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.
This is the Werewolf DPS build. If you're looking for a Solo or Tank build, check out the Solo Werewolf Build or the Werewolf Tank Build.
Werewolf DPS Build for ESO. Werewolf got a full rework in Update 50 and is now a real DPS option for Dungeons and Trials. It plays on one bar with six skills and no weapon swap, works on any class, and has strong single target damage.
This guide covers Werewolf setups for every class. Nightblade and Warden keep all three native skill lines and use Class Mastery, while Templar, Arcanist, Dragonknight, Necromancer, and Sorcerer subclass for stronger passives, because their Class Masteries are not worth using on Werewolf.
The Nightblade version parses 193,104 DPS with the Full Damage setup on the 21 million HP Iron Atronach trial dummy. The full per-class ranking is in the Class Choice section.
Works in normal and veteran dungeons, trials, hard modes, Dragonstar Arena, and Blackrose Prison.
Simulated DPS is up by 2.4% with the Base Setup and 2.3% with the Full Damage setup compared to U50.
Skills
Dragonknight
Sorcerer
Templar
Warden
Consumables
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, bashes, DoT ticks, cooldowns, execute scaling, crits and status effect rolls. It assumes 100% of light attacks hit, a 0.012 second weave average, and bash weaving.
Every comparison table in this guide is the average of 10 deterministic sims, with the trial dummy's health spread between 20 and 22 million HP. A single sim on exactly 21 million HP can be off by up to 0.5%, because the result depends on when the killing hit lands. 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.
| Run | DPS |
|---|---|
| Deterministic sim (20-22m average) |
183.1k DPS
|
| 100 random 21m sims |
Lowest 176.0k DPS
Highest 190.2k DPS
|
In many places in this build you'll be presented with options that provide more damage but are usually less practical. The Full Damage setup combines these options together to show maximum potential DPS.
| Base Setup | Full Damage Setup |
|---|---|
| Run | DPS |
|---|---|
| Deterministic sim (20-22m average) |
191.2k DPS
|
| Real 21m CMX parse (Update 51) |
193.1k DPS
|
| 100 random 21m sims |
Lowest 184.0k DPS
Highest 202.8k DPS
|
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.
What Works in Werewolf Form
Class choice still matters even on a Werewolf build. These are the class passives and Class Masteries that keep working while you're transformed.
| Class | Passives that work | Class Masteries that work |
|---|---|---|
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Setup Ranking
All setups are simulated on the trial Iron Atronach dummy with the default Light Armor setup.
Pick a class below to see its setup.
Skill Lines
Subclassing
Dragonknight is better off with subclassing. Aedric Spear is used for
Balanced Warrior and
Burning Light. Earthen Heart is used for
Landslide,
Blessing at the Peak and
Heart of Stone. Herald of the Tome is used for
Harnessed Quintessence.
Skill Lines
Subclassing
Sorcerer is better off with subclassing. Aedric Spear is used for
Balanced Warrior and
Burning Light. Earthen Heart is used for
Landslide,
Blessing at the Peak and
Heart of Stone. Storm Calling is used for
Capacitor,
Energized and
Amplitude.
Skill Lines
Class Masteries
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.
Expose your enemies to unrelenting cold.
Applying to an enemy also applies for 2.1 seconds, increasing their Critical Damage taken by 20%.
You proc it with
Frost enchant.
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%.
Situational survivability 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.
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.
Skill Lines
Class Masteries
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.
Every strike, every stab, is a step towards execution.
Increases your Weapon and Spell Damage by up to 2000, based on your target's missing Health.
Reduces your damage taken by up to 20%, based on your attacker's missing Health.
Both effects are halved against targets with Battle Spirit.
The best damage option which also grants you a lot of survivability.
An assassin is only as good as their reputation.
Increases your Critical Damage and Healing by 25%. This effect is reduced to 5% against targets with Battle Spirit.
Increases your maximum Critical Damage and Healing by 30%.
Simply the best damage option.
The Night Mistress rewards those who strike without reservation.
Upgrades rank 2 of to have a chance to generate 2 Ultimate. This effect can occur once every 0.3 seconds and the chance is equal to your Weapon Critical chance.
Not useful for this setup.
This duel will be their last. For you, it's just another dance.
Activating a Nightblade ability while bracing causes you to dodge attacks for 0.3 seconds.
Whenever you dodge an attack, your attacker's psyche suffers, increasing their damage taken by 5% for 5 seconds, increasing to 20 seconds against monsters.
Not useful for this setup.
Secrets and coin are tools as sharp as the daggers you wield.
Upgrades rank 2 of to grant group members 250 Magicka and Stamina, 2 Ultimate, and doubles the Ultimate you gain when it activates.
Not useful for this setup.
Skill Lines
Subclassing
Templar is better off with subclassing. Aedric Spear is used for
Balanced Warrior and
Burning Light. Earthen Heart is used for
Landslide,
Blessing at the Peak and
Heart of Stone. Herald of the Tome is used for
Harnessed Quintessence.
Skill Lines
Subclassing
Necromancer doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Grave Lord is kept for
Rapid Rot. Earthen Heart is subclassed in for
Landslide,
Blessing at the Peak and
Heart of Stone. Aedric Spear is subclassed in for
Balanced Warrior and
Burning Light.
Skill Lines
Subclassing
Arcanist doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Herald of the Tome is kept for
Harnessed Quintessence. Earthen Heart is subclassed in for
Landslide,
Blessing at the Peak and
Heart of Stone. Aedric Spear is subclassed in for
Balanced Warrior and
Burning Light.
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: Feral CarnageMorph of Pounce | |
| Slot 2: Hircine's RageMorph of Hircine's Bounty | |
| Slot 3: Ferocious RoarMorph of Roar | |
| Slot 4: Bloody GnashMorph of Gnash | |
| Slot 5: BloodclawsMorph of Rending Claws | |
| Ultimate: Werewolf BerserkerMorph of Werewolf Transformation |
| Rotation | Simulated Parse | Damage Change |
|---|---|---|
| Priority List |
183.1k DPS
|
Baseline |
| Static Rotation |
178.4k DPS
|
-2.6% |
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.
Rampage stays outside this repeating Static Rotation. Cast it when Fury is full.
Pre-buff
Execute
Stop refreshing DoTs when the boss is about to die. The timing is impossible to advise on because it depends on the boss's Max Health and your DPS
Weapon passives are not listed because they do not apply while you are in Werewolf form.
Class + Subclass
Class + Subclass
Class
Class
Class + Subclass
Class + Subclass
Class + Subclass
World
Armor
Guild
Racial
Craft
Class - Earthen Heart
Heart of Stone - High Priority
Landslide - High Priority
Blessing at the Peak - High Priority
Mountain Giant - Not Needed
Class - Storm Calling
Capacitor - Low Priority
Energized - High Priority
Amplitude - High Priority
Expert Mage - Not Needed
Class - Animal Companions
Bond with Nature - Not Needed
Savage Beast - Not Needed
Flourish - Not Needed
Advanced Species - Not Needed
Class - Green Balance
Accelerated Growth - Not Needed
Nature's Gift - Not needed
Emerald Moss - Not Needed
Maturation - High Priority
Class - Winter's Embrace
Glacial Presence - High Priority
Frozen Armor - Not Needed
Icy Aura - Not Needed
Piercing Cold - High Priority
Class - Assassination
Master Assassin - High Priority
Executioner - Low Priority
Pressure Points - Not Needed
Hemorrhage - Not Needed
Class - Shadow
Refreshing Shadows - Low Priority
Shadow Barrier - Not Needed
Dark Vigor - Not Needed
Dark Veil - Not Needed
Class - Siphoning
Catalyst - High Priority
Magicka Flood - Not Needed
Soul Siphoner - Not Needed
Transfer - Not Needed
Class - Aedric Spear
Piercing Spear - Not Needed
Spear Wall - Not Needed
Burning Light - High Priority
Balanced Warrior - High Priority
Class - Grave Lord
Reusable Parts - Not needed
Death Knell - Not needed
Dismember - Not needed
Rapid Rot - High Priority
Class - Herald of the Tome
Fated Fortune - Not Needed
Harnessed Quintessence - High Priority
Psychic Lesion - Not Needed
Splintered Secrets - Not Needed
World - Werewolf
Insatiable Hunger - Automatically unlocked
Master of the Chase - High Priority
Blood Rage - High Priority
Shadow of the Bloodmoon - Not Needed
Feral Cruelty - High Priority
Call of the Hunt - High Priority
Armor - Light Armor
Grace - Low Priority
Evocation - Low Priority
Spell Warding - Low Priority
Prodigy - High Priority
Concentration - High Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - Low Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - Low Priority
Guild - Undaunted
Undaunted Command - Low 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, for example through
Roar of Alkosh. 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 |
Medium | |||
Shoulders |
Medium | |||
Chest |
Light | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
This setup does 183.1k DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
This setup does 189.6k 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 Base Setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
This setup does 175.0k 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 Base Setup
This is the crafted gear setup you can start with
If you already have
Shattered Paths Signet, you can use
Threads of War in place of
Tide-Born Wildstalker
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Light | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
This setup does 141.0k DPS
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
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 |
Medium | |||
Shoulders |
Medium | |||
Chest |
Light | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
This setup does 176.9k 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 Base Setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
This setup does 182.3k DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Changes compared to the Base Setup
This is a setup you should use in trash packs
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
Changes compared to the Base Setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
Changes compared to the Base Setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Any 1-handed weapon | |||
Frontbar Off Hand |
Any 1-handed weapon |
Changes compared to the Base Setup
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.
Damage comparison for the set options, using the Nightblade setup.
Body (Light)
Compares X Light set +
Savage Werewolf weapons and jewelry.
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| |
Trial - Dreadsail Reef |
183.1k DPS
|
Baseline |
| |
Crafted |
3 Stacks 182.8k DPS
0 Stacks 175.0k DPS
|
-0.2%
-4.4%
|
| |
Crafted |
176.9k DPS
|
-3.4% |
| |
Crafted |
174.7k DPS
|
-4.6% |
| |
Overland - Deshaan |
173.9k DPS
|
-5.0% |
| |
Crafted |
172.8k DPS
|
-5.6% |
| |
Crafted |
171.6k DPS
|
-6.3% |
| |
Crafted |
171.2k DPS
|
-6.5% |
Body (Medium)
Compares X Medium set +
Savage Werewolf weapons and jewelry, with
Master-at-Arms replacing
Fighting Finesse.
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| |
Trial - Rockgrove |
Soul 195.1k DPS
No Soul 175.9k DPS
|
+2.9%
-7.2%
|
| |
Trial - Sanity's Edge |
Interrupt 192.3k DPS
No Interrupt 179.6k DPS
|
+1.4%
-5.3%
|
| |
Trial - Lucent Citadel |
189.6k DPS
|
Baseline |
| |
Crafted |
3 Stacks 187.6k DPS
0 Stacks 179.1k DPS
|
-1.0%
-5.5%
|
| |
Dungeon - Unhallowed Grave |
182.3k DPS
|
-3.8% |
| |
Dungeon - Frostvault |
179.6k DPS
|
-5.3% |
| |
Crafted |
179.6k DPS
|
-5.3% |
| |
Crafted |
178.3k DPS
|
-6.0% |
| |
Dungeon - Falkreath Hold |
176.9k DPS
|
-6.7% |
| |
Crafted |
176.9k DPS
|
-6.7% |
| |
Overland - Wrothgar |
175.7k DPS
|
-7.3% |
| |
Crafted |
175.4k DPS
|
-7.5% |
| |
PvP - Cyrodiil |
175.3k DPS
|
-7.5% |
| |
Crafted |
175.1k DPS
|
-7.6% |
Weapons + Jewelry
Compares
Whorl of the Depths body + X weapons and jewelry set.
| Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| |
Trial - Rockgrove |
Soul 187.5k DPS
No Soul 168.9k DPS
|
+2.4%
-7.7%
|
| |
Trial - Sanity's Edge |
Interrupt 185.3k DPS
No Interrupt 172.6k DPS
|
+1.2%
-5.8%
|
| |
Crafted |
3 Stacks 183.9k DPS
0 Stacks 175.9k DPS
|
+0.4%
-4.0%
|
| |
Dungeon - Moon Hunter Keep |
183.1k DPS
|
Baseline |
| |
Trial - Hel Ra Citadel |
183.1k DPS
|
-0.0% |
| |
Trial - Lucent Citadel |
180.9k DPS
|
-1.2% |
| |
Dungeon - Unhallowed Grave |
179.2k DPS
|
-2.2% |
| |
Crafted |
177.7k DPS
|
-2.9% |
| |
Dungeon - Frostvault |
176.4k DPS
|
-3.7% |
| |
Crafted |
175.9k DPS
|
-4.0% |
| |
Crafted |
174.0k DPS
|
-5.0% |
| |
Dungeon - Falkreath Hold |
173.9k DPS
|
-5.0% |
| |
Overland - Deshaan |
173.9k DPS
|
-5.1% |
| |
Overland - Wrothgar |
173.3k DPS
|
-5.4% |
| |
PvP - Cyrodiil |
173.1k DPS
|
-5.5% |
| |
Crafted |
172.8k DPS
|
-5.6% |
| |
Crafted |
172.2k DPS
|
-6.0% |
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.
| Race | Simulated Parse | Damage Change |
|---|---|---|
| Dark Elf |
183.1k DPS
|
Baseline |
| Orc |
181.7k DPS
|
-0.8% |
| Khajiit ? |
180.8k DPS
|
-1.3% |
| High Elf |
180.3k DPS
|
-1.6% |
| Wood Elf |
177.5k DPS
|
-3.1% |
| Imperial |
177.5k DPS
|
-3.1% |
| Redguard |
177.5k DPS
|
-3.1% |
| Nord |
177.0k DPS
|
-3.3% |
| Argonian |
176.0k DPS
|
-3.9% |
| Breton |
174.8k DPS
|
-4.5% |
You should always put all 64 attribute points into Stamina.
| Setup | Simulated Parse | Damage Change |
|---|---|---|
| |
183.1k DPS
|
Baseline |
| |
182.8k DPS
|
-0.2% |
All parses are recorded on the 21 million Target Dummy
Yes. Werewolf got a full rework in Update 50 and is a real DPS option for Dungeons and Trials. It plays on one bar, works on any class, and has strong single target damage.
Nightblade. Class Masteries keep working in Werewolf form, and
An Eye for Exploitation with
Above and Beyond is the strongest combination for Werewolf damage. The full ranking with numbers is in the Class Choice section.
Depends on the class. Subclassing disables Class Masteries, so Nightblade and Warden do best staying pure class. Templar, Arcanist, Dragonknight, Necromancer, and Sorcerer have weaker masteries for Werewolf, so they subclass instead, the exact setups are in the Class Choice section.
The form drains 100 Ultimate every 10 seconds, but you keep generating Ultimate while transformed, mostly from Light Attacks. The
Call of the Hunt passive brings the drain down to 68 per 10 seconds, and the drain stops while
Rampage is active and when you're out of combat, and thanks to
Feral Pounce's Fury generation you'll have very high Rampage uptime.
Werewolf locks you into 5 Werewolf abilities with no access to class skills once you transform, so you can't slot situational skills that some fights need. It is also melee only, and its cleave is bad unless you remorph for a cleave setup.