Nature Healer Guide
139,606 views | Nature / Powers / Traits

Nature wield poisonous botanical powers to restrain and overwhelm your enemies and to soothe the wounds of allies. This power is available for all players for FREE during Character Creation.

Nature Healer guide is updated to GU73. You can check videos from DCUO Youtubers below to learn more about other loadouts and rotations.


This Loadout is focused on Hybrid Playstyle allowing your character to use a mix of weapon and super power attacks attacks. Players must unlock these stat points after unlocking required Weapon Combos , Weapon Mastery Combos and Movement Innates (7 Skill Points)

  • Focus: Hybrid – Use 1 Skill Point
    • Unlock Weapon Mastery Combos, and Movement Abilities before unlocking this Stat
  • Critical Healing Chance – Use 20 Skill Points
    • Required: 10 Skill Points – Suggested: 15 Skill Points – Recommended: 20 Skill Points
  • Critical Healing Magnitude – Use 40 Skill Points
    • Required: 10 Skill Points – Suggested: 30 Skill Points – Recommended: 40 Skill Points
  • Restoration– Use 175 Skill Points
    • Low Skill Points (less than 60): Spend Required skill points in Criticals before unlocking these Stats
    • Mid Skill Points (between 75 and 90): Spend Suggested Skill Points in Criticals before unlocking these Stats
    • Proper Skill Points (more than 100): Spend Recommended Skill Points in Criticals before unlocking these Stats
  • Might and Power – Improve your power pool once all Restoration is unlocked


Click Power Icons to display their Tooltip






  • Blossom [1] is your primary Heal allowing to restore Health to yourself and the most injured group member.
    • Restores additional health when used on allies with Pheromones
  • Metabolism [2] is your secondary Heal. Use it for healing you and up to three group members. Great for healing enemies damage over time inflicted on multiple allies
    • Releases Pheromones endowing allies with healing over time
  • Cross Pollination [3A] creates a wave of pollen to heal yourself and allies within range over time, growing in strength with every ally healed
    • Releases Pheromones endowing allies with healing over time
  • Flourish [4] heal yourself and allies instantly and then deploy additional healing over time
    • Spreads and refreshes  Pheromones on allies.
  • Swarm Shield [5] is your emergency shield. This Shield will surround you and up to three group members.
    • This is perfect for protecting allies from NPCs when the Tank is unable to grab their aggro
  • Regeneration [6] should only be used on emergency situations. This superpower heals over time  to yourself and your group members
Alternate Healer Powers



  • According to the situation, players are able to choose between the two three superpowers.
    • Cross Pollination [3A] is great for healing allies when they are always in range
      • Releases Pheromones endowing allies with healing over time
    • Savage Growth [3B] adds an additional healing over time
      • Releases Pheromones endowing allies with healing over time
    • Bloom [3C] is great when you need to heavy heal all your allies in range fast.  However, it requires channeling and it is Vulnerable to Interrupt
      • Releases Pheromones endowing allies with healing over time

nature healer Tips

  • Don’t use all your Heals at the same time. Mastering their cooldown will prevent your group from dying and increase your survival chances against powerful Bosses
  • Keep your Shields ready for emergencies. Using them when not necessary will be catastrophic in Bosses or Multiple NPCs fights
  • Flourish [4] spreads and refreshes Pheromones on allies. This is great for keeping your Pheromones active all the time without reusing other healing superpowers
  • Cross Pollination [3A] will only heal allies within range, it is imperative to coordinate the location of this heal with your allies
  • If you choose Bloom [3C] for your loadout, it is recommended to equip Empowered Channeling (tactical mod)
    • This mod will make Bloom [3C] no longer Vulnerable to Interrupt, prevent standard control effects and increase Defense and Toughness by 5%

Tactical MODS

    • Restorative Adapter: Weapon attacks heal you and three other group members a small amount. This effect may only occur once every 20 seconds
  • NECK
    • Fortified Restoration: Increases your Restoration by 5% until you are hit by an attack. This effect is reapplied every 10 seconds
  • BACK
    • Breakout Regeneration: Gain Health regeneration for 4 seconds after using the Breakout ability
    • Breakout Protection: your Defense and Toughness is increased by 10% for 4 seconds after using the Breakout ability
  • FEET
    • Explosive Block: Your Block Counter knocks enemies much further away and increases their helpless duration by up to 1 second
    • Quick Healing: Gain an additional 2% bonus to Healing Received
    • Reserve Tank: Increases your maximum Power pool by 5%
    • Regenerative Shielding: Heal yourself when using a Shield super power
    • Empowered Channeling: Channeled super powers are no longer Vulnerable to Interrupt, prevent standard control effects and increase Defense and Toughness by 5% while active. This mod affects: Bloom [3C]

Equipmend MODS

    • Restoration & Might
    • Restoration
    • Restoration & Health


Nature Healing Loadout | Empathize
Nature Healer | CoDextraPerformance

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165 comments on “Nature Healer Guide
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  1. Im having a hard time deciding which power to chose from. What power would you say is most useful and most beneficial in different types of situations. What’s the difference between them? Do people prefer 1 more than the other?

    • DCUO Bloguide Post author

      Hello Ymike, thanks for your question. In my opinion, i like ice because it is one of the most wanted tanks in-game plus its AM at the moment (using correctly) allows you to never run out of power. Nature and Sorcery are great healers. For DPS, Sorcery and Earth are dealing the heaviest damage ingame with their pets

  2. Hello I am nature healer my restoration is over 17000. I have been playing DC less than a year and I am trying to find the best loadout that will help me heal. Any help would be greatly appreciated.

    • DCUO Bloguide Post author

      Hello Diva, you can use this build for nature healing. Once you are great with it and if you like using Insectoid Form you should try healing in that form 🙂

  3. Mrs Honest

    this is a healer question in general, but does the more power you have enable you to use more abilities? Because if that were the case, wouldn’t it be better to take reserve tank chest tactical mod instead of quick healing so you can heal more without running out of power?

    • DCUO Bloguide Post author

      Hello Mrs. Honest, healers will always need controllers for Alerts and Raids which is why quick healing is recommended for healers. Having reserve tank tactical mod will increase your power pool but no matter what you do, if you dont have a controller having that extra power stats wont help when you need to heavy heal your allies

  4. VanityVine

    Plz help I’m nature healer and I got the white modes from my base 1 and 2 but only weapon and neck modes are showing what do I do

    • DCUO Bloguide Post author

      Hello Vanity thanks for your question. Tactical MODS Upgrade I only shows weapon MODS, Tactical MODS Upgrade 2 only shows Neck MODS, when you get Tactical MODS Boost 1, it will unlock Back, Feet, Chest, and Hand Tactical MODS

  5. Arlakh

    Hi, guys! Awesome site. Good job.

    I’m a Nature healer and I have 2 questions about the power:

    1º) The insectoid form’s right-click attacks are white numbers, so I assumed they were related to my precision. But when I use Hive Mind, it more than triplicates the damage. With that shock (similar to pulse beam, if I’m not wrong) I hit the sparring for ticks of 6 average damage before HM, and 21 average damage after HM. Since HM is a might buff (yellow numbers), it made me confused. Could you explain this to me?

    2º) By what i read, it would be better to use insectoid form if you are a nature healer, but many people don’t do so, cause they hate the looks of it and also like to see their gear. I’m quite the opposite, =P. Love the “bug”. So my loadout is (Blossom / Sav. Growth / Metabolism / Hive Mind / Swarm Shield / “bug”). I have Regeneration at Healer form, so I can bug-off, use it and bug-on. But I don’t really like keep changing forms. Do you guys think it would still be effective to take one of my pheromone powers, let’s say Sav.Gr., out of the loadout to put Regeneration in its place? Could (Metabolism->Blossom) be enough till the group need the Regeneration?

    Thx in advance, guys. Again, great site =).

    • DCUO Bloguide Post author

      Hello Arlakh, thanks for your support we are glad to be helpful.

      It is a great info you mentioned maybe Hive Mind improves your Insectoid attacks same as they were might base.
      Your loadout seems to be great and having pheromone powers is also a great idea but you should have them on normal form loadout. This will allow you to be a hybrid nature healer. However, being hybrid can be good for challenge and duos, Alerts and Raids will need you to be full bug form because you need to be more focused on keeping your team alive rather than doing damage 🙂

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