stay on the lane and earn XP for his team. However, this hero can easily confront one or more opponents, which compensates for the lack of mobility.

In the line phase, Brightwing must push through several lines at the same time, gaining experience, while the rest of the heroes will try to capture targets. In addition, she can team up with two partners and push one line together. Up to level 10, use Phase Shift only to aid in target acquisition. Select an ally who is in battle and teleport to him. Remember that up to level 10 you should not leave your lane even in order to save one of your allies, because you will lose more experience than your opponents will gain by killing the hero.

In the later stages of the game, Brightwing gains more and more benefits. Healing Leap will allow you to quickly move around the map for defense or attack, Bribery charges can be used to quickly capture camps, and Healing Rush is great for healing several wounded allies at the same time. Brightwing can act more independently than other support heroes (for example, or). If you have the ability to provide presence on multiple lanes, be sure to use it if Phase Shift is not on cooldown. For successful game A shining light needs to carefully monitor the movement of opponents and allies, which can be very difficult, especially in high-level games.

6. What to do outside of team fights

In Heroes of the storm team fights often take place, but each hero needs to know what exactly he should be doing the rest of the time. As mentioned above, Brightwing is capable of earning a huge amount of experience for her team. To do this, she needs to know exactly when she can go about her business, and when she should join her allies. The list below will help you make the right decision outside of combat.

Find out if your help is needed in capturing important targets such as treasure chests (Blackheart Cove), gifts (Cursed Hollow), shrines (Dragonlands), seeds (Horror Garden), skulls (Ghost Mines), or temples (Heavenly Temple) ... If you need help, use Phase Shift. If the team manages on their own, keep pushing the lines and gaining experience. While Phase Shift is on cooldown, don't stray too far from your allies.

Maintain presence on multiple lanes and gain experience in all available ways until your allies need your support. Watch your health and mana levels so you don't have to leave at the most inopportune moments. If the enemy puts too much pressure on you, keep your distance and wait for the Refreshing Mist to fire a sufficient number of times.

Capture neutral mercenary camps, preferably using Bribery. If you follow the tips while staying on the lane, you can bribe the first siege giants in about 4 minutes of the game.

7. Role in team fights

Controlling Brightwing in a team battle is difficult, but pleasant, as. her abilities (Polymorph, Phase Shift and Healing Leap) in some cases determine the outcome of the battle (for example, if you manage to use Polymorph in time, preventing the key target from escaping). At the same time, if you make a mistake (for example, teleporting too late), your team will lose. When we talk about team fights, we prefer to divide them into three types, which makes it easier to understand, especially for new and inexperienced players.

Team battle initiated by your allies:

If your allies have started a battle, most likely one or more heroes will be at the very epicenter of the battle. As a rule, the role of initiator is assigned to fighters (for example,) or melee assassins (for example, or). When joining the battle, immediately support the initiator with Magic Dust and keep Polymorph ready in case any of the enemy fighters or assassins decide to attack you or other fragile allied heroes. If you see that an ally has become a target for several opponents, use Shield Field (talent level 4) on him. After providing support to the initiator, make sure that the opposing team is not going to retreat. Find a position that allows Healing Mist and Healing Impulse to reach all allies. Keep an eye on the health of your teammates and keep Healing Leap ready to get out of the danger zone or heal a hero who has lost too much health.

If instead of Healing Leap you took Emerald Wind, you shouldn't use it too early. Wait for the opponents to begin to recoup, and then separate them, pushing the heroes into different sides... In this case, your killers and experts can easily deal with them.

Team battle initiated by your opponents:

If the fight was initiated by an enemy fighter or melee assassin, immediately use Shield Field and Magic Dust on him. Further actions depend on how your allies behave. If they choose to defend, use Polymorph on the target that poses the greatest threat, saving it until allies can focus on it. Polymorph is too valuable a spell to waste. If your allies decide to retreat, try to fire Arcane Blast so that it knocks the pursuers out of their saddles. Additionally, you can use Healing Rush to heal retreating allies. Remember that teleporting with Healing Leap will protect you from most threats, so think about your allies first, especially those who have already taken damage.

If you have Emerald Wind, use it shortly after the start of the fight to protect your allies and give them time to choose the right location.

Skirmishes:

Skirmishes are situational battles in which neither side planned to attack. In most cases, skirmishes occur when completing map objectives and capturing mercenary camps. Unlike team fights, in skirmishes, you shouldn't use all abilities at once. This is especially true for spells with large cooldowns (Polymorph and Shielding Field). Have Healing Leap ready to use it on any allies if they lose too much health. Maintain Healing Impulse until a full fight begins. Remember, any skirmish will sooner or later develop into a team battle if neither side decides to retreat.

  • Always keep an eye on the Phase Shift cooldown. Brightwing's behavior is largely determined by the availability of this ability.
  • Bribery is a great tool for quickly capturing siege giant camps located in enemy territory. When making your way into the camp, try not to collide with enemy heroes.
  • Remember that Brightwing is a team hero. Don't stray too far from your allies if Phase Shift is not available.
  • Healing Leap can be used to dodge enemy abilities (including heroic ones) such as Conviction, Storm Hammer, or Hook.
  • Healing Leap can be applied to Allied Warriors and Mercenaries to break away from pursuit.
  • If you chose Emerald Wind as your heroic ability, you should take the Everlasting Winds as your level 20 talent.
  • The Polymorph prevents enemy heroes from attacking you, however, before the Polymorph, make sure that there are allies nearby who can take advantage of the enemy's helplessness.

9. Best allies

In this section, we'll take a look at the heroes that give Brightwing additional benefits.

Kehl tas

Kael "tasu is a very fragile killer who really needs protection. Kael" tasu needs special support because he does not know how to quickly retreat up to level 20. Enemies will definitely try to kill Kael "tasa as soon as they see him, so you must use Shield Field and Healing Leap on him. If you manage to protect Kael" tasa, he can unleash all his might on the enemies.

Jaina

Much like Kael 'tasa. If you manage to keep her alive, with her basic abilities and the water elemental, she will significantly harm opponents. Polymorph will allow Jaina to break away from pursuit, and the bonus to movement speed from Fairy Dust will be indispensable in choosing the right location for applying maximum damage.

Tassadar

An ideal companion for Brightwing for a variety of reasons. First, he can shield allies with a Plasma Shield while Brightwing is restoring their health. Secondly, Tassadar has access to the Healing Idol, which pairs well with Refreshing Mist and Brightwing's Healing Rush. Moreover, Tassadar is a support hero and allows Brightwing to freely choose his heroic ability (Healing Leap or Emerald Wind), adapting to the game situation.

10. Worst enemies

In this section, we'll take a look at heroes that can effectively counter Brightwing.

Murky

Despite the fact that Healing Leap allows Brightwing to elude the enemy, Murky's heroic ability Octigap completely neutralizes her, immobilizes her, and prevents her from using other abilities. Unfortunately, Brightwing is not very strong in duels, so you will have to carefully choose your location, especially in the final stage of the game.

How to resist Murky?

If you are standing in the same line, kill Pufferfish in time. Murky uses these to clear waves and damage buildings, but the fish can be disarmed with three consecutive basic attacks. Brightwing's animation does not allow you to track the number of attacks clearly, but if you manage to kill the fish in time, Murky will give you much less trouble. When faced with Murky face to face, actively use Arcane Blast. Try to keep it inside the circle when its Defense Bubble is not available. Also, try to predict the potential location of the egg by observing where Murky comes running from after death. Inform allies about the location of the egg so they can destroy it.

Lost Vikings

They are capable of giving Svetik a lot of trouble, because she has no AoE damage abilities other than Arcane Blast. In addition, the Polymorph is triggered only on one of the Vikings, while the other two continue to attack their target. Vikings have a very powerful heroic ability Raid on a Drakkar !, which deals a lot of damage to the entire enemy team and can destroy it if Healing Rush is not available at the time of using the Raid.

How to resist the Lost Vikings?

Brightwing can successfully line up against one or more Vikings. Nevertheless, being a support hero, sooner or later she will be forced to join her allies, and at this time the Vikings will be able to dominate the lane. As a result, opponents will gain an experience advantage. The best way out of the situation would be to try to push the line with the Vikings together. Plus, you can quickly and consistently kill one of them over and over again. In team battles, try to provide all possible assistance to allies who are trying to kill the Vikings during the heroic ability Raid on the Drakkar! In general, Brightwing should heal the damage inflicted by Vikings without losing any experience, which can be very difficult, especially for inexperienced players.

Uther

One of the few heroes who can resist the Transformation, because he can use Divine Shield or Purification. Moreover, the Hammer of Justice + Divine Storm combo gives Brightwing a lot of problems if she inadvertently uses the Healing Leap. Overall, Uther is a very awkward opponent, especially if controlled by a player who knows exactly when to use abilities to fend off the threat posed by Brightwing.

How to resist Uther?

When playing against Uther, use Polymorph with extreme care. Instead of aiming at assassins and fighters, try to apply control to Uther himself so that he cannot shield allies with the Divine Shield or remove the negative effects of Purification from them. This is contrary to the usual tactic that assassins and fighters are the priority targets for Polymorph, rather than support heroes. However, if you manage to adapt to it, you can bring your team to victory.

11.1. Blackheart Bay

In Brightwing, she must go to the bottom lane, try to take out the enemy hero from it and take possession of the treasure chest. During skirmishes, Refreshing Mist and Healing Rush will be of great benefit to you, as With the exception of Li Li, there are no heroes in the game that can match Brightwing's AoE healing power. Remember that Arcane Blast damages enemy structures from a safe distance. Try to destroy weak buildings so that Blackheart's salvo hits forts and fortresses.

Try not to pass up the opportunity to capture the Siege Giant Camp located in the enemy half of the map, especially if you have managed to accumulate enough Bribery charges. To avoid unnecessary problems, always warn allies about where you are going.

11.2. Cursed hollow

As in Blackheart's Cove, the Bribery talent plays a key role, allowing you to capture mercenary camps and increase pressure on the lines while the enemy team fights for gifts. On this map, we strongly recommend that you push several lines at the same time in order to attract maximum attention to yourself. After that, you will be able to join allies who are trying to capture the target of the map. Make sure to gain experience from all lanes, especially if your team has made decisions not to fight for boons. On this map, Brightwing is especially important to reckon with the intentions of allies. Keep an eye on the Phase Shift cooldown, especially if one of the teams is trying to grab a third boon or defeat a neutral golem boss.

11.3. Dragon's land

Dragon Shire is a very profitable card for Brightwing. She provides her with a lot of opportunities - for example, to capture the camps at the bottom of the map with the help of Bribery or to participate in skirmishes over the shrines. The symmetry of the map and short routes make it easy to ply between lines and support allies. In Dragon Shire, the heroic ability Emerald Wind is especially effective, which allows you to buy time for the correct placement and subsequent protection of the Dragon Knight.

It should be remembered that Brightwing is not suitable for controlling the Dragon Knight. This rule applies to all support heroes, as no team can push through lines without the help of a healer.

11.4. Horror garden

Due to its size, it offers tremendous opportunities for the simultaneous punching of lines. There are four siege camps in the Garden of Horrors, so the Bribery talent will be irreplaceable. In addition to the usual camps located on both sides, there are shakuns and neutral bosses on the map from which you can collect seeds. Experienced Brightwing players will be able to provide their team with a significant experience advantage while opponents fight for the seeds. As in Dragon Shire, Brightwing is not suited to control the Garden Terror. Support your allies during the siege so that they can carry out their duties without being distracted.

11.5. Phantom mines

This is a very profitable card for Brightwing. At the very beginning, the team is usually divided into two parts, with 4 players located on the line along which the allied golem will pass, and one player is trying to get maximum amount experience. Of course, you should travel with your allies to restore their health with Refreshing Mist and ensure that you can push the line as efficiently as possible.

As soon as the mines open, Brightwing can stay in the lanes or go down with allies. In the first case, she will continue to gain experience while the rest of the team collects the skulls. However, you will have to keep Phase Shift ready at all times to support your allies in the mine if needed. In the second case, you can kill skeletons using Arcane Blast. We recommend that you follow your allies if teamfight is imminent and Phase Shift is unavailable.

As soon as the teams collect the skulls and golems appear, follow the allies. If you managed to summon a stronger golem, it would be wiser to support him, but if your allies decide to defend, you should not resist it.

11.6. Heavenly temple

The key to early game success in the Heavenly Temple is punching and controlling the lines. Temples spawn primarily on the top and middle lanes, so you'll need a lot of mana to participate in early skirmishes and map target fights. The temple on the bottom line opens a little later. At this point, you should join your allies to support them with Shielding Field and Healing Rush so that they can fight as long as necessary.

11.7. Tomb of the spider queen

Currently, the Tomb of the Spider Queen is the smallest map in the game, so skirmishes on it start from the very first levels, and the Shield Field will be very useful to you. Head to the lane (preferably top or middle) and use Arcane Blast to kill the warriors. After that, you can help your allies if they want to hand over the collected crystals. Mercenary camps only gain importance after level 10, so we do not recommend using the Bribe talent on this map. Instead, you can take the Recon Drone to expand your field of vision. In the Tomb of the Spider Queen, Brightwing cannot effectively use Phase Shift and capture camps alone, so this battleground is the most unfortunate for her. Remember: if the opponents are ahead of you in experience and put a lot of pressure on the lines, allow the enemy soldiers to come closer to your towers. This will allow you to collect crystals from a safe distance.

If you liked our guide to Svetik, then you can rate or repost in social. networks. See you in the game!

Arcane Radiance

A directional spell that deals good damage in the center of the explosion and slightly less outside of it. Suitable for pushing or capturing mercenary forest camps.

Transformation

As the name suggests, Brightwing enchants the target and transforms it into a small animal. During the transformation, the enemy cannot attack or use their abilities.

Magic dust

The spell can be used both on Brightwing and on any allied hero. Dust allows you to reduce one enemy's auto attack, as well as increase movement speed for a short time.

Soothing Mist

Passive ability of the hero, which will restore a small amount of health to all nearby allies every 5 seconds.

Phase shift

This ability replaces the mount button. When activated, allows you to teleport to any allied hero on the map.

Brightwing's Heroic Abilities in HotS

Emerald breeze

Brightwing begins to emit waves of air that inflict good damage on all enemies in its path. Enemy heroes cannot go through the shield and will be knocked back.

Healing Leap

Ultimate that recovers in just 10 seconds. In this case, Brightwing can use the ability several times in a row. This gives him excellent mobility, and also heals the heroes to which the jump occurs.

Build for Brightwing in HotS

1st level

Arcane Accuracy

This talent increases the damage of Arcane Blast by 33%. True, the gain concerns only the zone that is in the center of the circle.

4th level

Protective field

An additional skill that will protect the selected ally. For 5 seconds, the shield "absorbs" damage equal to several attacks from opponents.

7th level

Healing rush

On the this level There are 2 talents that enhance the Soothing Mist, but this one is much more effective than the Healing Shower. The fact is that the gust does not work immediately, but stretches its effect for 4 seconds, which allows you to get much more HP.

10th level

Healing Leap

This ability will allow you to always be in the right place, and in many cases it is Brightwing who saves a dying ally. I think that the enemies will not be very happy if you heal the health of a target that they could kill.

13th level

Intrusive outbreak

Now the flash will not only deal damage to opponents, but it is also a good idea to slow them down. The talent allows you to gain a significant advantage in massive battles.

16th level

Whelp Fury

Allows you to kill enemy tanks much faster. Under the influence of Polymorph, the hero begins to take 25% more damage from basic attacks and abilities, which is equivalent to losing a quarter of his health.

20th level

Storm shield

After the jump, it gives the opportunity to immediately protect all allies who are nearby. Combined with the rest of your abilities, you are guaranteed to win any fight.

How to play as Brightwing in Heroes of the Storm

Brightwing can restore health well, but it still loses to other healers in the game. Its main purpose is to save its allies. This can be done not only through treatment. Do not forget that the hero has a slowdown in his arsenal, as well as excellent buffs.

Always help your teammates to capture control points on the map. Mobility will allow you to instantly move from one ally to another. In mass fights, try to use all your abilities, because each of them will bring its own benefit.

Polymorph is one of the most powerful disables, which can not only block enemy abilities, but also lower their defensive characteristics.

Enemies:

  • Kerrigan
  • Sylvanas

Allies:

  • Tychus
  • Kehl tas
  • Illidan

Conclusion of the guide about Brightwing in HotS

Brightwing's abilities are fairly easy to use, but he is still considered quite challenging hero... The fact is that the effectiveness of the hero is determined by the correctness of his teleports. It's not enough to constantly move between allied heroes and restore their health, and then fly to the base to restore mana. You need to choose the right position and always be where you need it. This understanding comes after several dozen games not only for Svetik, but for any heroes.

Our reader Lamenka continues to share with us his support guides. Today the focus is on Svetik. Let's see what the author has prepared for us. Details below.

Svetik, how many joyful memories of this hero. What other hero can you do crazy things on?

You look at Svetik and wonder what the hell is this? Where is heal, where is control, where is mobility? And I will answer you. The hero should be perceived exclusively in the complex of his abilities. We have one of the nastiest disables in the game, especially Li Li is perplexed. Among other things, our control is the most terrifying in the game! Used on the enemy and he became a crab. Interesting, isn't it?

Damage is a problem, it's a fact. However, we are not helpless. We can take the poisoning that will prevent the assassins from living. Keep in mind that we are extremely difficult to catch.

Traditionally, I'll start by looking at skills, then move on to talents.

Brightwing skills

[Heroic Skill] Refreshing Mist

Heals all nearby allies for 36 (+9). health every 5 sec.

Our primary healing ability. Weak, except for the extremely funny fact that she heals all allies in range.

[Q] Arcane Blast

Deals 70 (+20) damage to all enemies in a small area and 35 (+10) damage. damage to all enemies near this area.

Relatively weak AOE nuke. It is very easy to run out of the inner zone, which does significant damage. Flight speed depends on the distance, consider this fact.

[W] Polymorph

Transforms an enemy into a small animal, dealing 30 (+5) damage. damage. The target cannot attack or use abilities for 2 seconds.

Our control, which is one of the most annoying in the game. The reason is simple - 2 seconds, as I remember more, only for the ultimate ability ETS.

[E] Fairy Dust

Increases the movement speed of an ally by 25%. The damage of the next 2 basic attacks will be reduced by 50%. Duration: 4 sec.

In fact, this is our red rescue ally button. 2 blocked auto attacks and in fact a decrease in damage by about 300 from level 20 assassins. Increased movement speed, no comment.

Healing Leap

Teleports to allies, healing them for 100 (+17). The ability has 2 charges.

Our mobility. The doctor who glued the flippers is bad. If the doctor is dead, there will be no more treatment. Captain's notes of evidence. It is also an extremely powerful ability for various feints.

Emerald breeze

Creates an expanding vortex that deals 100 (+30) Arcane damage. damage to all enemies in the area of ​​effect and knocking them back.

Quite a powerful spell of control, but it strongly depends on the positioning and setup of the team.

[Z] Phase Shift

Cannot use vehicles. Upon activation: teleports to the target ally character.

Have you forgotten that Brightwing is the most mobile character in the game? With this ability, we can jump on any ally.

Brightwing talents


Pollen Shield. We increase the efficiency of our block. The most powerful talent for a healer.

Bribe. Nice talent, with a little caveat. You need to stand on the line to accumulate charges, which is not always possible. As a bonus, we get instant cleaning of the measurements in a split second.

The rest of the talents are questionable in their application.


Poisoning. Pain and humiliation for any assassin! Have you often died solo from a support? Then we go to you.

Protective field. Shield, useful, nothing to add.

Anti-magic powder. Apparently, Svetik is a notable drug dealer, adding some painkillers to the speed. An extremely powerful ability against assassins.

Tier 2 provides many options further development... I often choose a powder, the reason is simple - there are a lot of buttons!


Healing shower. Was good talent, until at the early alpha stage, the healing from it was not cut by 50%.

Healing impulse. Now we can live our passive ability... In fact, x5 passive procs are issued in a row.

The rest of the abilities are questionable.

Healing Leap. My choice. Mobility, healing, short cooldown.

Emerald breeze. As mentioned above, a highly situational skill, however, can turn the tide of battle.

Sprint. Strong acceleration on yourself, given the lack of a built-in horse, is extremely useful.

Ice block. Invincible for 3 seconds. Brightwing has quite serious mobility, however, these 3 seconds can solve a lot, you may not have time to jump on an ally and leave, however, all the nasty evid is nice.

Rewind. An excellent choice, however, is hampered by a very long recovery time.

The remaining talents lose by those higher, but this does not deprive them of their right to life. The flash is especially pleasant.


Sticky pollen. This is what the original skill lacks. Before taking this talent, opponents in polymorph run at 100% speed.

I do not consider the rest of the talents, since they do not provide great opportunities to support the team.


Storm Shield. We close the team at 20% of the maximum health, tasty and healthy.

Storm charge. Situational talent, when you are frankly caught, but there are no allies to jump. Requires no target to use.

Brightwing's ultimates are questionable.

Brightwing, this is the support that should always be with allies. On the lane, do not disdain to trade a face, our healing does not require mana, which means that we save a lot of it. Just do not overdo it, caught Brightwing on cooldown is a dead Brightwing.

In fact, we have the weakest healing in the game, with the exception of Tyrande. However, our strength lies in the blocks and control of opponents. Brightwing is one of the few supports that shows itself in full force almost from the very beginning of the game.

We don't have the special red buttons that we use to flip games, however, using the teleporter wisely in the early levels will help you gain a significant advantage.

Getting level 10 for us is the main task, after which the effectiveness of the Brightwing increases significantly.

Oh yes, your eyesight does not fail you. Good Brightwing players are almost always at risk, really. our skills allow us to get out of the water.

One of my favorite tricks. Face trading to the last. What's the point? Simply, since you do not have horses, and the maximum speed of 125% is accelerated only under sprints that have a duration of 4 seconds, then you run away the last one. Therefore, a great option would be to blame our Z abilities for the hero. Unlike Falstad's similar ability, it is not knocked out by damage, only control.

A similar feint for running away. However, your cooldowns are used, polymorph the enemy and jump onto the passing creep with "Phase Shift". Will give a win in 5 seconds, which can roll back our shield. The operation is repeated until it hits the base or allies.

Aggressive feint. Need to counter your opponent? We use the teleport on the creep and polymorph the enemy, if there is level 16, then the target is most likely dead. Similarly, it can be used in conjunction with a sprint.

Rat-killer. If your opponents are Nova or Zeratul, then act extremely aggressively from the very beginning. Survive the enemy like never before, and when about 40% remains, use poisoning and the remnants of procast with auto attacks. By the way, Brightwing has quite strong basic attacks.

Divorce opponents. Svetik is one of the few heroes who can bite opponents on themselves, leading them into a trap. However, the human factor and your allies are at play here, so be careful.

Pulling out the spree allies. As we all remember, we can jump on any ally on the map, but there are times when an ally went on a spree and the hunt began for him. Remember the movie Saving Private Ryan, this is our guide. There is a 95% chance that you and your (\ /) O.o (\ /) ally will leave alive. We have a huge arsenal to rescue.

Summing up, it can be noted:

  • Brightwing is an extremely balanced support hero;
  • The ability to play aggressively allows the team to get ahead in experience
  • The combination of mobility and great control allows you to start a 4v5 battle;
  • An extremely strong skill, magic dust, which allows you to make a good tank even from Valla, however, for a limited period of time;

AND so, if you are a very, very beginner, first I recommend watching your short video guide in order for you to understand how the basic abilities of Brightwing work. If you already know how and what works, feel free to skip to the next section and start a close and detailed acquaintance with one of the most unusual support heroes from the Warcraft universe! Happy viewing and reading!

H Calling Brightwing an easy hero, despite the fact that she practically does not have direct abilities to heal allies, is not worth it. But if we understand one simple thing for ourselves - "we need to look at the map more" and we will use this thing competently during the battle, then Svetik will be an extremely comfortable character for you. Big Maps- Brightwing's horse, but on a small map like "Ghost Mines" the dragon can show itself in all its glory.

  • Great mobility as a global.
  • Control enough to kill any hero.
  • Passive mass healing that does not require mana.
  • There are many options to escape from the enemy / survive.
  • The ability to be anywhere on the map and save an ally from death.

  • For a standout game, the hero is comparatively difficult.
  • Not enough health to take a lot of damage.
  • Before receiving the ultimate, there is no directional healing, the only hope is for a passive.
  • Lack of transport and slowness (as opposed to mobility).


All of the data below is relevant to Maiev's patch

D First, look at how much Brightwing stands out with its durability against the background of other support heroes:

POPULARITY AND WINNING RATE

NS In parallel with this, I propose to refer to the statistics and look at the popularity and percentage of Svetik's victories in all divisions of the Hero League, in the Team League, in Quick Play, as well as in the professional arena - Heroes of the Storm championships:

AN OBJECT POPULARITY

PERCENTAGE OF WINS

BRONZE LEAGUE 28% (every 3-4 battles)44,9%
SILVER LEAGUE28% (every 3-4 battles)50,4%
GOLDEN LEAGUE27% (every 3-4 battles)46,3%
PLATINUM LEAGUE24% (every 4-4 battles)
53,1%
DIAMOND LEAGUE32% (every 3-4 battles)54,6%
MASTER LEAGUE15% (every 6-7 battles)52,4%
TEAM LEAGUE20% (every 5th battle)50,9%
QUICK GAME8% (every 12-13 battles) 54,1%
PROF.SCENA20% (every 5th battle)

H It was time to talk about how to actually play it.


Svetik is a global. This suggests that the hero has no transport, but there is a unique way of movement - teleportation to an ally by a button [Z]. How to use this opportunity wisely?

Example: map "Plant Volskoy". We are on the top lane (top) collecting experience with an ally. An event is announced on the bottom lane. The ally, who was on the line with you, runs to the fountain and runs to the bottom lane to prepare for a fight for the point. There is no need for Svetik to fly there before everyone else, so we calmly continue to collect experience on the line until the moment we are needed at the event. Experience is experience, but we still look at the map. It is important to catch the moment when we understand that it is "time". Brightwing teleports to an ally and takes part in the teamfight. But due to the fact that before that we stood for an extra half minute on the top lane, we have more experience and, accordingly, a lead in level. This can provide a great advantage to the allies.

Also, do not forget about your health and mana reserve. If you see that you do not have enough of it, do not be too lazy to teleport to the base, and from there - to the ally for the event. It is very important to be able to calculate the timing of all these things before the team needs you.

Example: the "Cursed Hollow" card. We are collecting experience on the bottom line. Readiness is announced 20 seconds before the gift appears. We see that we have little mana and health, respectively, 10 seconds before the gift appears, we return to the base, and from there - to the ally for the event.

The most important thing you need to watch during a fight is to have as many allies as possible in the circle of Brightwing passive healing. The second thing is your control, turning [W]. They need to be able to competently turn off the impudent assassins and tanks of the enemy, and not just use it on the nearest enemy. The third thing is to remember to watch the enemy mages. You see that the Li-Ming sphere is flying at the allied assassin - throw magic pollen on the ally ! With it, the ally will receive 25% damage, and if it is a fragile Tracer or, say, Valla, then such a sphere may even cost them their lives. And, of course, do not forget to throw up our "Arcane Blast" [Q] into the thick of battle!

Allied Azmodan wandered far ahead, collecting experience and we observe a picture: Azmo is trying to somehow escape from the enemy Arthas with Nazeebo, who are about to shut him up. What are we doing? *** turn on the music from "Mission Impossible", draw two camouflage stripes on each side of the face and... *** Feel free to teleport to Azmodan [Z], turn on our "Emerald Wind" [R](if we play with this ultimate), and run away together. If an ally is smart enough to immediately get on the transport and go home, then we are hanging magic dust on ourselves. and skip after him, and then read "" omg ty bw "" in the chat!

  • Never test bushes with your carcass. For this you have spit [Q]
  • If you are catching up with a target in a crowd, throw haste [E] on an allied hero who has a stun. Example: Svetik, Zul "Jin, Gazlowe and Muradin are running after Sonya with 20% hp. It makes sense to throw acceleration [E] at Muradin, who will catch the target for subsequent finishing off."
  • In harmony of competent hands and happy occasions, the "Emerald Wind" ult helps to take a boss or a camp, for which there is a fierce battle (ALT + E, then headlong, not paying attention to anyone, to the center of the capture point and press R). But: in such cases, do not right-click on the grapple point where the fight is taking place. Otherwise, Brightwing will stop and start spitting basic attacks at the enemy. Send it beyond the point, so that its path passes through the center of the capture point. Moreover, it is important to correctly calculate the timing - the boss should have a barely visible line of life.
  • Watch the CD of your teleporter [Z]. Always. Teamfights / events shouldn't start without you. Calculate your time.
  • Use teleport [Z] to an ally as a last resort, if neither Emerald Wind [R] nor Fairy Dust helped. But before that, make sure that the enemy has already used all their control abilities and will not be able to knock down the teleporter.
  • Try to carefully teleport to your allies if a full-fledged teamfight is brewing or if it is already underway! Choosing the target for the teleportation of the tank, you run the risk of being in the middle of two teams and being torn to pieces. Target someone who is relatively farther from the enemy team - usually supports or mages.
  • Try to warn allies in the chat that your teleport is ready. If, before changing the Immortals, you want to quickly retreat to the base for mana and immediately teleport, press ALT + LMB on the [Z] icon, let your allies not be nervous about leaving for the base in the middle of the event.
  • If there is a Butcher on the enemy team, try to always be where he is. Your task is not to let him complete the quest. In every possible way, interfere with him on the line, do not let us finish off your allies. Transform him into a piggy right after he hangs up his Brand [W] for healing. Pull allies out of the chain with Purification. You are one of the Butcher's main enemies and should be aware of this.
  • If you are the only healer in the team, never climb into controlled bosses such as: Horror Garden, Triglav Robot or Dragon Knight. The only exceptions are cases when your entire team is dead or in addition to you there is a full-fledged support (not Tyrande or Tassadar, but, for example, Uther). In other cases, your task is to monitor the health of your allies, and not to have fun in bosses.

1. Statterstep... The point of this technique is to constantly be in motion, while not ceasing to inflict damage. This is something to practice on every hero, especially auto attackers. Likewise, we should not be in the same place while collecting experience. Try to answer the question - when will it be easier for Nova to pour all her procast into you - when you, like a stationary target, spit at creeps - or when you change position after each spit?


2. Combination [W] + [Q]... Our main procast. Practicing this exercise will help you get a feel for the duration of Arcane Blast [Q]. I'll make a reservation right away: in a real battle (not with AI), the enemy in 99% of cases, being transformed, runs strictly FROM You, as with any other silence (be it [Q] Alarak or Medivh's "Sheep"), so turning the enemy into an animal, spit "Arcane Blast" [Q] "on the move" to the enemy from you. In the trial mode, set up a quick recovery and try to work out the combination without waiting for a rollback of abilities.


3. Ally support... Now turn on your ally and try to do what you will do on the line! Statterstep! Try to keep the allied hero always within the radius of your passive! Speed ​​up and give him armor when he needs it! Turn your enemy into piglets and spit at them! Ultimately, have fun playing the dragon game!



T Thus, our whole game is reduced to a set of such actions: "Collecting experience --- TP to the base --- TP to the event --- TP to the base --- Collecting experience". And only occasionally will we be distracted from this route in order to rescue some Sylvanas who has fallen on the hook and pull her out of the afterlife.

H oh, despite the seeming ease of playing for Svetik and, in particular, her passive healing, this is not an easy hero and only in skilled hands can benefit the team, and in addition get MVP and 10 likes after the battle :)

Have cottages in the Nexus, friends!

P.S .: only your assessments will help me to continue writing guides to new characters. Therefore, do not be lazy to give a worthy rating to this guide, as well as subscribe to my YouTube channel Storm Guides (video at the very beginning of the guide) Thank you in advance!