ELEMENTALIST PVE DPS BUILD
Last updated: Update 46 - 29th July 2025
This is a roleplay build where I'm not always choosing the most optimal option
Elementalist DPS build which combines Fire, Ice and Lightning themes to deal a lot of damage. It is intended for Group content, not Solo.
This build also provides group support at all times, it increases everyones chance to inflict Status Effects by 100% thanks to the Status Knife and it increases enemies Flame damage taken by 6%. I will also include a gear setup using Alkosh and Zens Redress, if you want to fulfill the Zenkosh support role.
SUBCLASSING
Combination
Dragonknight - Ardent Flame
Warden - Winter's Embrace
Sorcerer - Storm Calling
Base Class
This build can use either Dragonknight, Warden or Sorcerer as your base class.
SKILL SETUPS
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups
| Front Bar | Back Bar |
|---|---|
| Slot 1: Molten Whip | Slot 1: Flames of Oblivion |
| Slot 2: Burning Embers | Slot 2: Arctic Blast |
| Slot 3: Hurricane | Slot 3: Engulfing Flames |
| Slot 4: Traveling Knife | Slot 4: Stampede |
| Slot 5: Barbed Trap | Slot 5: Winter's Revenge |
| Ultimate: Power Overload | Ultimate: Standard of Might |
Molten Whip - a strong spammable that will deal more damage after using other Ardent Flame skills (in this skill setup it's going to be
Burning Embers,
Flames of Oblivion,
Engulfing Flames and
Standard of Might) and will also grant you 300 Weapon and Spell Damage
Burning Embers - a single target DoT which heals you for 100% of the damage it causes
Hurricane - a skill that deals a lot of damage per cast and triggers the
Expert Mage passive, increasing your Weapon and Spell Damage by 108
Traveling Knife - a skill that increases enemies' chance to get affected by Status Effects by 100% which is a decent DPS boost for you and your entire group. It will also grant you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%.
Barbed Trap - a DoT that will also apply Hemorrhage status effect at the start and grant you Minor Force buff, increasing your Critical Damage by 10%. It will also trigger the
Slayer passive
Power Overload - an ultimate we won't be using most of the time, but we'll keep slotted on frontbar for the passive 108 Weapon and Spell Damage from
Expert Mage passive. When starting a fight with a lot of Ultimate stored up you can use
Power Overload light attacks until you're at 250 Ultimate and only then cast
Standard of Might
Flames of Oblivion - an ability that deals lots of damage per cast and passively grants you crucial Major Savagery buff, which increases your Critical Chance by 12%. It will also empower your
Molten Whip
Arctic Blast - an ability with a higher chance to proc the Chilled status effect, which deals increased damage thanks to the
Glacial Presence passive
Engulfing Flames - an AoE DoT that will empower your
Molten Whip and increase enemies' Flame damage taken by 6%
Stampede - a gap closer which leaves a ground DoT under your target which will constantly proc your Weapon Damage enchantment and increase your Direct Damage done thanks to
Merciless Charge set
Winter's Revenge - a ground DoT that deals massive damage when you count in the Chilled procs, triggered thanks to this skill's increased innate chance to proc status effects
Standard of Might - an extremely strong ultimate that will deal AoE damage, increase all of your damage done and decrease your damage taken. Try to stack up your DoTs before using it
Burning Embers is the first skill that has to go when you need to slot something situational, unless the situational skill specifically says that it's replacing something else, or unless you need the heal from
Burning Embers.
Winter’s Revenge is the second skill that has to go
Elemental Susceptibility - use it as your source of Major Breach whenever you're assigned to mechanics that separate you from your group, like for example portal in the Nahviintaas fight, Reef Hearts in the Reef Guardian fight, bridge in the Taleria fight, etc.
Resolving Vigor - a more reliable self heal for fights where you can't heal with
Burning Embers (because enemies become periodically immune) or with
Arctic Blast (because you're constantly surrounded by enemies)
Critical Surge - a very strong self-heal which is also a source of Major Brutality and Sorcery
Proximity Detonation - extremely good ability for trash packs, you can pre-cast it as you're running into them
Ulfsild's Contingency - decent AoE spammable which will deal high damage thanks to the
Piercing Cold passive
Northern Storm - an Ultimate you should use in trash packs. It's weaker than
Standard of Might when you can utilize its full duration but this will almost never happen in trash packs which usually die way faster
Whirling Blades - a Stamina-costing AoE spammable which also executes low Health enemies. Very useful because this build struggles with Magicka sustain, especially in trash packs
Priority List
I don't use a static rotation so this is just a list of priorities. Simply recast abilities when they run out and follow this list of priorities when there are multiple things to refresh
- If you're starting the fight with a lot of Ultimate stored up, activate
Power Overload and use it to empower your Light Attacks until you're at 250 Ultimate, at which point you should use
Standard of Might - Use
Traveling Knife. You can refresh it a bit early because letting Major Brutality buff drop is really bad - Use
Barbed Trap - Use
Stampede - Use
Arctic Blast - Use
Winter’s Revenge - Use
Molten Whip if it's at 3 stacks - Use
Flames of Oblivion - Use
Engulfing Flames - Use
Burning Embers - Use
Standard of Might - Use
Molten Whip
Pre-buff
These abilities can be pre-cast before entering combat
Final Setups
A few examples of final setups you could end up with after applying the situational skills to the base setup
A setup for trash packs
| Front Bar | Back Bar |
|---|---|
| Slot 1: Molten Whip | Slot 1: Flames of Oblivion |
| Slot 2: Engulfing Flames | Slot 2: Arctic Blast |
| Slot 3: Hurricane | Slot 3: Proximity Detonation |
| Slot 4: Ulfsild's Contingency | Slot 4: Stampede |
| Slot 5: Whirling Blades | Slot 5: Winter's Revenge |
| Ultimate: Power Overload | Ultimate: Northern Storm |
EXPLANATION:
- In this setup
Molten Whip is slotted just for the Weapon and Spell Damage bonus it grants you after using Ardent Flame abilities.
Ulfsild's Contingency is your main spammable. You should still switch to
Molten Whip if there's only one enemy left
Burning Embers is replaced by
Proximity Detonation
Proximity Detonation and
Engulfing Flames swap their places around
Barbed Trap is replaced by
Whirling Blades, because it helps you sustain your Magicka by giving you access to a Stamina spammable. It's also a very strong spammable when enemies are low Health. You don't need the Minor Force from
Barbed Trap thanks to the trash setup using
Velothi Ur-Mage’s Amulet
Standard of Might is replaced by
Northern Storm
A setup you should use if you don't want to ever swap your skills around
| Front Bar | Back Bar |
|---|---|
| Slot 1: Molten Whip | Slot 1: Flames of Oblivion |
| Slot 2: Engulfing Flames | Slot 2: Arctic Blast |
| Slot 3: Hurricane | Slot 3: Burning Embers |
| Slot 4: Traveling Knife | Slot 4: Stampede |
| Slot 5: Barbed Trap | Slot 5: Winter's Revenge |
| Ultimate: Power Overload | Ultimate: Standard of Might |
EXPLANATION:
- The only change is swapping
Engulfing Flames and
Burning Embers around. This way, you can use
Engulfing Flames as a "makeshift" AoE spammable
PASSIVES
There are no passives you need to skip with this build
Class
Weapon
Armor
Guild
Racial
Craft
Class - Ardent Flame
Combustion - High Priority
Warmth - High Priority
Searing Heat - High Priority
World in Ruin - High Priority
GEAR
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
Default setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Light | |||
![]() Shoulders |
Light | |||
![]() Chest |
Medium | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Medium | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Greatsword |
When choosing different situational sets you should usually replace
Slivers of Null Arca and
Zaan.
Runecarver’s Blaze is very strong in both Single Target and AoE fights so most of the times there's no point in replacing it.
The base setup uses 2 Medium and 5 Light armor pieces. You can gain more DPS from using more Medium armor but it'll cause sustain issues so you'll have to get additional sustain from for example changing food. You might also already have bonus sustain from certain racials, like for example from being a Breton
For example, a default setup for trash packs would replace
Slivers of Null Arca with
Sul-Xan’s Torment and Zaan with
Velothi Ur-Mage’s Amulet
Gear that can be stronger than the setup from the table in specific situations or when specific circumstances are present
Ansuul’s Torment - the most reliable set which works well both in Single Target and AoE fights. It has a penetration line which allows you to use more Medium Armor
Velothi Ur-Mage’s Amulet - the best option for trash packs and AoE fights where your Light Attacks weren't contributing much to the total DPS anyway
Sul-Xan’s Torment - the best set for trash packs and for bosses that regularly spawn smaller adds
Highland Sentinel - the strongest set if you are able to stand still in a certain encounter
Roar of Alkosh - a support set that allows you to provide 6000 penetration for your team, as long as they provide you with at least 1 synergy every 10 seconds. It's extremely beneficial to have at least 1
Alkosh user in groups.
Ze’n’s Redress - a support set which increases enemies damage taken by up to 5% based on your amount of DoTs. This build has enough DoTs to always get the 5% bonus without any changes to the skill setup.
Gear that is easier to obtain and can be used while you work towards the best gear
Crafted:
All of these are tradable and can be bought from other players
No Overland, Dungeon or Trial gear is listed as the Crafted options are superior.
Final Setups
A few examples of final setups you could end up with after applying situational rules to the base setup
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Light | |||
![]() Shoulders |
Light | |||
![]() Chest |
Medium | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Light | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Greatsword |
ADDITIONAL INFO:
This is a setup you should use if you have no access to any Trial gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | |||
![]() Shoulders |
Light | |||
![]() Chest |
Medium | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Medium | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Greatsword |
ADDITIONAL INFO:
Slivers of Null Arca gets replaced by
Tide-Born Wildstalker- It uses 1 additional Medium armor piece because
Tide-Born Wildstalker has a penetration line
This is a more universal setup which will do well in any fight, whether it's AoE or Single Target focused. Use it if you don't want to ever adjust your gear for specific fights
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | |||
![]() Shoulders |
Light | |||
![]() Chest |
Medium | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Medium | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Greatsword |
ADDITIONAL INFO:
Slivers of Null Arca gets replaced by
Ansuul’s Torment because it's a more reliable set which works in both AoE and Single Target fights- It uses 1 additional Medium armor piece because
Ansuul’s Torment has a penetration line
This is the ideal setup for trash packs
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Light | |||
![]() Shoulders |
Light | |||
![]() Chest |
Medium | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Medium | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Greatsword |
ADDITIONAL INFO:
Slivers of Null Arca gets replaced by
Sul-Xan’s Torment
Zaan gets replaced by
Velothi Ur-Mage’s Amulet
This is a setup for fulfilling the "Zenkosh" support role
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | |||
![]() Shoulders |
Light | |||
![]() Chest |
Medium | |||
![]() Hands |
Medium | |||
![]() Belt |
Medium | |||
![]() Legs |
Medium | |||
![]() Boots |
Medium | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Greatsword |
ADDITIONAL INFO:
Runecarver’s Blaze is replaced by
Z’en
Slivers of Null Arca is replaced by
Roar of Alkosh- You can also use the armor weight composition shown here with the Regular
Runecarver’s Blaze/
Slivers of Null Arca setup when someone else in your group is providing penetration with their
Roar of Alkosh
CHAMPION POINTS
Warfare
Deadly Aim (6% Single Target Damage)
Master-at-Arms (6% Direct Damage)
Wrathful-Strikes (205 Weapon and Spell Damage)
Fighting Finesse (8% Critical Damage and Healing)
Fitness
Boundless Vitality (1400 Max Health)
Fortified (1731 armor)
Sustained by Suffering(150 Health, Stamina and Magicka Recovery when debuffed)
Rejuvenation (90 Health, Stamina and Magicka Recovery)
ADDITIONAL INFO:
- Replace
Deadly Aim with
Biting Aura in AoE fights - In fights with lots of adds
Siphoning Spells and
Bloody Renewal can be stronger than
Rejuvenation and
Sustained by Suffering
RACE
The difference between best and worst race is about 5% of DPS and there is no content in the entire game that you'd be blocked from completing because of choosing a bad race.
Best race for 12-man content - High Elf, Dark Elf
Best race for 4-man content - Khajiit
Other decent options: Orc, Breton
MUNDUS
Use
The Thief Mundus, which increases your Critical Chance
ATTRIBUTES
HEALTH
0
STAMINA
0
MAGICKA
64
You should always put all 64 attribute points into Magicka
FOOD
Your sustain can vary greatly because it's impacted by your armor weight composition, your race, the amount of synergies provided by your teammates, or even by the fact whether you're debuffed in a certain fight. Choose the food with more Magicka Recovery if you can't sustain
With Max HP - for most content:
Artaeum Pickled Fish Bowl - Max Health, Max Magicka. Use it for most of regular content.
Solitude Salmon-Millet Soup is a cheaper alternative
Clockwork Citrus Filet - Max Health, Max Magicka, Magicka Recovery. Use it when you need more sustain.
Witchmother's Potent Brew is a cheaper alternative.
Without Max HP - for parsing or content where you know you can get away with it:
Tomato Garlic Chutney - Max Magicka
Ghastly Eye Bowl - Max Magicka, Magicka Recovery
POTIONS
Most of the time you should use Tri-Stat potions (Restore Health, Restore Stamina,
Restore
Magicka). They'll greatly improve your sustain. You can craft them by combining
Columbine,
Bugloss
and
Mountain's Flower.
There are better potions but they're extremely expensive. Heroism potions (Heroism,
Restore
Stamina, Restore Magicka) can provide a 100% uptime on Minor Heroism buff which
generates
ultimate, but they're expensive because they're crafted by combining
Dragon Rheum,
Dragon's Blood
and
Columbine.
PARSE
Combat Metrics screenshot of the 125k parse
Recording of a 132k parse with Highland
OTHER PARSES
Highland - 132.3k DPS
GAMEPLAY
Logs of Veteran Trials I've finished using this build
Lucent Citadel - https://www.esologs.com/reports/8zCKtpFVPa92Gfnd
Kyne's Aegis and Lucent Citadel - https://www.esologs.com/reports/R7qjPCtNv3r6zcZm
THANKS FOR READING
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