Dryad Guide


Dryad is a healer bloodline that relies on lots of control to keep her enemies occupied. She has some capability for burst damage, but most of time she’ll be healing her teammates and doing whatever she can to keep her enemies on their toes. A few of her spells have unique mechanics and she can be quite complex, so she’s not recommended for beginners.

 Deals 120 damage and inspires Confidence in yourself. [M1] Song of Despair

Song of Despair isn’t so complex of an M1 attack. It throws a projectile that deals a modest amount of damage and applies the Confidence buff on yourself. This buff stacks up to 2 times, each stack granting you bonus movespeed. The mechanic may not be unique, but it’s certainly useful.

If you’re in M1 range of an enemy, throw out M1s whenever you can. Don’t sacrifice healing to do it, of course, but gaining stacks of Confidence helps you. It can boost your defenses (lets you run away or dodge easier) or it can boost your offenses (lets you chase down enemies). This spell is not absolutely crucial, but good for filler.

When to use Song of Despair?

  • When you’re in M1 range of an enemy and you aren’t overly pressured to heal.
 Heals ally closest to target location for 150 health and applies Soothed if target recovers health. As distance from impact location increases, healing decreases.  Soothed Reduces duration of negative effects by 5% per stack, stacks up to 3 times. Lasts for 6s. [M2] Soothing Melody

Soothing Melody is a moderate strength heal spell that applies the Soothed buff on targets when they’re healed. Soothed stacks up to 3 times and each stack reduces the duration of debuffs on the target. On the surface, this might not seem very strong. Most disables are barely over 1-second, so this would shave off 0.1 or 0.2 seconds for those spells.

But as you rise in skill level, those 0.1 and 0.2 seconds can make a huge difference. Additionally, long-term debuffs like Harbinger’s Hemorrhage can be reduced by up to an entire second, which can severely weaken the enemy’s capabilities if you play it right. Don’t take this heal’s secondary effect for granted.

When to use Soothing Melody?

  • It’s your heal. It’ll be your most-used spell.
Shields self or target ally absorbing up to 320 damage. The shield rotates toward their cursor position and negates projectiles and melee attacks that are blocked by the shield. Lasts for 3,5s.  [Space] Nature’s Aegis

Nature’s Aegis is a targetable spell that places a directional shield on yourself or a teammate. The shield faces towards the shielded target’s mouse cursor and if it blocks a projectile or melee attack, that attack will be completely negated. The shield breaks when it absorbs too much damage.

This spell has a disadvantage because the usefulness depends on the targeted teammate. If they don’t aim the shield correctly, then it’s essentially a waste. But if they use it well, it can be a lifesaver. It’s not exactly an escape spell but it will definitely extend the target’s life, so use it on teammates who are being focused.

Nature’s Aegis also has an EX version, which is very similar except the shield reflects projectiles instead of negating them. The shield also knocks enemies back, so it can be used to push people around and disrupt enemy positions. The EX version can only be casted on yourself, though, so keep that in mind.

When to use Nature’s Aegis?

  • When a teammate is being focused.

When to use Nature’s Aegis EX?

  • When you’re being focused by heavy enemy fire.
Inflicts Slow on enemies in an area. When an enemy in the area is hit by Song of Despair, deals 220 damage, inflicts Amplify and Slow to all enemies in the area. When Soothing Melody is cast near the area, allies in the area are healed for 50 health. Lasts for 4s.  [Q] Nature’s Wonder

Nature’s Wonder places an AoE on the ground that reduces the movespeed of all enemies caught inside. If an enemy is inside the AoE and is hit by Dryad’s M1, they’ll be hit by huge bonus damage and all enemies within the AoE will have reduced movespeed and take more damage. If Dryad’s M2 hits inside the AoE, all teammates inside will be healed for a bit.

With Nature’s Wonder, Dryad can perform a bunch of different tasks depending on the situation. Combo’d with M1, she can deal big burst damage OR she can apply Amplify to multiple enemies to improve her team’s damage output. It can slow down running enemies, too. Or she can slowly heal up her entire team with it. So many uses.

When to use Nature’s Wonder?

  • When the enemy team is clumped together.
  • When your team is clumped together.
  • When you want to Amplify an enemy.
  • When you need burst damage.
Inflicts Hypnotized on target.  Hypnotized Enters you into a trance and allows you to control an enemy's movement. Pressing the button again or using the Interrupt Command cancels the effect and inflicts Incapacitate. Lasts for 2,5s or until the target takes 200 damage.  [E] Suggestive Tune

Suggestive Tune is Dryad’s unique spell and it is quite powerful when used well. It fires a projectile that inflicts the enemy with the Hypnotized debuff. While Hypnotized, Dryad cannot move or cast spells but she gains control of the target, allowing her to move them. If the ability is triggered again while Hypnotized, the bond will break and the enemy will be incapacitated. The length of the incap depends on how long the target was Hypnotized.

This spell is super strong in a 2v2 scenario, but it’s by no means weak in a 3v3. The range is pretty long, so you can sit back in the safety of your team’s formation and hit a stray enemy, then walk them right into your team. If used defensively, you can hit an enemy that’s focusing your teammate and then walk them away. Used in this way, Suggestive Tune is quite strong in a 1v1 to keep away melee attackers.

When to use Suggestive Tune?

  • When an enemy is caught isolated from their team.
  • When an enemy is focusing your teammate.
  • When a melee attacker is focusing you.
Sends a forest wisp towards the cursor position that deals 220 damage per second to nearby enemies and heals nearby allies for 220 health per second, split between players. Inflicts Immobilize to enemies near the wisp when it is destroyed. Lasts for 2,2s. Pressing the button again after casting will pull you towards the wisp, destroying it. Destroying it this way will inflict Immobilize on enemies near you instead.  [R] Nature’s Companion

Nature’s Companion sends out a slow orb-like projectile that deals damage over time to enemies near it and heals nearby teammates over time while it travels. The damage and heal are split depending on how many enemies or teammates are within range of the orb. At the end of its life, the orb explodes, immobilizing nearby enemies.

The awesome part of Nature’s Companion is that you can cast it again while the orb is mid-transit and it’ll detonate the orb, instantly pulling Dryad towards it. If the orb is detonated, the immobilize will affect enemies near Dryad instead of the orb. This is such a good spell for burst damage, burst healing, or just plain escaping but keep in mind that it doesn’t go over walls nor does it pull you over gaps.

Nature’s Companion also has an EX version, which sends out a projectile to the target location. Upon reaching, it explodes, dealing considerable damage and removing all buffs from enemies in an AoE. It also heals teammates in the AoE and removes all debuffs from them. If you can catch enemies AND teammates together, this will instantly turn a fight around. For single target damage, the non-EX version is better.

When to use Nature’s Companion?

  • When an enemy has no outs and is running away. Throw it so that it coincides with their escape route.
  • When a teammate needs burst healing (hopefully they’ll walk along with it).
  • When you need to escape.

When to use Nature’s Companion EX?

  • When the enemy team is clumped together.
  • When your team is clumped together.
  • When you need to purge a debuff (teammates) or a buff (enemies).
Travels to target location, deals 260 damage, throws enemies away from you and inflicts Incapacitate when they land.  [F] Wild’s Vengeance

Dryad’s ultimate sends her barreling towards the target location. All enemies in her path take severe damage and are knocked into the air away from her. When they land, they are incapacitated.

If there is one spell in BLC that can completely screw up an enemy team’s formation, it’s this one. If Dryad can line up the entire enemy team, they’ll take massive damage AND lose their positioning, allowing her team to choose whichever enemy is the most vulnerable and blast them down.

Wild’s Vengeance can be combo’d for some serious burst damage. In extreme cases, Dryad can use it as an escape tool (immediately crossing over gaps or walls).

When to use Wild’s Vengeance?

  • When the enemy team is clumped together or lined up.
  • When you can knock some enemies over a wall or gap.
  • When you need burst damage.
  • When you need an emergency escape.

Basic Tactics, Techniques, and Combos

Not many outs. While Dryad has a ton of control, her only outs are Nature’s Aegis (not reliable for escaping) and Nature’s Companion (takes too long to cast). To maximize her survival, she should sit behind her teammates while staying close to the fight so she can take advantage of burst/control opportunities. Like Alchemist, the lack of a real escape spell requires Dryad to physically dodge a lot.

Needs peeling teammates. As an extension to the above point, Dryad fares best when she has teammates that can peel enemies off of her. Harbinger’s Blood Grip and Nether Shift are particularly good. Any bloodline with a pull (Glutton, Spear Master) or a shield (most tanks) will do well to keep her alive.

Suggestive Tune vs. melee. If you’re being focused by a melee attacker, consider using Suggestive Tune rather than Nature’s Aegis or Companion. You can force the melee to walk away from you, which means they’ll have to walk back (wastes time) or use a gap-closer ability (that’s one less out, so your team can beat on them).

Defensive escape combo. If you really need to escape, Dryad can blow both of her outs to guarantee escape. Throw out a Nature’s Companion then immediately cast Nature’s Aegis on yourself. While it’s traveling, use Aegis to block enemy attacks, then detonate the Companion to pull yourself to it.

Offensive burst combo. If an enemy has no Recovery HP, use this combo to put a big permanent dent in their health: Nature’s Wonder > M1 > Nature’s Companion. The burst damage from the Wonder-M1 combo is huge. The Companion damage is just icing on top of the cake.

Another offensive burst combo. This one isn’t as damaging but it is more controlling and leaves Nature’s Wonder open for other uses. The combo is: Suggestive Tune > break Suggestive Tune > Nature’s Companion > M1. Instantly breaking the Tune provides damage and a long-duration incap, which you can follow up with Companion and M1 damage.

Super ultimate combo. When the stars align and the perfect opportunity presents itself, use the following combo for maximum damage: Nature’s Wonder > M1 > Suggestive Tune > break Suggestive Tune > Nature’s Companion > M1. You can use Dryad’s ultimate at the start of the combo (makes it easier to set up Nature’s Wonder) or at the end (for finalized burst damage).

Characters: NoboOsT

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