MAGICKA SORCERER SUBCLASS SOLO GUIDE
Last updated: Update 47 - 28th August 2025
This is a roleplay build where I'm not always choosing the most optimal option
This build is capable of soloing every Veteran dungeon that doesn’t have a specific mechanic that requires multiple people. It’s also capable of soloing most Hard Mode dungeons, and with some adjustments even the more difficult ones.
In this guide I’ll be regularly using the terms Regular and Difficult. Regular refers to content that is intended to be solo-ed (such as Maelstrom Arena or Vateshran Arena) and to any overland content such as World Bosses, Dolmens, Dragons, Volcanic Vents, Harrowstorms, Mirrormoor Incursions, etc. Majority of dungeon fights will also fall under that category. Difficult refers to extremely difficult dungeon fights.
SUBCLASSING
Subclassing isn't mandatory and the build includes pure class skill setups
Combination
Sorcerer - Dark Magic
Sorcerer - Storm Calling
Nightblade - Assassination
In this build, I’m trying to stick with the Sorcerer theme, which is why we subclass the Daedric Summoning skill line into Nightblade’s Assassination. While there are skill lines that would provide more power, such as Herald of the Tome, these skill lines would require us to completely change our playstyle by for example focusing on Beam or Runeblades. Assassination provides a lot of power with very little change in gameplay, allowing us to preserve the "Sorcerer" theme.
If you're looking for the most powerful Subclass combination that doesn't care about keeping the Sorcerer theme, you should look at this build instead
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: Crystal Fragments | Slot 1: Hurricane |
| Slot 2: Ulfsild's Contingency | Slot 2: Critical Surge |
| Slot 3: Relentless Focus | Slot 3: Elemental Susceptibility |
| Slot 4: Barbed Trap | Slot 4: Elemental Blockade |
| Slot 5: Traveling Knife | Slot 5: Soul Burst |
| Ultimate: Soul Harvest | Ultimate: Shooting Star |
Crystal Fragments - a spammable which will heal you for 10% of Max HP thanks to the
Blood Magic passive. Casting any ability has a 33% chance to make next
Crystal Fragments cast stronger and cheaper
Ulfsild's Contingency (
Shock,
Lingering Torment,
Intellect and Endurance) - a 22 second DoT which also grants you Minor Intellect and Endurance, increasing your Stamina and Magicka Recoveries by 15%. It can also be used as an AoE spammable.
Relentless Focus - an ability that will cause your Light Attacks to generate up to 10 stacks. You can spend 4 stacks to fire a powerful arrow that also heals you if you're in Melee range. It will also passively grant you Major Savagery and Prophecy.
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 passively grant you 3% Weapon and Spell Damage through the
Slayer passive
Traveling Knife (
Physical,
Lingering Torment,
Berserk) - a 20 second DoT which grants you Minor Berserk, increasing your damage done by 5%
Soul Harvest - a cheap ultimate that increases target's damage taken from you by 20%. This is the ultimate you should use in Single Target fights. Having it slotted will also cause you to regain 10 Ultimate whenever you deal a final blow against an enemy
Hurricane - your source of Major Resolve which is a crucial defensive buff, and it also deals decent damage
Critical Surge - your source of Major Brutality and Sorcery that will also heal you for 3300 whenever you deal critical damage, up to once every second. The heal itself can also be a critical heal
Elemental Susceptibility - an extremely loaded ability that does a multitude of things. It’s completely free to cast so it'll help you sustain. It applies Major Breach, which reduces enemies’ armor by 5948 which is a massive damage increase. It also applies Burning, Chilled and Concussed status effects at the beginning and then every 7.5 seconds. All of these Status Effects deal decent damage, but Concussed will also apply Minor Vulnerability for 4 seconds, increasing enemies’ damage taken by 5%. Chilled will also apply Minor Maim for 4 seconds, reducing enemies’ damage done by 5% and it will also apply Minor Brittle for 4 seconds if you were on your Ice Staff bar while the Chilled effect procced, which is always going to happen at the beginning when you cast
Elemental Susceptibility. Minor Brittle increase Critical Damage taken by 10%. The Chilled proc will also synergise with our
Elemental Blockade
Elemental Blockade - this ability will constantly apply your
Weapon Damage enchantment. It will also constantly apply Minor Breach to enemies who are Chilled, and they’ll be Chilled thanks to
Elemental Susceptibility
Soul Burst (
Shock,
Lingering Torment,
Courage) - an AoE DoT which grants you Minor Courage, increasing your Weapon and Spell Damage by 215
Shooting Star - a powerful ultimate that deals damage in an AoE and grants you Ultimate for each enemy hit with the initial blast, up to 6 enemies. Use it in AoE fights or when you start fights with high amount of Ultimate stored up
Soul Burst 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. If it has to be a frontbarred skill then the first skill that has to go is
Ulfsild's Contingency
Resolving Vigor - use it for more difficult fights where the pressure is constant and thus you need the Minor Resolve. It can also be used as your main source of healing in fights with invulnerability phases where you can't heal with
Ring of the Pale Order or
Critical Surge
Silver Leash - a chain ability that you can slot in trash packs to stack enemies and get through them faster
Ulfsild's Contingency (
Shock,
Gladiator's Tenacity,
Force) - a replacement for
Barbed Trap in fights where you need more damage mitigation. It's a delayed AoE damage that also grants you 8% damage reduction for 8 seconds and Minor Force for 22 seconds, which increases your Critical Damage by 10%. You should recast it every 8 seconds when under pressure and every 22 seconds otherwise
Razor Caltrops - a source of AoE Major Breach for trash fights or boss fights with lots of important adds
Revealing Flare - slot it for more difficult fights where you need more damage mitigation. It's a skill that passively grants Major Protection, reducing your damage taken by 10%. It will also trigger the
Magicka Aid passive, which increases Magicka Recovery by 10%
Precognition - 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
Ball of Lightning - an ability that teleports you forward. Use it in fights where you need more mobility or in fights where this teleport allows you to invalidate some mechanic
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
- Use
Critical Surge - Use
Hurricane - Use
Elemental Susceptibility - If you have
Crystal Fragments proc, use it - Use
Elemental Blockade - Use
Barbed Trap - Use
Traveling Knife - If you're at 9 stacks use
Relentless Focus - Use
Soul Burst - Use
Ulfsild's Contingency - If it's an AoE fight or you're starting at or close to 185 Ultimate, use
Shooting Star - If it's a Single Target fight, use
Soul Harvest - If you have at least 4 stacks use
Relentless Focus - Use
Crystal Fragments
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 with lots of damage mitigation for bosses that hit very hard
| Front Bar | Back Bar |
|---|---|
| Slot 1: Crystal Fragments | Slot 1: Hurricane |
| Slot 2: Revealing Flare | Slot 2: Critical Surge |
| Slot 3: Relentless Focus | Slot 3: Elemental Susceptibility |
| Slot 4: Ulfsild's Contingency | Slot 4: Elemental Blockade |
| Slot 5: Traveling Knife | Slot 5: Resolving Vigor |
| Ultimate: Soul Harvest | Ultimate: Shooting Star |
EXPLANATION:
Revealing Flare replaces
Barbed Trap, because it provides 10% damage mitigation
Ulfsild's Contingency changes the
Lingering Torment script to
Gladiator's Tenacity because it provides 8% damage mitigation, and the
Intellect and Endurance script to
Force to make up for unslotting
Barbed Trap
Resolving Vigor replaces
Soul Burst because it's a strong HoT which provides the Minor Resolve buff
PASSIVES
The only passive you specifically have to skip is
Tri Focus
Class
Weapon
Armor
Guild
Alliance War
Racial
Craft
Class - Dark Magic
Unholy Knowledge - Medium Priority
Blood Magic - High Priority
Persistence - Low Priority
Exploitation - 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
Gear Warning
Don't stress too much about obtaining the best gear. The DPS difference between the best gear and crafted gear is only 14.76% (66,761 DPS vs 56,904 DPS), and the difference is even smaller in Overland content such as World Bosses
Default setup
| 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 |
Mace | |||
![]() Backbar Main Hand |
Ice Staff |
If you want to switch to a situational set it's best to replace
Ansuul’s Torment if the situational set you're getting has a Minor Slayer line, and replace
Beacon of Oblivion otherwise.
For example, a default setup for trash packs would replace
Ansuul's Torment with
Sul-Xan’s Torment
Gear that can be stronger than the setup from the table in specific situations or when specific circumstances are present
Sul-Xan’s Torment - the best set for trash packs and for bosses that regularly spawn smaller adds
Order’s Wrath - better than
Ansuul’s Torment in Overland content where you don't benefit from the Minor Slayer and penetration bonus lines
Vestments of Olorime - provides 430 Weapon and Spell Damage, 5% damage reduction from Minor Aegis and can be back-barred without losing anything, allowing for much more flexibility with gear. It's the ideal set for more difficult fights
Roksa the Warped - a monster set which provides a lot of sustain. You'll only have space for it when back-barring
Vestments of Olorime
Armor of the Trainee - 1 piece bonus of this set provides 1454 max health. It also comes in any weight so we can use it on the chest piece, which combined with the
Reinforced trait will provide a lot of armor
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.
Additional tips
- Use two Daggers instead of Dagger/Mace if you intend to focus on non-instanced content, where enemies have less armor
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 |
Heavy / Light | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Medium | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Mace | |||
![]() Backbar Main Hand |
Ice Staff |
The weight distribution of the setup from the table is 1 Heavy 1 Medium 5 Light so that you can start leveling up all your armor skill lines. Once you transition to Regular setup you'll be using 1 Medium 6 Light most of the time, switching to 1 Heavy 1 Medium 5 Light only against more difficult fights
The setup in the table uses only crafted gear, but if you already own parts of the Regular setup like
Ring of the Pale Order you can start using them immediately
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 |
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 |
Mace | |||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
Ansuul’s Torment gets replaced by
Tide-Born Wildstalker
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 |
Light | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Mace | |||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
Ansuul’s Torment gets replaced by
Sul-Xan’s Torment
This is my suggested setup for soloing extremely difficult fights in dungeons.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | |||
![]() Shoulders |
Light | |||
![]() Chest |
Heavy | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Light | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Mace | |||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
Beacon of Oblivion is now front-barred instead of being fully on body
Ansuul’s Torment and
Crushing Wall get replaced by back-barred
Vestments of Olorime- This creates space for adding a Monster Set -
Roksa the Warped, and 1 piece
Armor of the Trainee on your chest slot, with Heavy armor weight and
Reinforced trait - You can change some (or all) of the
Magicka enchants to
Health ones for extremely hard hitting bosses
CHAMPION POINTS
Warfare
Master-at-Arms (6% Direct Damage)
Deadly Aim (6% Single Target Damage)
Fighting Finesse (8% Critical Damage and Healing)
Wrathful Strikes (205 Weapon and Spell Damage added to damaging skills)
Fitness
Boundless Vitality (1400 Max Health)
Siphoning Spells (1500 Magicka on kills)
Rejuvenation (90 Health, Stamina and Magicka Recovery)
Fortified (1731 armor)
ADDITIONAL INFO:
- When soloing extremely difficult dungeons you should replace
Wrathful Strikes and
Fighting Finesse with 2 of the 4 mitigation CPs (
Ironclad,
Duelist’s Rebuff,
Enduring Resolve,
Unassailable ) - Use
Bracing Anchor in fights where you have to block a lot attacks and where you don't have to move that much - Use
Celerity in fights where you have to move a lot
Reaving Blows is another decent Blue CP for when you need more HPS
RACE
When it comes to solo PvE, you need both damage and survivability so pretty much all races have useful racials.
The best race for dealing damage is Khajiit. While the Critical Damage from
Feline Ambush can sometimes be wasted due to Critical Damage being capped at 125%, it will never happen in solo content, because there will be no tanks or healers providing you with the Major Force buff.
The best race for survivability is Nord. The
Rugged racial will provide around 6% damage mitigation.
MUNDUS
When Subclassing into Assassination, you should use
The Shadow Mundus, which increases your Critical Damage.
When not utilising Subclassing, you should use
The Thief Mundus which increases Critical Chance.
For extremely difficult dungeons you should consider switching to
The Lady Mundus, which increases your Armor.
ATTRIBUTES
HEALTH
0
STAMINA
0
MAGICKA
64
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.
FOOD
Your sustain can vary greatly because it's impacted by your armor weight composition, your race and how much blocking/dodge rolling you're required to do in a certain fight. Choose the food with more recoveries if you can't sustain
Artaeum Pickled Fish Bowl - Max Health, Max Magicka. The default option.
Solitude Salmon-Millet Soup is a cheaper alternative
Orzorga's Red Frothgar - Max Health, Magicka Recovery. Use it when you need more Magicka Recovery
Orzorga's Smoked Bear Haunch - Maximum Health, Stamina Recovery and Magicka Recovery. Use it when you can't sustain your Magicka skills and also need more Stamina Recovery for blocking or dodge rolling.
Jewels of Misrule is a cheaper alternative
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 expensive. Heroism potions (Heroism, Restore Stamina, Restore Magicka) can provide a 100% uptime on Minor Heroism buff which generates ultimate, but they're extremely expensive because they're crafted by combining
Dragon Rheum,
Dragon's Blood and
Columbine.
PARSE
66.7k on the 6mil dummy using Regular setup
Recording of the 66.7k parse
OTHER PARSES
Crafted - 56.9k DPS
GAMEPLAY
Here you can see this build tackling Veteran dungeons
THANKS FOR READING
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