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|Guardian of Nature|
|Ranged DPS, Support, Healer|
- 1 General Description
- 2 Advanced Tips
- 3 Baseline abilities
- 3.1 What are they good for and with what should they be combined?
- 3.2 Masteries
- 3.3 Prime Skills
- 3.4 Perks
- 3.5 Example Build 1
- 3.6 Example Build 2
- 3.7 Matchups
- 3.8 References
Naturalist is a relentless guardian of nature. Also a child of it. Naturalists see to the healing of nature and dedicate their life to uphold the balance of the ecosystem. Gifted by the forest of the old land, they can grant their enemies a swift death or cure even the deadliest of diseases and wounds with the help of the very soil beneath their feet.
Main Class Passive
Will of the Forest - You restore 1 Mana with every tick of your damage and healing over time effects.
Baseline Abilities Info
Liana - Grows and grips a liana to propel yourself forward. | Cooldown: 10 seconds
Locust Swarm - Attacks enemies, dealing 10 Poison damage instantly and causing a disease that deals 30 additional damage over 20 sec, stacking up to 10 times. | Cooldown: 3 seconds
Sleep Powder - Puts enemies to sleep for 4 sec. They will wake up if they take more than 50 damage from any source. | Cooldown: 20 seconds
Immunotoxin Darts - Shoots a poisonous dart that deals 100 Poison damage and reduces healing taken by 50% for 3 sec. | Cooldown: 20 seconds
Resuscitate - Restores 100 health instantly and additional 100 health over 3 sec, increasing all healing taken by 30% for the duration. | Cooldown: 20 seconds | Cast time: 1 second
Venomous Armor - Reduces damage taken by 20% and deals 40 damage over 5 sec to attackers, stacking up to 10 times. | Cooldown: 30 seconds
Living Breath - Makes your damage and healing over time effects on allies and enemies in front of you tick 100% faster. | Cooldown: 0 seconds
Invigorate - Restores 100 health instantly, 200 health over 10 sec and 200 additional health when the effect expires. | Cooldown: 0 seconds
Overgrowth - Creates an area of overgrowth that exists for 8 sec and deals 20 damage per second. Enemies entering it for the first time will also be rooted for 3 sec. | 100% Ultimate Charge Required
Every Class has a total of 5 Points which they can spend on the class specific cards as well as the common cards combined:
Class Specific Cards
Agony - Enemies at or below 20% health receive critical damage from your poisons and deseases. | Cost: 1 Points
Rampant Growth - Increases your instant and direct healing by 50%. | Cost: 1 Points
Common Cards (Maximum Points 5/5)
Vitality: Increases health by 10%. |Cost: 1 Point
Nimble: Increases movement speed by 10%. |Cost: 1 Point
Preparation: Increases your upgrade points by 2. |Cost: 1 Point
Fortune: Increases the chance of your procs by 50 percent. |Cost: 1 Point
Upgrades (2 Points Per Round)
Short explanation: Upgrades can only be chosen in game. You start with 2 points and get 2 points each round. You're able to put 4 points max in each upgrade. (Stalker gets 4 points at the start of the arena match because of his passive Unfair Advantage)
Clarity: Increases your class resource gain by 4% up to 16%.
Resolution: Increases your ultimate energy gain by 4% up to 16%.
Resilience: Reduces crowd control duration by 4% up to 16%.
Adaptation: Reduces trinket cooldown by 8 seconds up to 32 seconds.
Unbreakable: Reduces damage taken by 40 percent while below 100 health up to 400 health.
This section dives deeper into each baseline ability and how to properly maximize their potential and presents different example builds for different matchups.
What are they good for and with what should they be combined?
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1. Amulet of Endurance: .
2. Runic Bandage: .
3. Amulet of Healing: .
4. Revival: .
Example Build 1
Example Build 2
Against a Cleric
Against a Judicator
Against an Outlaw
Against a Ranger
Against a Warrior
Against a Witch
Against a Wizard