Through Green Balance, a Warden calls on the regenerative properties of nature itself. Every Green Balance ability features some sort of healing effect, making the Warden one of just two classes with a skill line dedicated to healing.
Aspiring Healers will find plenty of options for instant heals, area-of-effect heals, and healing over time, but there are two abilities that any Warden would do well to consider. Fungal Growth offers a Stamina morph, making it one of the most effective heals a Stamina-focused player could place on their Action Bar; Living Vines is a great way to boost survivability during difficult battles.
Ultimate Ability
Secluded Grove
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Prerequisite: Green Balance Rank 12 Cast Time: Instant Target: Ground Range: 28 meters Radius: 8 meters Duration: 6 seconds Cost: 75 Ultimate |
This ability conjures a healing forest at a location of your choosing, instantly restoring Health to you and/or any allies within its area of effect. The forest continues to heal you and all allies in the area for the next six seconds. Offering a combination of instant healing and healing over time, Secluded Grove is a great group-support ability. It’s also a very inexpensive Ultimate Ability, making it an excellent option for dedicated Healers. |
Secluded Grove Morphs
| Icon | Name | New Effect |
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Enchanted Forest |
The caster gains 20 Ultimate if the ability heals an ally under 50% Health. |
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Healing Thicket |
Healing continues for four seconds after the ability ends. |
Active Abilities
Fungal Growth
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Prerequisite: Green Balance Rank 1 Cast Time: Instant Target: Cone Radius: 20 meters Cost: 4591 Magicka |
This ability conjures a large patch of mushrooms that heals you and all allies in your frontal cone. As an instant heal with a moderate area of effect, Fungal Growth is an excellent ability for those concerned with survivability—and because it’s one of the game’s few on-demand heals that offers a Stamina morph, this ability is a viable option for any Warden build. |
Fungal Growth Morphs
| Icon | Name | New Effect |
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Enchanted Growth |
Affected targets also gain Minor Intellect and Minor Endurance, increasing Magicka/Stamina Recovery by 10% for 20 seconds. |
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Soothing Spores |
(Stamina morph) The ability now costs Stamina; when healing an ally less than eight meters away, the heal is 15% stronger. |
Healing Seed
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Prerequisite: Green Balance Rank 4 Cast Time: Instant Target: Ground Range: 28 meters Radius: 8 meters Duration: 6 seconds Cost: 3240 Magicka |
This ability summons a field of flowers that blooms after six seconds, healing you and all allies in the area. The field also allows allies to activate the Healing Seed Synergy, granting them an additional five-second healing effect. Healing Seed is another solid group heal, and the featured Synergy makes it an excellent support ability. The effect’s six-second delay means that positioning and proper timing are vital, but it also allows for powerful healing combinations. Note that only one field may be active at a time—activating a second Healing Seed will remove an existing field before it has a chance to bloom. |
Healing Seed Morphs
| Icon | Name | New Effect |
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Budding Seeds |
Activating this ability at any time during the effect causes a field to bloom instantly. |
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Corrupting Pollen |
Enemies who enter the field are afflicted with Major Defile, reducing their healing received by 30% for four seconds. |
Living Vines
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Prerequisite: Green Balance Rank 20 Cast Time: Instant Target: Area Area: 28 x 12 meters Duration: 10 seconds Cost: 2700 Magicka |
This ability conjures tangling vines around you or the lowest-Health ally in front of you for 10 seconds. While the ability lasts, the vines restore a bit of the target’s Health each time they take damage; this effect can occur once per second. Its 10-second duration makes Living Vines a useful pre-pull cast for melee characters and area-of-effect specialists, and it’s a great way for dedicated Healers to support their Tanks between larger heals. |
Living Vines Morphs
| Icon | Name | New Effect |
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Leeching Vines |
All enemies that attack the target are afflicted with Minor Lifesteal for 10 seconds. |
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Living Trellis |
When the ability ends, the vines grant their target an additional heal. |
Lotus Flower
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Prerequisite: Green Balance Rank 30 Cast Time: Instant Target: Area Radius: 12 meters Duration: 20 seconds Cost: 2971 Magicka |
This ability invokes a lotus blessing that heals you or an ally each time you use a light or heavy attack. The amount healed is determined by the damage done by these attacks. The nature of Lotus Flower means it’s most beneficial to players who weave frequent weapon strikes into their attack rotations. However, the powerful buffs offered by the available morphs make Lotus Flower a useful ability for a wide variety of Warden builds. |
Lotus Flower Morphs
| Icon | Name | New Effect |
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Green Lotus |
The blessing also grants the caster Major Savagery, increasing Weapon Critical by 2191 for 20 seconds. |
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Lotus Blossom |
The blessing also grants the caster Major Prophecy, increasing Spell Critical by 2191 for 20 seconds. |
Nature’s Grasp
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Prerequisite: Green Balance Rank 42 Cast Time: Instant Target: Ally Range: 22 meters Duration: 10 seconds Cost: 4051 Magicka |
This ability allows you to swing to the targeted ally, granting them a 10-second healing effect upon your arrival. Nature’s Grasp serves as both a support heal and an escape ability, making it a great option for builds intended for Trials or PvP content. However, because it requires a targeted ally, this ability isn’t a particularly good fit for those who prefer to adventure alone. |
Nature’s Grasp Morphs
| Icon | Name | New Effect |
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Bursting Vines |
Swinging to an ally grants them an instant heal rather than a 10-second healing effect. |
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Nature’s Embrace |
Using this ability also heals the caster. |
Passive Abilities
Green Balance Passives have no effect outside of Green Balance abilities; those planning to slot at least one of this skill line’s abilities should consider investing in all available Passives. Wardens relying on other healing sources would do well to spend their Skill Points elsewhere.
| Name | Description | Prerequisite | |
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Accelerated Growth |
Rank 1: When healing yourself or an ally under 40% Health with a Green Balance ability, you gain Major Mending, increasing your healing done by 25% for 1.5 seconds. |
Green Balance Rank 8 |
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Accelerated Growth |
Rank 2: When healing yourself or an ally under 40% Health with a Green Balance ability, you gain Major Mending, increasing your healing done by 25% for three seconds. |
Green Balance Rank 18 |
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Nature’s Gift |
Rank 1: When healing an ally with a Green Balance ability, gain 125 Magicka or 125 Stamina. (Restores your lowest resource pool.) |
Green Balance Rank 14 |
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Nature’s Gift |
Rank 2: When Healing an ally with a Green Balance ability, gain 250 Magicka or 250 Stamina. (Restores your lowest resource pool.) |
Green Balance Rank 27 |
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Emerald Moss |
Rank 1: Increases healing done for Green Balance abilities by 1% for each Green Balance ability slotted. |
Green Balance Rank 22 |
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Emerald Moss |
Rank 2: Increases healing done for Green Balance abilities by 2% for each Green Balance ability slotted. |
Green Balance Rank 36 |
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Maturation |
Rank 1: Healing yourself or an ally grants the target Minor Toughness, increasing Maximum Health by 10% for 10 seconds. |
Green Balance Rank 39 |
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Maturation |
Rank 2: Healing yourself or an ally grants the target Minor Toughness, increasing Maximum Health by 10% for 20 seconds. |
Green Balance Rank 50 |





















