Updated for patch 1.3.
Blossom can be a good support champion for newbies because she has a wide margin for error (can do well even when making lots of mistakes), but she has a learning curve before she reaches that point. Up until then, she can be surprisingly fragile.
She has a bit of everything — healing, control, burst damage — so she slots well into many comps and works well in solo queue. You can’t go wrong with Blossom. Her main downside is a lack of hard CC, but there are ways to play around that.
While the basic Thwack! ability is nothing special, charged Thwack! plays a key role in playing Blossom effectively. The bonus damage is great for chunking enemies who have no recovery health, but the snare is why it really shines: it slows them down enough to follow up with a big hit, whether that’s Boom Bloom, Tag, or a teammate’s nuke.
The charge mechanic means you have to be intentional when M1ing as Blossom. Wait for it to charge, then hold onto it until you see an opening. When an opportunity presents, burst down the target with M1 plus whatever follow-up you have.
Charged Thwack! reduces target’s damage and healing output by 40% for 1.5s.
Arguably Blossom’s most useful battlerite because it adds an extra dimension to her kit: instead of just being a healbot with a bit of burst damage, this lets her relieve incoming pressure on teammates and lets her come out ahead in 1v1 trades. Weakens are very versatile in Battlerite, so this is never a bad pick.
Your weapon recharges 30% faster.
Nature’s Cycle increases your threat by quite a bit. By upping the charged M1 frequency from every 6 seconds to every 4.2 seconds, you get more opportunities for bursting a target, more potential to come out ahead when trading 1v1, a higher snare uptime, and if you have Weakening Pitch, a higher weaken uptime. But it’s a situational battlerite, best picked against aggressive comps for the higher weaken uptime.
The base heal on Nourish is unimpressive, but it has two big benefits: first, it applies a Butterflies heal-over-time effect for extra sustain, and second, it has the fastest cooldown of all M2 heals in the game. Blossom is as close to a non-turret spam healer as it gets (i.e. not including Pestilus or Poloma).
To make full use of the Butterflies effect, you should cycle heals across teammates instead of burning all of your healing charges on one. A significant portion of Blossom’s healing comes from upkeeping Butterflies. This is much easier to do if you grab the Bountiful Tree battlerite (more on that under the Tree of Life ability).
Nourish heals for 2 bonus health when healing an ally, and Butterflies heal for 2 bonus health on an ally.
Kindhearted turns your 12+8 heal into a 14+10 heal, making it easier to cycle your M2 across teammates and keep Butterflies up. It may not seem like a lot, but think about how often you spam M2 — it adds up fast. And it’s even more useful when combined with the Bountiful Tree battlerite, which multiplies the bonus heal by however many teammates you hit. Against heavy pressure, this is a must-take.
You move 10% faster for each nearby ally affected by Butterflies.
In theory, Fluttering Grace should provide you with a near-permanent speed boost, but it requires that your teammates play defensively or that you play aggressively. It’s also obviously better in 3v3 than 2v2, since you’re more likely to be near a teammate at any given time, and you can get double the speed boost if both are near.
BUT… Blossom doesn’t really need a general speed boost. Hop and Tree and (when necessary) Gust are more than enough to keep her alive. If you need survivability, you can get more value with Weakening Pitch, Hop and Skip!, Refreshing Seed, or even Puff.
Hop does four things for you: iframe, invisibility, dispels movement debuffs, boosts movement speed.
This makes it worthwhile in so many different situations. The iframe is the most important benefit of course, and you should definitely save it for big nukes or disables. But if you’re rooted or snared, you can also Hop away to free yourself. Note that the invisibility dispels prematurely if you cast anything!
Hop is what makes Blossom hard to catch so don’t waste it. You’re extremely vulnerable once it’s down. If you use it to dodge something dumb (like an M1), to aggress on an enemy, or just to catch up to a teammate, you’re probably going to eat a lot of damage.
Gift of Nature
Leave a Lesser Boom Bloom seed behind when you use Hop. After 1.1s, the seed inflicts Stun on all nearby enemies for 0.8s.
It’s hard to get any value out of Gift of Nature. If you need to escape, Hop itself is more than enough and you barely buy more time with the stun — assuming the stun even hits, which it often doesn’t. What about for setting up attacks? Well, the stun may let you get in an M1 or possibly a Boom Bloom, but you could do that without the stun too and free up the slot for a more reliable battlerite. I never get this.
Hop and Skip!
Hop can be recast for a Lesser Hop towards target position.
This is a must-take versus heavy melee pressure. The second Lesser Hop lets you put a lot more distance between you and an enemy when they’re trying to tunnel you, which could be the difference between them catching up or not. But it’s also good in general as the second iframe could come in handy at times.
Hop and Skip! also proves useful in aggressive builds because you can Lesser Hop after Tag. This means you can burst someone down without sacrificing your position — just recast and hop out. And if you miss Tag? That’s fine too. Just hop out.
Note that Lesser Hop doesn’t provide invisibility (that’s what makes it lesser) and actually breaks Hop’s invisibility, so to get full value you should run as far as you can and recast just before the invisibility runs out.
Hop grants 15% increased damage and healing output to self and nearby allies for 3s.
With this battlerite, Hop and Tag grant the output-increasing buff to self and all teammates in a melee-range radius at the destination.
The problem with Nature’s Presence is that it only fits into Blossom’s kit if you have an aggressive Tag-based playstyle. If a teammate needs peeling, Tag the attacker and both you and the teammate get a sizable boost to output. Why not use Hop instead? Because it’s too valuable as an out, and you don’t want to waste it just for a temporary buff. You could think of it as “might as well get buffed every time I need to escape,” but then you have to ask if the gain is worth a battlerite slot. Probably not.
With this battlerite, the damage of Tag > charged M1 > Boom Bloom goes up from 60 to 66. Not a huge increase, and definitely not worth grabbing this battlerite just for that, but it’s still something to consider.
Hop invisibility duration is increased by 1s.
Extra invisibility is great because of the mindgame factor. One entire second gives you so much more room to change paths and end up where the enemy won’t expect you, and coupled with the Hop and Skip! battlerite, you can put even more distance between you and enemies when pressured.
Tree of Life (Q)
Blossom’s signature ability is a ground-target stationary object with a healing radius. It provides an initial heal when summoned, then keeps healing until it dies or runs out.
It collides with projectiles and takes damage from AOEs, so the tricky part is positioning it so that it heals without risk of it dying. But because it collides, you can use it to block big-nuke projectiles (like Ruh Kaan’s Shadowbolt or Pestilus’s Bloodsucker) and dashes (like Bakko’s Heroic Charge).
You can heal it with Nourish, but since it doesn’t have much health to begin with, you’ll have a hard time keeping it alive. You do get energy for healing it though, and since Blossom relies so much on energy to stay alive and be productive, farm it when you can.
Lastly, be careful against champions with bouncing abilities (like Poloma’s Ghost Wolf) and other abilities that trigger off hits (like Ashka’s Combustion battlerite or Varesh’s Powers Combined). Tree placement and timing become critical against those.
Tree of Life gains 10 bonus health.
Since Tree uptime is so important, Healthful Bark is one of the best battlerites you can take. It boosts the health of both Tree of Life and Forest Sanctuary, which dramatically increases Blossom’s survivability and support potential. When combined with Bountiful Tree and Forest Sanctuary, you can easily keep your Tree alive for the full duration while topping up your entire team’s health.
Tree of Life grants nearby allies a 35% Haste for 2.5s when destroyed or at the end of its duration.
Refreshing Seed is situationally useful against heavy pressure teams. You can put down a Tree or Forest Sanctuary, mitigate damage and heal up as much as possible even while getting attacked, then run away with the haste. It’s fast enough that it basically acts as another out, allowing you to save Hop/Tag and Gust for when you really need it.
When Tree of Life is healed by Nourish, all nearby allies are healed for the same amount.
Bountiful Tree is extremely useful because it effectively multiplies your healing output: instead of healing teammates one at a time, you can use one Nourish to heal many. It’s especially useful with Forest Sanctuary because Forest Sanctuary prevents you and teammates from taking damage. This makes it much easier to avoid or mitigate permanent damage, and the main reason why Blossom teams are so hard to kill.
Boom Bloom (E)
Boom Bloom can be used in three ways. First, as a peel or setup for teammates who are in trouble: as long as you can hit the target, it’ll be enough to get them to back off or eat the stun. Second, as an interrupter of channeled abilities. Third, as a way to bait enemy defensives — for this you need to know how to cancelcast. If you can bait out a counter or out, then you can freely follow up with your burst combo.
Hitting an enemy with a Boom Bloom seed recharges your weapon by 50%.
If you want more uptime on charged M1s, prefer Nature’s Cycle because it’s more reliable. Spring Growth can only be used every 10 seconds at most because that’s the cooldown of Boom Bloom, and you have to land it for the half-recharge. While you can get both Nature’s Cycle and Spring Growth if you want, it’s hard to justify taking up two slots that both do the same thing and add no extra utility to your kit.
Stuns inflicted by Boom Bloom last 0.4s longer.
I really don’t like this battlerite. Again, Boom Bloom has a long cooldown and you aren’t always using it straight off cooldown, and when you do, you can’t always expect the stun to hit. The extra 0.4 seconds can help as part of a combo with a teammate when Boom Bloom does hit, but do you really want to rely on an unreliable ability to set up combos? Blossom doesn’t really exist to fulfill that role.
Tag is Blossom’s key burst damage ability, but also an important out. You dispel all movement debuffs and dash forward. If you collide with an enemy, you knock them back, go invisible, and get a temporary speed boost. Best used when melees are tunneling you or when you need to peel for ranged allies. If you have Hop and Skip!, you can recast Lesser Hop even after using Tag.
The problem is that 25 energy is a lot to pay for a bit of burst damage and some knockback. If you miss, you’ve basically spent energy for a normal Hop. Use it when necessary, but be very intentional about it.
Forest Sanctuary (EX-Q)
Forest Sanctuary is Blossom’s most important ability by a mile. If you have energy, you should almost always prefer to use Forest Sanctuary over Tree of Life. The only time you’d deliberately use Tree of Life instead is when you’re out of combat and need to heal up. If there’s no incoming damage, then Forest Sanctuary won’t do anything for you.
Buff it up with the Healthful Bark and Bountiful Tree battlerites to turn it into one of the best abilities in the entire game. Stand within the Sanctuary’s radius and heal the Sanctuary instead of healing yourself. It’s as easy as that.
Gust pushes nearby enemies away from you and reflects any incoming enemy projectiles. You can move while it’s channeling, but your speed is snared a bit. Your turning rate is also slowed, so be careful to aim where you want it before you cast.
This isn’t something you want to spam — you probably won’t use it against most comps. If you need to put distance between you and an enemy, there are better and smarter ways than Gust. Only use it for this as a last resort. And don’t use it to reflect M1s. Save it for big abilities like Ashka’s Fire Storm, Jade’s Snipe, Jumong’s Steady Shot, etc. It requires fast reflexes for maximum value.
Recast Gust to launch a gust of wind that deals 12 damage and knocks you and the target apart.
As soon as you recast, you get knocked backwards. The Gust recast comes out as a piercing projectile, and when it hits a target, they get knocked back slightly. I personally use Gust mainly to reflect projectiles, in which case the recast rarely helps. It’s nice to have another source of damage, but it’s hard to justify 25 energy on it even when you take the knockback into consideration — Blossom really needs energy for Forest Sanctuary and Tag.
Dance of the Dryads (F)
Dance of the Dryads starts with a jump, then launches three sequential piercing projectiles that deal moderate damage, inflict a hefty weaken, and knock back slightly. The weaken is its main value: tagging every enemy can give your team an opportunity to pull ahead by quite a bit. Just be careful against reflects, counters, d-barriers, etc. Often times, I avoid using it altogether because the risk is usually greater than the reward.
Each consecutive wave of energy from Dance of the Dryads deals 8 damage.
Whereas the normal Dance of the Dryads projectiles deal 20/20/20 damage, Growing Power turns it into 20/28/36 damage — and you don’t have to hit any enemies for the damage to increase. If you miss the first two and hit the last, it’ll still deal 36 damage. Not a bad pick if you use it a lot, but since Blossom relies so heavily on Forest Sanctuary and Tag, you’ll probably have a hard time getting value out of this.
Blossom’s offense revolves around her charged M1. You can’t do much when it isn’t available, but when it is, you can chunk a target down quite a bit with a three-hit combo: Tag > charged M1 > Boom Bloom. Best done on a target that doesn’t have much recovery health. After that, you can follow up with a few more M1s if your team is ahead, or back off and heal up or support someone in need.
One thing about Blossom is that she can fall behind quite fast when she can’t maintain enough energy for Forest Sanctuary and Tag, so building that first 25 energy at the start of a round is important. You can do this with:
- 4 M1s (28 energy)
- Boom Bloom + 3 M1s (31 energy)
- 5 M2s (25 energy)
Or any combination of those three abilities. For example, 2 M2s + Boom Bloom + 1 M1 comes out to 27 energy. I’m just trying to give you a general sense of how much you have to do in order to secure that first bar of energy. Once you have it, you can switch gears knowing that a Forest Sanctuary is in your pocket.
Against counter champions, you need to cancelcast your M1s and Boom Blooms. They have long cast times and obvious cast animations — perfect for baiting defensives.
If you spot a nearby target without much recovery health and you have charged M1 and at least 50 energy, unleash your combo: Tag > charged M1 > Boom Bloom. If Tag connects, they probably won’t be able to dodge the M1 unless they use an out. And if M1 lands, then Boom Bloom is pretty much free.
Forest Sanctuary all day long. You can use M2 to heal teammates who are in normal engagements, but when they start losing permanent health or when they end up in a 1v2 situation or when you see a big attack coming (e.g. Ashka’s Flamestrike, Ruh Kaan’s Shadowbolt), put down a Forest Sanctuary.
Placement of the tree is important. When protecting teammates, put it in a spot that allows them to keep fighting while staying guarded. If you can, put it behind them so the enemies can’t attack it outright. And when you’re about to take AOE damage (e.g. Bakko’s Valiant Leap), put it outside the radius so it doesn’t take double damage.
If you’re getting tunneled, you have a few options. First, Weakening Pitch M1 lets you trade or heal up. Second, Forest Sanctuary absorbs hits while you trade or heal up. Third, if you have Hop and Skip!, you can Tag to push and then Lesser Hop in the opposite direction. Fourth, Boom Bloom and try to trade. Try not to overlap these options! For example, don’t weaken and then Hop away. Spacing them out is key to surviving as long as possible, otherwise you’ll be vulnerable for long stretches of time.
Gust is one of those “use it all the time or use it never” abilities, and it depends on the enemy comp. Jade? Ruh Kaan? Ashka? Even Lucie? Don’t spam it, but don’t hesitate to use it either — let them eat their own damage. But best not use it against melees. The separation isn’t enough to make the energy worth it, even with the Puff battlerite.
Blossom’s main combo of Tag > charged M1 > Boom Bloom deals a perfect 60 damage. This can be okay if you’re isolated and need to break it fast, but you can see the huge downsides: you have to waste your iframe, your weaken, and your only form of CC to secure it. Not worth it except when your team is already ahead.
You’re better off using your Forest Sanctuaries to gain control of mid and letting one of your teammates combo the orb instead. You can use charged M1s to help them bust it faster, or to snipe it if the enemy is trying to bust it. You can also use Tags to push the orb towards your team (if you’re somehow in a position that calls for that). But using one or two of your abilities is fine — just don’t use all of them.
- Weakening Pitch (M1)
- Kindhearted (M2)
- Hop and Skip! (Space)
- Healthful Bark (Q)
- Bountiful Tree (Q)
This build gives Blossom everything she needs to survive and keep her team alive. Weakening Pitch is just so good, allowing you to trade if someone dives you, but also reduces an enemy healer’s effectiveness. Hop and Skip! is great for escaping and Tagging without risking positioning. Healthful Bark and Bountiful Tree make your Forest Sanctuary nearly unkillable, and Kindhearted helps you keep it alive even longer. It’s everything good about Blossom wrapped up in one neat package.
- Weakening Pitch (M1)
- Nature’s Cycle (M1)
- Kindhearted (M2)
- Hop and Skip! (Space)
- Refreshing Seed (Q)
You can play this build in comps with heavy self-sustain, meaning they can survive without relying on your Forest Sanctuary. Nature’s Cycle gives you a ton of uptime on Weakening Pitch, and if you can hit 80% or more of them, you can severely hinder enemy pressure. The haste from Refreshing Seed gives your team a little bit more map control. Kindhearted supports the team. Hop and Skip! keeps you alive.
With only one hard escape and an unusual Tree mechanic that can take some getting used to, Blossom can actually be hard to play if you’re a brand new player. But once you get the hang of relying on Forest Sanctuary, Tag, and charged M1s as your main forms of influence over a round, you’ll start winning quick and often.