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Magicka Necromancer Solo Build - ESO Guide

Solo Two Bar Magicka Pure Class Necromancer
Up to date for: Update 50 - 3rd July 2026
Last changed: Update 50 - 3rd July 2026

Pure Class Magicka Necromancer (MagCro) Solo Build for ESO Update 50. This setup leans into corpses by utilizing and constantly detonating corpses and triggering with and . also provides up to 20% Max Health.

This setup soloed Veteran Hard Mode Bloodroot Forge and Veteran Dread Cellar, and parses 65.4k DPS on the 6 million dummy.

Works for all kinds of solo content - overland at any Challenge Difficulty up to Vestige, World Bosses, Maelstrom Arena, Vateshran Hollows, early arcs in Infinite Archive, and Veteran Dungeon soloing.

Simulated Parse Tables

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, 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 100% of light attacks hit and a 0.025 second weave average.

Most comparison tables use deterministic rolls on a 15 million HP target unless the row says 6m, random, or real CMX. There is no 15 million Target Dummy in ESO. I use that health value because the 6 million dummy dies too fast, so random crits, status effects and execute timing can move the DPS by a lot.

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 Simulated DPS Notes
15m deterministic sim
63.7k DPS
Used for most comparison tables
6m deterministic sim
65.2k DPS
Same setup on real dummy health
Real 6m CMX parse
65.4k DPS
Recorded in game
100 random 6m sims
Lowest 61.5k DPS
Highest 67.8k DPS
This is why random parses are unreliable when crits and status effects roll differently
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Class Mastery

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.

Situational

Necromancer Class Mastery

Pound of Flesh

Knock upon death's door and demand your due.

When you take damage you have a 10% chance to heal Health and restore 5% of your missing Stamina, up to once per second. This chance increases by 1% for every missing Health percent you have and the healing is based off your Max Health.

Health

Coefficient10% Max Health
TagsHealingSingle TargetDirect

Notes

Replaces in fights where you have to permablock to survive and need the sustain.

Not worth it

Necromancer Class Mastery

Veil's Forfeit

Call souls back from an early grave. Only you may grant them release.

While you are in combat, directly healing a target below 66% Health relinquishes them from death's clutches and allows you to use a corpse consuming ability against them within 10 seconds, up to once every second.

Extends the duration of you apply by 50%.

Notes

Not useful for this setup.

Necromancer Class Mastery

Cycle Unending

The cycle of life and death continues: you will live, others will die.

Upgrades rank 2 of to grant Cycle Unending for 25 seconds, increasing the potency of your damage done by 1% for every 1% Health you have more than your target. The damage bonus caps at 25%, or 10% against players.

Not in Tooltip

The tooltip is wrong. Cycle Unending's damage potency scales at one quarter of the Health percent gap. At full Health against a 75% Health target, it gives about 6.25% damage, not 25%.

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: Detonating SiphonMorph of Shocking Siphon Slot 1: Summoner's ArmorMorph of Bone Armor
Slot 2: Grave Lord's SacrificeMorph of Sacrificial Bones Slot 2: Spirit GuardianMorph of Spirit Mender
Slot 3: Venom SkullMorph of Flame Skull Slot 3: Elemental SusceptibilityMorph of Weakness to Elements
Slot 4: Avid BoneyardMorph of Boneyard Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: Skeletal ArcanistMorph of Skeletal Mage Slot 5: Ulfsild's ContingencyShock Damage / Lingering Torment / Force
Ultimate: Glacial ColossusMorph of Frozen Colossus Ultimate: Shooting StarMorph of Meteor

All frontbar skills are from the Grave Lord skill line to boost .

  • - an ability that consumes a corpse to form a tether between it and you, which deals damage over 20 seconds and grants you and . When the ability ends or is reactivated the corpse explodes dealing additional damage. This is your main tool for proccing .
  • - an ability that summons a skeleton that will charge at you after 2.5 seconds, creating a corpse and granting you a 20 second buff that increases your damage done with Necromancer abilities and DoTs by 15%. It also makes your empowered deal damage in an AoE
  • - every third cast deals more damage and creates a corpse near the enemy. Casting any Necromancer ability while Venom Skull is slotted counts toward the third cast. In this build it's only used as a backup for when you happen run out of corpses or Malevolent Promise procs, if you're playing properly you won't use it much.
  • - a ground DoT that applies to all enemies inside of it, increasing their damage taken by 5%. It can consume a corpse to deal more damage, which will also proc . It also grants you the Grave Robber synergy which you can use yourself.
  • - an ability that summons a pet to attack your enemies and grants you and for 20 seconds, which increase your Weapon and Spell Damage by 20%. It creates a corpse when it expires.
  • - an ultimate that we won't be using, but we'll keep it slotted on our frontbar to boost
  • - an ability that will grant you and , increasing your armor by 8922, and reduces the cost of your , and by 15%. It also triggers the passive, which reduces your damage taken from DoTs by 15%. It turns you into a corpse on cast, up to once every 10 seconds.
  • - an ability that will summon a wraith that reduces your damage taken by 10% and heals you every 2 seconds. It will also create a corpse when it expires
  • - an extremely strong ability that does a multitude of things. It's completely free to cast so it'll help you sustain. It applies , which reduces enemies' armor by 5948 which is a massive damage increase. It also applies , and status effects at the beginning and then every 7.5 seconds. All of these Status Effects deal decent damage, but will also apply for 4 seconds, increasing enemies' damage taken by 5%. will also apply for 4 seconds, reducing enemies' damage done by 5%
  • - a 15 second ground DoT which constantly applies your enchantment and deals more damage thanks to .
  • - deals damage in an AoE, applies a 22 second DoT and grants you , increasing your Critical Damage by 10%.
  • - a 185 Ultimate cost AoE that leaves a ground DoT and grants you Ultimate for each enemy hit with the initial blast, up to 6 enemies.

is the first skill that has to go if you need to slot something situational and can give up damage, unless the situational skill specifically says it's replacing something else. Replace instead if you can spare survivability.

  • - use it for fights where there's a lot of damage happening in a short burst. The HoT from is short but very strong, so casting it at the right time can help you survive such mechanics
  • - a chain ability that you can slot in trash packs to stack enemies and get through them faster
  • - a source of AoE Major Breach which can be used instead of in AoE fights
  • - a purge that costs only Health. Use it in fights where you need to purge an important debuff
  • - a 12 second HoT which consumes a corpse
  • - a good self-heal if you can consistently hit multiple enemies. It also applies a HoT.
  • - slot it for more difficult fights where you need more damage mitigation. It's a skill that passively grants , reducing your damage taken by 10%. It will also trigger the passive, which increases Magicka Recovery by 10%
  • Pummeling Goliath - a good defensive ultimate if a fight does not have damage that scales with your Max Health. It can also deal a lot of damage if you bash weave, but you usually won't have enough Stamina to sustain that.
  • - an ultimate that breaks you out of some otherwise unavoidable stuns, you'll need it to get around some mechanics which are otherwise impossible or very difficult to solo, like for example Inferno's Hold in Zaan the Scalecaller fight
Rotation Simulated Parse Damage Change
Priority List
63.7k DPS
Baseline
Static Rotation
52.0k DPS
-18.3%

Priority List

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.
  • 2. - refresh when there's less than 5 seconds left
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. when there's less than 8 seconds of the fight left
  • 9. when available
  • 10.
  • 11. if there's a corpse available
  • 12. if the next cast is empowered
  • 13.

Pre-buff

These abilities can be pre-cast before entering combat.

Other Setups

A few examples of other 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: Detonating SiphonMorph of Shocking Siphon Slot 1: Summoner's ArmorMorph of Bone Armor
Slot 2: Grave Lord's SacrificeMorph of Sacrificial Bones Slot 2: Silver LeashMorph of Silver Bolts
Slot 3: Venom SkullMorph of Flame Skull Slot 3: Razor CaltropsMorph of Caltrops
Slot 4: Avid BoneyardMorph of Boneyard Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: Skeletal ArcanistMorph of Skeletal Mage Slot 5: Ulfsild's ContingencyShock Damage / Lingering Torment / Force
Ultimate: Glacial ColossusMorph of Frozen Colossus Ultimate: Shooting StarMorph of Meteor

What Changes

Changes compared to the Base Setup

  • replaces
  • replaces

Skill Setup Comparison

Setup Simulated Parse Damage Change
Regular
63.7k DPS
Baseline
Tanky
59.5k DPS
-6.6%

Passives

Some trees are only needed when using situational skills, for example Psijic Order provides nothing without

Class

Weapon

Armor

Guild

Alliance War

Racial

Craft

Class - Grave Lord

Reusable Parts - High Priority

Death Knell - High Priority

Dismember - High Priority

Rapid Rot - High Priority

Gear

Overland (Base) is your starting point and works for most situations. Crafted is a beginner version using only craftable sets. Instanced is a swap for Arenas and Dungeons where enemies have higher armor.

Switching gear for trash packs isn't worth it unless you're using gear-swap addons

Gear Slot Set Weight/Type Trait Enchantment
HeadHead Medium
ShouldersShoulders Medium
ChestChest Heavy
HandsHands Light
BeltBelt Medium
LegsLegs Medium
FeetBoots Light
NeckNecklace Jewelry
RingRing Jewelry
RingRing Jewelry
MainhandFrontbar Main Hand Dagger
OffhandFrontbar Off Hand Dagger
MainhandBackbar Main Hand Ice Staff
Look here You dont need the Dungeon gear. Crafted is only about a 2.4% damage loss against Overland enemies compared to .
Body
Corpseburster - Class Set (Infinite Archive)

If you don't have it, use in order

  1. - Crafted
  2. - Crafted
Weapons and Jewelry
Aegis Caller - Dungeon Set (Unhallowed Grave)

If you don't have it, use in order

  1. - Trial Set (Dreadsail Reef)
  2. - Trial Set (Lucent Citadel)
  3. - Crafted
  4. - 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.

Gear Set Comparisons

Damage comparison for the set options.

All of these use 4 Light / 2 Medium / 1 Heavy and .

Weapons + Jewelry

Compares + X weapons and jewelry set.

Source
Set Source Simulated Parse Damage Change
Trial - Sanity's Edge
Interrupt 66.8k DPS
No Interrupt 60.1k DPS
+4.9% -5.6%
Trial - Rockgrove
Soul 65.0k DPS
No Soul 58.7k DPS
+2.1% -7.7%
Trial - Dreadsail Reef
63.7k DPS
Baseline
Trial - Lucent Citadel
62.2k DPS
-2.3%
Dungeon - Unhallowed Grave
60.7k DPS
-4.7%
Crafted
60.1k DPS
-5.5%
Crafted
3 Stacks 59.5k DPS
0 Stacks 57.4k DPS
-6.6% -9.8%
Crafted
59.2k DPS
-7.0%
Dungeon - Falkreath Hold
58.5k DPS
-8.1%
Dungeon - Frostvault
58.3k DPS
-8.5%
Overland - Blackwood
58.1k DPS
-8.8%
Crafted
58.0k DPS
-8.8%
Overland - Wrothgar
57.6k DPS
-9.5%
PvP - Cyrodiil
57.6k DPS
-9.5%
Overland - Deshaan
57.6k DPS
-9.5%
Crafted
57.4k DPS
-9.8%
Overland - West Weald
58.2k DPS
-8.6%

Front Bar Weapons

Daggers are the default weapon.

Front Bar Weapon Simulated Parse Damage Change
Dual Wield Daggers
63.7k DPS
Baseline
Greatsword
62.5k DPS
-1.8%
Lightning Staff
62.6k DPS
-1.7%
Bow
62.2k DPS
-2.2%
Inferno Staff
60.7k DPS
-4.7%
Ice Staff
59.5k DPS
-6.6%
Sword and Shield
58.6k DPS
-8.0%
Restoration Staff
58.6k DPS
-8.0%

Only the front bar weapon changes. Daggers use and . Every one-weapon option uses a weapon and keeps the same backbar Ice Staff. Sword and Shield uses a sword plus a shield.

Situational Swaps

Alternative setups for different goals and content types

  • Use in fights where you can interrupt something at least once every 30 seconds.
  • Use in fights where you can kill an add every 30 seconds.

Additional Tips

  • You can change some (or all) of the enchants to ones for extremely hard hitting bosses
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Champion Points

Unlock Order

WarfareWarfare
6% Direct Damage
6% Area of Effect Damage
205 Weapon and Spell Damage
8% Critical Damage and Healing
More Mitigation
Replace + with 2 mitigation CPs: , , , or (depending on the type of damage the Boss deals to you)
More Healing
is a decent option if you need more HPS
FitnessFitness
1400 Max Health
1500 Magicka on kills
90 Health, Stamina and Magicka Recovery
1731 Armor
Block Mitigation
Use in fights where you need to block a lot and can afford to be slower
Movement Speed
Use in fights where you have to move a lot
CraftCraft
20% Movement Speed out of combat
Quality of Life
Green Champion Points don't affect Combat, choose whatever Quality of Life you prefer

Race

For solo you need both damage and survivability, so every race brings something to the table. I use Nord because in difficult solo content the armor racial is worth the DPS trade-off. If you want to use a different race, the table shows comparison between their DPS.

Nord
Nord
The tankiest race. Nord is also what I use for soloing Veteran Hard Mode DLC Dungeons. provides around 5-7% damage mitigation depending on your current armor, making difficult content easier to survive without sacrificing much damage.
Rugged 2600 armor
Stalwart 1500 Max Stamina, 0.5 Ultimate per second
Resist Frost 1000 Max Health, 4620 Frost Resistance
Race Simulated Parse Damage Change
Khajiit
67.1k DPS
+5.3%
High Elf
66.8k DPS
+4.9%
Dark Elf
66.8k DPS
+4.9%
Orc
65.9k DPS
+3.5%
Breton
64.4k DPS
+1.1%
Wood Elf
63.8k DPS
+0.2%
Argonian
64.1k DPS
+0.8%
Redguard
63.7k DPS
0.0%
Imperial
63.7k DPS
0.0%
Nord
63.7k DPS
Baseline

Mundus

The Thief
Default
1212 Critical Rating (1872 with 6 Divines)
When to use
Use most of the time. It increases your Critical Chance.
The Lady
Difficult Content
2744 Armor (4242 with 6 Divines)
When to use
Consider switching for extremely difficult dungeons. It increases your Armor.

Attributes

For most content you should put all 64 points into Magicka. For difficult content you should devote as many attribute points as necessary to Health - for some content you'll be able to get away with 32 Health 32 Magicka, for the extremely difficult stuff you'll need 64 Health.

Health
0
Stamina
0
Magicka
64
All points into Magicka. Use it for most content
Health
32
Stamina
0
Magicka
32
Split evenly between Health and Magicka. Use this whenever you start to struggle
Health
64
Stamina
0
Magicka
0
All points into Health. Use this for very difficult fights
Attributes Simulated Parse Damage Change
64 Magicka
63.7k DPS
Baseline
32 Health / 32 Magicka
62.3k DPS
-2.1%
64 Health
60.7k DPS
-4.7%

As you can see, the damage loss from changing attributes is minimal, but you gain up to 7808 Health, so change attributes whenever you struggle with some harder enemy.

Food

Artaeum Pickled Fish Bowl
Default
Max Health Max Magicka
The default option.
Orzorga's Smoked Bear Haunch
Sustain
Max Health Stamina Recovery Magicka Recovery
Use this if you need more sustain. It trades Max Magicka for Stamina and Magicka Recovery. is a cheaper alternative.
Setup Simulated Parse Damage Change
63.7k DPS
Baseline
61.7k DPS
-3.1%

Potions

Armor Potion
Default
Restore Health +5280 Armor

The default option. Gives you 5,280 Armor, which is a lot of damage mitigation.

Tri-Stat Potion
Sustain
Restore Health Restore Stamina Restore Magicka

Use this if you need more sustain. It restores Stamina and Magicka on use, and also grants you Major Endurance and Major Intellect.

Heroism Potion
Full Damage
Restore Stamina Restore Magicka

Same idea as , but straight up better because it adds on top. More damage, just much more expensive to craft.

Setup Simulated Parse Damage Change
/
63.7k DPS
Baseline
64.4k DPS
+1.2%

Parses

Instanced Setup
65,361 DPS
Instanced Setup
65,361DPS
6mil Skeleton Dummy
Patch
Update 50
Armor
4 Light / 2 Medium / 1 Heavy
Gear Setup
Instanced
Skill Setup
Base
Potion
Food
Mundus
Race
Nord
CMX Parse
Magicka Necromancer Solo CMX parse - Instanced setup
CMX Setup
Magicka Necromancer Solo CMX setup - Instanced setup
Recording
Parse recording

Gameplay

Bloodroot Forge
The Dread Cellar
Bloodroot Forge
Veteran Hard Mode
The Dread Cellar
Veteran

FAQ

Yes. MagCro is a strong solo build, capable of soloing Veteran Hard Mode Bloodroot Forge and Veteran Dread Cellar.

The Overland setup uses , , , , and a Maelstrom Ice Staff. The Instanced setup uses , , , , and a Maelstrom Ice Staff. Use in fights where you can kill an add every 30 seconds.

Khajiit is currently the highest damage race in the sim. Nord is the best survivability race, and the parse on this page was done on Nord.

Yes, but the default setup is Dual Wield front bar and Ice Staff back bar. Replacing the backbar is harder because is very strong for solo.

Yes, for Infinite Archive Arcs 1-4. Those arcs are still close enough to normal solo PvE content that a standard solo build works well, and you usually will not have enough important Visions yet to build around them. Some effects become more valuable in Infinite Archive, especially enemy Weapon and Spell Damage reductions, but you do not need a dedicated deep-IA build for Arcs 1-4.

For deep Infinite Archive runs, such as Arc 10+, this is not the right type of build. Deep IA setups have to change heavily around the Visions earned during that run, so they are usually built very differently from standard solo builds.

Yes, you can use this build at any Challenge Difficulty, including Vestige. Mobs hit a lot harder and you do less damage on the higher tiers, so fights take longer, but the build itself doesn't change.

No, you don't need a different setup. Use the base skills and the Instanced gear setup from this guide for both Maelstrom Arena and Vateshran Hollows.

Yes. This is a pure class setup, so it keeps Necromancer skill lines and uses Class Masteries instead of subclassing.



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