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Werewolf DPS Build - ESO Guide

DPS One Bar Stamina Pure Class Subclass Dragonknight Warden Sorcerer Templar Nightblade Necromancer Arcanist
Up to date for: Update 50 - 12th June 2026
Last changed: Update 50 - 12th June 2026

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, Sorcerer, and Warden keep all three native skill lines and use Class Mastery, while Templar, Arcanist, Dragonknight, and Necromancer subclass for stronger passives, because their Class Masteries are not worth using on Werewolf.

The Nightblade version parses 186,610 DPS with the Medium Armor 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 Parse Tables

I built a simulator that takes the current setup from the guide and plays it through the listed priority 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.

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.

Base Setup

Run DPS
21m deterministic sim
178.3k DPS
100 random 21m sims
Lowest 174.4k DPS
Highest 183.6k DPS

Medium Armor Setup

Medium armor setup using , replaces

Run DPS
21m deterministic sim
183.4k DPS
Real 21m CMX parse
186.6k DPS
100 random 21m sims
Lowest 178.9k DPS
Highest 190.4k DPS
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Class Choice

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.

Class choice still matters even on a Werewolf build. Some class passives and Class Masteries keep working while you're in form.

Class Passives that work Class Masteries that work
DragonknightDragonknight , , , , (only Health Recovery), , , (only Critical Damage) , ,
ArcanistArcanist ,
SorcererSorcerer , , (only with ), (Dire Wolves count), , , , , ,
WardenWarden , , , ,
NecromancerNecromancer , , , ,
TemplarTemplar , , , , (only with ) , (only with ), (only with )
NightbladeNightblade , , , , ,

All setups are simulated on the trial Iron Atronach dummy with the default Light Armor setup.

Nightblade
Assassination Assassination
Shadow Shadow
Siphoning Siphoning
DPS 182,007 DPS
Usable by Nightblade
Sorcerer
Dark Magic Dark Magic
Daedric Summoning Daedric Summoning
Storm Calling Storm Calling
DPS 174,378 DPS
Usable by Sorcerer
Warden
Animal Companions Animal Companions
Green Balance Green Balance
Winter's Embrace Winter's Embrace
DPS 171,479 DPS
Usable by Warden
Templar/Arcanist/Dragonknight
Aedric Spear Aedric Spear
Earthen Heart Earthen Heart
Herald of the Tome Herald of the Tome
DPS 168,151 DPS
Usable by Templar Arcanist Dragonknight
Necromancer
Grave Lord Grave Lord
Earthen Heart Earthen Heart
Aedric Spear Aedric Spear
DPS 164,768 DPS
Usable by Necromancer Dragonknight Templar

Pick a class below to see its setup.

Assassination skill line - ESO
Assassination
Nightblade
Shadow skill line - ESO
Shadow
Nightblade
Siphoning skill line - ESO
Siphoning
Nightblade

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.

Not worth it

Nightblade Class Mastery

Nocturnal Inspiration

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.

Notes

Not useful for this setup.

Nightblade Class Mastery

Cutthroat's Focus

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.

Notes

Not useful for this setup.

Nightblade Class Mastery

Share the Spoils

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.

Notes

Not useful for this setup.

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: 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
  • - dynamic ability that turns into Feral Pounce (gap closer) when the target is more than 7 meters away and Feral Carnage (single target DoT) when within melee range. Feral Carnage's damage over time grants 200 Stamina every time it deals damage and triggers Fury generation (up to once every 2 seconds), so Feral Carnage generates Fury on every tick, which will allow you to cast more often.
  • - burst heal that scales off your Offensive stats. Grants up to 12% damage done for 20 seconds based on current Health percent, but also increases damage taken by the same amount. Restores between 10% to 20% of your Max Stamina after the heal, scaling with your current Health. Generates double Fury on cast and grants , , and while slotted
  • - 10m AoE that grants everyone for 20 seconds. It also creates the Feeding Frenzy synergy for allies, which you can activate yourself, granting 6% damage done and for 30 seconds. Generates 2 stacks of Blood Hunger on cast which empowers
  • - your spammable, a two-part attack which first deals Physical damage and then deals Bleed damage and applies . The second hit deals 200% bonus damage to targets under 25% Health. It can consume a stack of Blood Hunger to increase the first hit's damage by 25%, with a 50% chance to keep the stack.
  • - Physical damage initial hit in AoE (6 target cap) plus a 10-second Bleed DoT. Heals you for 40% of the initial hit damage and for about 6.42% of your Max Health every time the DoT ticks on an enemy. 15% chance to apply on the initial hit and 5% chance for on the DoT
  • - the Ultimate that transforms you into a Werewolf. Costs 100 Ultimate to activate and drains 100 every 10 seconds while the form is up, but the drain stops when you're out of combat. You still generate Ultimate while transformed, which is how you sustain the form. This morph grants which increases your damage done by 10% and makes your Light and Heavy Attacks apply a stacking Bleed. With the passive the drain comes down to 68 Ultimate per 10 seconds, and food can push it down to 63
  • - spend 1000 Fury to increase Movement Speed by 20%, damage done by 15%, and make Werewolf Transformation and abilities free for 20 seconds. You need to cast this to sustain Werewolf form.
  • - the other morph of . Brutal Carnage deals damage in an AoE instead of being single target, and stacks up to 3 times, increasing its duration up to 32 seconds (just like ), but you lose the Stamina return and more importantly, the extra Fury generation. Take it when you need more AoE damage and your transformation sustain is comfortable. A 1.2% DPS loss compared to .
  • - the other morph of . Applies , which should be applied by your Tank but can be a life-saver in very bad groups, and heals you for 21.33% of your Max Health. Take it when you need more survivability, for portal mechanics, or when playing with an extremely bad Tank. A 1.6% DPS loss compared to .
Rotation Simulated Parse Damage Change
Priority List
182.0k DPS
Baseline
Static Rotation
179.8k DPS
-1.2%

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.

  1. Keep up
  2. Keep up
  3. Keep up
  4. every 20 seconds if you're in charge of , every 30 seconds if you're in charge of Feeding Frenzy, do not cast at all otherwise
  5. when Fury is full

Pre-buff

  • (twice to stack up 4 Blood Hunger stacks)

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

Passives

Weapon passives do not work while transformed, so they are not listed here.

Class + Subclass

World

Armor

Guild

Racial

Craft

Class - Aedric Spear

Piercing Spear - Not Needed

Spear Wall - Not Needed

Burning Light - High Priority

Balanced Warrior - High Priority

Gear

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 , , 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 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 . Use Light Armor if you don't know what your group brings, Medium Armor if you do.

Gear Slot Set Weight/Type Trait Enchantment
HeadHead Medium
ShouldersShoulders Medium
ChestChest Light
HandsHands Light
BeltBelt Light
LegsLegs Light
FeetBoots Light
NeckNecklace Jewelry
RingRing Jewelry
RingRing Jewelry
MainhandFrontbar Main Hand Any 1-handed weapon
OffhandFrontbar Off Hand Any 1-handed weapon

This setup does 182.0k DPS

Body (Light)
Whorl of the Depths - Trial Set (Dreadsail Reef)

If you don't have it, use in order

  1. - Crafted
  2. - Crafted
Weapons and Jewelry
Savage Werewolf - Dungeon Set (Moon Hunter Keep)

If you don't have it, use in order

  1. - Trial Set (Hel Ra Citadel)
  2. - Trial Set (Lucent Citadel)
  3. - Dungeon Set (Unhallowed Grave)
  4. - Crafted
  5. - Crafted
Monster Helm
Slimecraw - Monster Set (Wayrest Sewers I)

Alternative (same bonus)

  1. - Direfrost Keep
  2. - Scalecaller Peak
  3. - Moongrave Fane
  4. - Stone Garden
  5. - Bedlam Veil
  6. - Night Market

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.

Warden

  • enchant replaces enchant because it is your only way of proccing Class Mastery

Gear Set Comparisons

Damage comparison for the set options, using the Nightblade setup.

Body (Light)

Compares X Light set + weapons and jewelry.

Source
Body Set Source Simulated Parse Damage Change
Trial - Dreadsail Reef
182.0k DPS
Baseline
Crafted
3 Stacks 182.0k DPS
0 Stacks 176.0k DPS
+0.0% -3.3%
Crafted
176.7k DPS
-2.9%
Crafted
176.7k DPS
-2.9%
Overland - Deshaan
175.9k DPS
-3.4%
Crafted
174.5k DPS
-4.1%
Crafted
173.8k DPS
-4.5%
Crafted
173.5k DPS
-4.7%
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Champion Points

WarfareWarfare
205 Weapon and Spell Damage
Next strongest CP damage-wise
8% Critical Damage and Healing
Next strongest CP damage-wise
6% Single Target Damage
Because more than 60% of your damage is Single Target
10% Critical Damage
Next strongest CP damage-wise
More Healing
is a decent Champion Point if you need more HPS
Critical Damage Cap
You can replace with if your team provides enough Critical Damage. Replace with if you are still at the Critical Damage cap
FitnessFitness
1400 Max Health
Survivability
1731 Armor
Survivability
90 Health, Stamina and Magicka Recovery
Sustain
10% Movement Speed
Movement Speed
Craft Craft
20% Movement Speed out of combat
Extremely useful utility
Quality of Life
Green Champion Points don't affect Combat, choose whatever Quality of Life you prefer

Race

The difference between best and worst race is about 3% of DPS and there is no content in the entire game that you'd be blocked from completing because of choosing a bad race.

Dark Elf
Best for 12-Man
Dark Elf
Why pick this
Provides Max Stamina and Weapon/Spell Damage. In Trials that's usually stronger than Khajiit's Critical Damage racial, because with 4 supports your team will (usually) provide enough Critical Damage buffs for you to reach the cap regardless
Dynamic 1910 Max Stamina & Magicka
Resist Flame 4620 Flame Resistance
Ruination 258 Weapon & Spell Damage
Khajiit
Best for 4-Man
Khajiit
Why pick this
Khajiit's Critical Damage is more valuable than Dark Elf's Weapon/Spell Damage in 4-man content, because it's unlikely your two supports (or in many cases a single support) will be able to provide enough Critical Damage buffs for you to reach the Critical Damage cap
Feline Ambush 12% Critical Damage
Lunar Blessings 915 Max Health, Stamina and Magicka
Robustness 90 Health, Stamina, Magicka Recovery
Race Simulated Parse Damage Change
Dark Elf
182.0k DPS
Baseline
Orc
180.5k DPS
-0.8%
High Elf
179.8k DPS
-1.2%
Khajiit
179.8k DPS
-1.2%
Wood Elf
178.9k DPS
-1.7%
Imperial
178.3k DPS
-2.1%
Redguard
178.3k DPS
-2.1%
Nord
177.5k DPS
-2.5%
Argonian
177.3k DPS
-2.6%
Breton
176.0k DPS
-3.3%

Mundus

The Thief
Default
5.53% Critical Chance (9.04% with 7 Divines)
When to use
Use in all content

Attributes

You should always put all 64 attribute points into Stamina.

Health
0
Stamina
64
Magicka
0
All points into Stamina

Food

Braised Rabbit with Spring Vegetables
Default
Max Health Max Stamina
Thanks to the skills being so cheap and thanks to , we can use Bi-Stat Food as the default.
Pack Leader's Bone Broth
Situational
Max Health Max Stamina Werewolf Ultimate Cost
Use if you struggle with maintaining your Werewolf form.
Setup Simulated Parse Damage Change
182.0k DPS
Baseline
181.4k DPS
-0.3%

Potions

Armor Potion
Default
Restore Health +5280 Armor

Most of the time you should use Armor potions. They'll provide you with 5280 armor and you don't need sustain from your potions since Werewolf abilities are cheap and free during .

Parses

All parses are recorded on the 21 million Target Dummy

Medium Armor
186,610 DPS
Medium Armor
186,610DPS
21mil Iron Atronach Dummy
Patch
Update 50
Armor
6 Medium / 1 Light
Gear Setup
Medium Armor
Skill Setup
Regular
Potion
Food
Mundus
Race
Dark Elf
CMX Parse
CMX Parse - Medium Armor
CMX Setup
CMX Setup - Medium Armor
Recording
Parse recording

Gameplay

Kyne's Aegis
Trial
Moon Hunter Keep
Dungeon
Kyne's Aegis
Trial Veteran
Moon Hunter Keep
Dungeon Veteran Hard Mode

FAQ

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 with 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, Sorcerer, and Warden do best staying pure class. Templar, Arcanist, and Dragonknight 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 passive brings the drain down to 68 per 10 seconds, and the drain stops while is active and when you're out of combat, and thanks to '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.



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