The battlefield is your grove. Tend to it.
Gain 333 Weapon and Spell Damage for each status effect on your target, up to a maximum of 1665.
Magicka Warden (MagDen) DPS Build for ESO Update 50. This is a pure class Warden setup with very good single target damage and useful support for the group.
The main setup is built for damage, but Warden can make a few small changes to become extremely supportive with minimal DPS loss. It can switch to Tundra's Maw to provide Major Brittle , or use an Ice Staff front bar to provide Minor Brittle .
Parsed 186.9k DPS in the Full Damage setup.
Works in normal and veteran dungeons, trials, hard modes, Dragonstar Arena, and Blackrose Prison.
This is a group build for Dungeons and Trials. If you're looking for a Solo build, check out the Magicka Warden Solo Build.
I built a simulator that takes the current setup from the guide and plays it through the listed rotation. It uses the listed gear, skills, Champion Points, race, Mundus, food, potions, target armor and target health. It tracks skill casts, light attacks, DoT ticks, cooldowns, execute scaling, crits and status effect rolls. It assumes 97% of light attacks hit and a 0.025 second weave average.
Comparison tables in this guide use the deterministic sim on the 21 million HP Iron Atronach trial dummy. The Base Setup is treated as the default.
For comparison tables I keep the setup identical and change one thing at a time. That makes the tables better for comparing options than random dummy parses, where one run can get better crits, different status effects or a better execute window.
The sim assumes Frost lines up cleanly with Stampede ticks. Real Stampede ticks are close to 1 second apart, but not exactly. In my 186.9k CMX parse for example, Frost hit at 19.198s, but Stampede ticked at 21.191s, which was 0.007s before the 2 second enchant cooldown was ready. Frost then waited for the next Stampede tick and hit at 22.241s. The same kind of miss happened from 25.201s to 28.223s and 36.536s to 39.538s, etc.
This makes the sim overperform by overcounting Frost compared to a real parse. In the real parse, Frost fired off on average every 2.45 seconds, even though the enchant's cooldown is only 2 seconds.
| Run | DPS |
|---|---|
| 21m deterministic sim | |
| 100 random 21m sims |
The Full Damage setup changes the Base Setup: Slivers of the Null Arca replaces Whorl of the Depths , Frost replaces Weapon Damage on the back bar, and the armor changes from 6 Light / 1 Medium to 5 Medium / 2 Light
| Run | DPS |
|---|---|
| 21m deterministic sim | |
| Real 21m CMX parse | |
| 100 random 21m sims |
Class Masteries are a new U50 system where each class picks 2 of 5 passive bonuses (Class Mastery Points, not Skill Points). Activating subclassing disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.
The battlefield is your grove. Tend to it.
Gain 333 Weapon and Spell Damage for each status effect on your target, up to a maximum of 1665.
Simply the best damage option.
Tap into the wellspring of permafrost's resolve.
Upgrades to also activate when casting Winter's Embrace abilities and to grant 15% Weapon and Spell Damage for 10 seconds if you are at full Health after the heal.
Simply the best damage option.
Expose your enemies to unrelenting cold.
Applying to an enemy also applies for 2 seconds, increasing their Critical Damage taken by 20%.
Replaces Glacial Obstinance . It can provide an extremely strong buff to your group, and it's roughly a 7.4% DPS loss.
The twisting of seasons has tempered your will.
Reduce your damage taken by 3% for every status effect active on your attacker, up to a maximum of 15%.
Not useful for this setup.
Share in the spoils of nature's abundance.
Upgrades rank 2 of to grant you and your group members for 3 seconds and an additional 125 Magicka and Stamina, up to once every 2 seconds.
Not useful for this setup.
| Class Mastery | Simulated Parse | Damage Change |
|---|---|---|
| Wild Adaptation + Glacial Obstinance | Baseline | |
| Wild Adaptation + Tundra's Maw | -7.4% |
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: Traveling KnifeFrost / Assassin's Misery / Berserk | Slot 1: Winter's RevengeMorph of Impaling Shards |
| Slot 2: Subterranean AssaultMorph of Scorch | Slot 2: Arctic BlastMorph of Arctic Wind |
| Slot 3: Ulfsild's ContingencyFrost / Lingering Torment / Force | Slot 3: Lotus BlossomMorph of Lotus Flower |
| Slot 4: Barbed TrapMorph of Trap Beast | Slot 4: StampedeMorph of Critical Charge |
| Slot 5: Cutting DiveMorph of Dive | Slot 5: Blue BettyMorph of Betty Netch |
| Ultimate: Wild GuardianMorph of Feral Guardian | Ultimate: Wild GuardianMorph of Feral Guardian |
Whenever you need to slot situational skills, replace Cutting Dive unless stated otherwise
| Rotation | Simulated Parse | Damage Change |
|---|---|---|
| Priority List | Baseline | |
| Static Rotation | -7.7% |
Priority List
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.
Static Rotation
This might be easier for some players, but it is weaker than the priority list.
Lotus Blossom stays outside this repeating Static Rotation because it lasts 60 seconds. Refresh it separately when it runs out.
If the fight is about to end, you can use Wild Guardian 's active ability instead of holding the Ultimate.
Pre-buff
These abilities can be pre-cast before entering combat
A few examples of final setups you could end up with after applying the situational skills to the base setup
Example of a setup you can use for trash packs
| Front Bar | Back Bar |
|---|---|
| Slot 1: Traveling KnifeFrost / Assassin's Misery / Berserk | Slot 1: Winter's RevengeMorph of Impaling Shards |
| Slot 2: Subterranean AssaultMorph of Scorch | Slot 2: Channeled AccelerationMorph of Accelerate |
| Slot 3: Ulfsild's ContingencyFrost / Lingering Torment / Force | Slot 3: Lotus BlossomMorph of Lotus Flower |
| Slot 4: Arctic BlastMorph of Arctic Wind | Slot 4: StampedeMorph of Critical Charge |
| Slot 5: Whirling BladesMorph of Whirlwind | Slot 5: Blue BettyMorph of Betty Netch |
| Ultimate: Wild GuardianMorph of Feral Guardian | Ultimate: Wild GuardianMorph of Feral Guardian |
Changes compared to the Base Setup
Example of a setup you can use when using a Destruction Staff on your frontbar instead of Dual Wield
| Front Bar | Back Bar |
|---|---|
| Slot 1: Wield SoulFrost / Lingering Torment / Resolve | Slot 1: Winter's RevengeMorph of Impaling Shards |
| Slot 2: Subterranean AssaultMorph of Scorch | Slot 2: Arctic BlastMorph of Arctic Wind |
| Slot 3: Ulfsild's ContingencyFrost / Lingering Torment / Force | Slot 3: CarveMorph of Cleave |
| Slot 4: Barbed TrapMorph of Trap Beast | Slot 4: StampedeMorph of Critical Charge |
| Slot 5: Elemental SusceptibilityMorph of Weakness to Elements | Slot 5: Blue BettyMorph of Betty Netch |
| Ultimate: Wild GuardianMorph of Feral Guardian | Ultimate: Wild GuardianMorph of Feral Guardian |
Changes compared to the Base Setup
Class - Animal Companions
Bond with Nature
- High Priority
Savage Beast
- High Priority
Flourish
- High Priority
Advanced Species
- High Priority
Class - Green Balance
Accelerated Growth
- Medium Priority
Nature's Gift
- High Priority
Emerald Moss
- Low Priority
Maturation
- High Priority
Class - Winter's Embrace
Glacial Presence
- High Priority
Frozen Armor
- High Priority
Icy Aura
- High Priority
Piercing Cold
- High Priority
Weapon - Dual Wield
Focused Killer
- High Priority
Ambidextrous
- High Priority
Controlled Fury
- High Priority
Ruffian
- Medium Priority
Twin Blade and Blunt
- High Priority
Weapon - Two Handed
Forceful
- Medium Priority
Heavy Weapons
- High Priority
Balanced Blade
- High Priority
Follow Up
- Low Priority
Battle Rush
- Low Priority
Weapon - Destruction Staff
Tri Focus
- Do Not Unlock (only when using Ice Staff)
Penetrating Magic
- Low Priority
Elemental Force
- Medium Priority
Ancient Knowledge
- Medium Priority
Destruction Expert
- Low Priority
Armor - Light Armor
Grace
- Low Priority
Evocation
- High Priority
Spell Warding
- High Priority
Prodigy
- High Priority
Concentration
- High Priority
Armor - Medium Armor
Dexterity
- High Priority
Wind Walker
- High Priority
Improved Sneak
- Not needed
Agility
- High Priority
Athletics
- High Priority
Guild - Fighters Guild
Intimidating Presence
- High Priority
Slayer
- High Priority
Banish the Wicked
- High Priority
Skilled Tracker
- High Priority
Bounty Hunter
- Not needed
Guild - Mages Guild
Persuasive Will
- Not needed
Mage Adept
- High Priority
Everlasting Magic
- High Priority
Magicka Controller
- High Priority
Might of the Guild
- Low Priority
Guild - Undaunted
Undaunted Command
- High Priority
Undaunted Mettle
- High Priority
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Solvent Proficiency
- Not needed
Keen Eye: Reagents
- Not needed
Medicinal Use
- High Priority
Chemistry
- Not needed
Laboratory Use
- Not needed
Snakeblood
- Not needed
A base setup that will work for most situations and which should be your starting point when making situational setups. It assumes your group provides Major Breach , Minor Breach , Infused Crusher and nothing more
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
Light Armor gives penetration through the Concentration passive, so it doesn't depend on your group composition. Medium Armor can be stronger but needs your group to provide penetration. Use Light Armor if you don't know what your group brings, Medium Armor if you do.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Slimecraw | Medium | Divines | Magicka |
Shoulders |
Whorl of the Depths | Light | Divines | Magicka |
Chest |
Whorl of the Depths | Light | Divines | Magicka |
Hands |
Aerie's Cry | Light | Divines | Magicka |
Belt |
Aerie's Cry | Light | Divines | Magicka |
Legs |
Whorl of the Depths | Light | Divines | Magicka |
Boots |
Whorl of the Depths | Light | Divines | Magicka |
Necklace |
Aerie's Cry | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Whorl of the Depths | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Shattered Paths Signet | Jewelry | Bloodthirsty | Increase Magical Harm |
Frontbar Main Hand |
Aerie's Cry | Dagger | Charged | Poison |
Frontbar Off Hand |
Aerie's Cry | Dagger | Charged | Flame |
Backbar Main Hand |
Merciless Charge | Greatsword | Infused | Weapon Damage |
This setup does 169.3k DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Highland Sentinel | Medium | Divines | Magicka |
Shoulders |
Order's Wrath | Light | Divines | Magicka |
Chest |
Order's Wrath | Light | Divines | Magicka |
Hands |
Tide-Born Wildstalker | Light | Divines | Magicka |
Belt |
Tide-Born Wildstalker | Light | Divines | Magicka |
Legs |
Order's Wrath | Light | Divines | Magicka |
Boots |
Order's Wrath | Light | Divines | Magicka |
Necklace |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Order's Wrath | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Highland Sentinel | Jewelry | Bloodthirsty | Increase Magical Harm |
Frontbar Main Hand |
Tide-Born Wildstalker | Dagger | Charged | Poison |
Frontbar Off Hand |
Tide-Born Wildstalker | Dagger | Charged | Flame |
Backbar Main Hand |
Tide-Born Wildstalker | Greatsword | Infused | Weapon Damage |
This setup does 124.4k DPS
Changes compared to the Regular Light Setup
This is a setup you should use if you don't have access to any Trial gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Slimecraw | Medium | Divines | Magicka |
Shoulders |
Highland Sentinel | Light | Divines | Magicka |
Chest |
Highland Sentinel | Light | Divines | Magicka |
Hands |
Aerie's Cry | Light | Divines | Magicka |
Belt |
Aerie's Cry | Light | Divines | Magicka |
Legs |
Highland Sentinel | Light | Divines | Magicka |
Boots |
Highland Sentinel | Light | Divines | Magicka |
Necklace |
Aerie's Cry | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Highland Sentinel | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Shattered Paths Signet | Jewelry | Bloodthirsty | Increase Magical Harm |
Frontbar Main Hand |
Aerie's Cry | Dagger | Charged | Poison |
Frontbar Off Hand |
Aerie's Cry | Dagger | Charged | Flame |
Backbar Main Hand |
Merciless Charge | Greatsword | Infused | Weapon Damage |
This setup does 165.9k DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Changes compared to the Regular Light Setup
This is a setup you should use in trash packs
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Slimecraw | Light | Divines | Magicka |
Shoulders |
Tide-Born Wildstalker | Light | Divines | Magicka |
Chest |
Sul-Xan's Torment | Medium | Divines | Magicka |
Hands |
Tide-Born Wildstalker | Light | Divines | Magicka |
Belt |
Tide-Born Wildstalker | Light | Divines | Magicka |
Legs |
Sul-Xan's Torment | Medium | Divines | Magicka |
Boots |
Sul-Xan's Torment | Medium | Divines | Magicka |
Necklace |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Shattered Paths Signet | Jewelry | Bloodthirsty | Increase Magical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Magical Harm |
Frontbar Main Hand |
Tide-Born Wildstalker | Dagger | Charged | Disease |
Frontbar Off Hand |
Tide-Born Wildstalker | Dagger | Charged | Flame |
Backbar Main Hand |
Merciless Charge | Greatsword | Infused | Weapon Damage |
Changes compared to the Regular Light Setup
Damage comparison for the set options.
Body (Light)
Compares X Light set + Aerie's Cry weapons and jewelry.
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Whorl of the Depths | Trial - Dreadsail Reef | Baseline | |
| Mora Scribe's Thesis ? | Trial - Lucent Citadel | -1.9% | |
| Highland Sentinel | Scribing |
-2.0%
-5.5%
|
|
| Order's Wrath ? | Crafted | -4.7% | |
| Mother's Sorrow | Overland - Deshaan | -5.3% | |
| Tide-Born Wildstalker | Crafted | -5.5% | |
| Frostbite | Overland - Blackwood | -5.8% | |
| Law of Julianos | Crafted | -6.9% | |
| Hunding's Rage | Crafted | -7.2% |
Body (Medium)
Compares X Medium set + Aerie's Cry weapons and jewelry, with Exploiter replacing Fighting Finesse .
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Ansuul's Torment | Trial - Sanity's Edge |
+3.0%
-5.6%
|
|
| Slivers of the Null Arca | Trial - Lucent Citadel | Baseline | |
| Sul-Xan's Torment | Trial - Rockgrove |
-0.9%
-7.8%
|
|
| Highland Sentinel | Scribing |
-2.5%
-6.8%
|
|
| Aegis Caller | Dungeon - Unhallowed Grave | -5.7% | |
| Tzogvin's Warband | Dungeon - Frostvault | -6.4% | |
| Tide-Born Wildstalker | Crafted | -7.1% | |
| Order's Wrath | Crafted | -7.6% | |
| Pillar of Nirn | Dungeon - Falkreath Hold | -7.8% | |
| Law of Julianos | Crafted | -8.3% | |
| Deadly Strike | PvP - Cyrodiil | -8.7% | |
| Hunding's Rage | Crafted | -8.7% |
Weapons + Jewelry
Compares Whorl of the Depths body + X weapons and jewelry set.
| Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Ansuul's Torment | Trial - Sanity's Edge |
+1.4%
-6.9%
|
|
| Aerie's Cry | Class Set - Infinite Archive | Baseline | |
| Slivers of the Null Arca | Trial - Lucent Citadel | -2.4% | |
| Highland Sentinel | Scribing |
-2.4%
-6.6%
|
|
| Sul-Xan's Torment | Trial - Rockgrove |
-2.8%
-8.5%
|
|
| Berserking Warrior | Trial - Hel Ra Citadel | -2.8% | |
| Aegis Caller | Dungeon - Unhallowed Grave | -3.9% | |
| Tzogvin's Warband | Dungeon - Frostvault | -4.7% | |
| Pillar of Nirn | Dungeon - Falkreath Hold | -6.0% | |
| Mora Scribe's Thesis ? | Trial - Lucent Citadel | -6.1% | |
| Order's Wrath ? | Crafted | -6.1% | |
| Tide-Born Wildstalker | Crafted | -6.2% | |
| Frostbite | Overland - Blackwood | -6.2% | |
| Mother's Sorrow | Overland - Deshaan | -6.6% | |
| Law of Julianos | Crafted | -7.3% | |
| Deadly Strike | PvP - Cyrodiil | -7.5% | |
| Hunding's Rage | Crafted | -7.7% |
Mythic + Monster
Compares X Mythic or Monster + Whorl of the Depths body and Aerie's Cry weapons and jewelry.
| Setup | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Shattered Paths Signet | Mythic | Baseline | |
| Selene | Monster Set | -4.7% | |
| Velothi Ur-Mage's Amulet | Mythic | -8.0% |
Daggers are the default weapon. Lightning Staff and Inferno Staff are the best ranged weapons for when mechanics make melee annoying, with Bow and Greatsword behind them.
| Front Bar Weapon | Skill Changes | Simulated Parse | Damage Change |
|---|---|---|---|
| Dual Wield Daggers | None | Baseline | |
| Lightning Staff | Traveling Knife -> Wield Soul , Cutting Dive -> Elemental Susceptibility | -7.9% | |
| Inferno Staff | Traveling Knife -> Wield Soul , Cutting Dive -> Elemental Susceptibility | -9.8% | |
| Bow | Traveling Knife -> Wield Soul | -11.3% | |
| Greatsword | Traveling Knife -> Wield Soul | -12.6% | |
| Ice Staff | Traveling Knife -> Wield Soul , Cutting Dive -> Elemental Susceptibility | -11.3% | |
| Restoration Staff | Traveling Knife -> Wield Soul | -16.2% | |
| One Handed and Shield | Traveling Knife -> Wield Soul | -18.2% |
The front bar weapon and listed skills change. Daggers use Charged Poison and Charged Flame . Every one-weapon option uses a Charged Poison weapon. One Handed and Shield uses a Charged Poison one handed weapon plus a Divines Magicka shield.
Alternative setups for different goals and content types
Content-Specific Swaps
Use the Penetration Calculator to fine-tune your penetration for different content. Overland enemies have 9,100 armor while Instanced enemies (Arenas and Dungeons) have 18,200.
The difference between best and worst race is about 4% of DPS and there is no content in the entire game that you'd be blocked from completing because of choosing a bad race.
| Race | Simulated Parse | Damage Change |
|---|---|---|
| High Elf | Baseline | |
| Dark Elf | -0.0% | |
| Orc | -0.8% | |
| Khajiit ? | -1.2% | |
| Breton | -2.4% | |
| Argonian | -2.8% | |
| Imperial | -3.8% | |
| Nord | -3.8% | |
| Redguard | -3.8% | |
| Wood Elf | -3.8% |
You should always put all 64 attribute points into Magicka.
This build should sustain properly with the default food. Use the sustain options if you need more Magicka or Stamina Recovery.
Most of the time you should use Tri-Stat potions. They restore Health, Stamina and Magicka.
Use Spell Power potions whenever you aren't using Lotus Blossom .
All parses are recorded on the 21 million Target Dummy.
Yes. The Full Damage setup parsed 186.9k DPS. MagDen has very good single target damage and can switch to useful support for the group.
Light Armor gives penetration through the Concentration passive, so it doesn't depend on your group composition. Medium Armor can be stronger but needs your group to provide penetration, for example through Roar of Alkosh . Use Light Armor if you don't know what your group brings, Medium Armor if you do.
Yes, you can replace the Dual Wield Daggers with other weapons. Lightning Staff and Inferno Staff are the best ranged weapons for when mechanics make melee annoying, with Bow and Greatsword behind them. Replacing the backbar Greatsword is not recommended because of the Merciless Charge set which requires a Two Handed weapon.
High Elf and Dark Elf are the best races for Warden DPS in 12-man Trials, and Khajiit is the best for 4-man Dungeons. The difference between best and worst race is about 4% - see the Race section for more details.
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