Hyperioxes
Hyperioxes

Magicka Templar Solo Build - ESO Guide

Solo Two Bar Magicka Pure Class Templar
Up to date for: Update 51 - 15th September 2026
Last changed: Update 51 - 15th September 2026

Pure Class Magicka Templar (MagPlar) Solo Build for ESO Update 51. is a very strong spammable thanks to the Class Mastery, and is a very strong execute.

This setup soloed Veteran Hard Mode March of Sacrifices and parses 66.5k DPS in the Regular setup.

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.

Skills

  • now costs 3240 Magicka instead of being free
  • now grants only

Gear

  • now works in Overland, so replaces in the Overland setup
  • now places its area 3.5 meters in front of you instead of at a random point within 5 meters, reduces its radius from 4.5 to 4 meters, and places the area directly under you while stationary
  • The default Overland setup now uses 5 Light pieces to sustain

Templar

  • now grants 2974 Armor instead of
  • now grants 2% Armor plus another 2% per Templar ability slotted. It also grants Weapon and Spell Damage equal to 0.4% of total Armor plus 75 per Templar ability slotted, with no cap.
  • increases to 1600 damage from 1400

Consumables

  • The Full Damage setup now uses to restore both resources and provide

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 a 96% light attack weave rate and a 0.077 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.

The baseline sim uses and .

Run Simulated DPS Notes
15m deterministic sim
65.5k DPS
Used for most comparison tables
6m deterministic sim
65.7k DPS
Same setup on real dummy health
Real 6m CMX parse
66.5k DPS
100 random 6m sims
Lowest 61.4k DPS
Highest 67.8k DPS
This is why random parses are unreliable when crits and status effects roll differently
Advertisement

Class Mastery

Class Masteries are a 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

Templar Class Mastery

Devout Guardian

Radiant is the shield that pushes back the dark.

While is active, you gain a damage shield for 6 seconds, up to once every 6 seconds. The shield absorbs up to Damage Shield and provides 300 Health, Magicka, and Stamina Recovery while active. If the shield breaks, you gain 10 Ultimate.

Damage Shield

Coefficient20% Max Health
TagsDamage ShieldSingle TargetDirect

Notes

Replace with if you need more survivability.

Templar Class Mastery

Steadfast Candescence

Your conviction is unwavering. Light gives no quarter.

now activates and refreshes itself while Bracing. Increases the amount of damage you can block by 20% while stationary.

Notes

Replace with in fights where you need Block Mitigation.

Not worth it

Templar Class Mastery

Bastion of Light

Light consecrates the ground on which you tread.

is now applied while you are in your own and , and while and are active.

While is active, you heal for Health every 1 second. If you are at full Health after being healed from this effect while in combat, you also gain 2 Ultimate.

Health

Coefficient8% Max Health
Tick RateEvery 1s
TagsHealingSingle TargetHoT

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: Puncturing SweepsMorph of Puncturing Strikes Slot 1: Channeled FocusMorph of Rune Focus
Slot 2: Radiant GloryMorph of Radiant Destruction Slot 2: Soul BurstBleed / Lingering Torment / Resolve
Slot 3: Power of the LightMorph of Backlash Slot 3: Elemental SusceptibilityMorph of Weakness to Elements
Slot 4: Luminous ShardsMorph of Spear Shards Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: DegenerationMorph of Entropy Slot 5: Vampire's BaneMorph of Sun Fire
Ultimate: Everlasting SweepMorph of Radial Sweep Ultimate: Shooting StarMorph of Meteor
  • - your spammable. It heals you for 25% of the damage done.
  • - an execute to which you should switch when your enemy is below 28% HP. It'll heal you for 15% of the damage done.
  • - an ability that deals a lot of damage and applies the status effect. applies and grants you 100 Weapon and Spell Damage for 4 seconds.
  • - a 10 second ground DoT which will grant you a synergy which restores 3960 Stamina and Magicka when used.
  • - a 22 second DoT which grants .
  • - an ultimate that deals AoE damage around you and continues to deal damage for 10 seconds, increasing by 2 seconds for each enemy hit.
  • - places a rune on the ground and grants for 25 seconds. It also restores Magicka and heals you.
  • ( , , ) - an AoE DoT that grants you , increasing your armor by 2974.
  • - a very strong ability that does a lot. It applies , which reduces enemies' armor by 5948 and is a big damage increase. It also applies , and status effects at the beginning and then every 7.5 seconds. will apply for 4 seconds, increasing enemies' damage taken by 5%. will apply for 4 seconds, reducing enemies' damage done by 5%.
  • - this ability will constantly apply your enchantment. If it's the Ice version, it will also constantly apply to enemies who are , and they'll be thanks to .
  • - a long DoT that also grants .
  • - an ultimate that deals damage in an AoE, leaves a ground DoT and grants you Ultimate for each enemy hit with the initial blast.

is the first skill that has to go if you need to slot situational, unless the situational skill specifically says it's replacing something else. If the situational skill needs to be on your frontbar, swap its places around with .

  • - a chain ability that you can slot in trash packs to stack enemies and get through them faster.
  • - a source of AoE which can be used instead of in AoE fights.
  • - slot it on your frontbar 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%.
  • - snare removal which will be crucial for some fights.
  • - a decent ground DoT which cleanses 2 debuffs when cast. It becomes worth it whenever a fight has some important debuff you need to cleanse.
  • - 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 15m Simulated Parse Damage Change
Priority List
65.5k DPS
Baseline
Static Rotation
64.1k DPS
-2.2%

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.

Use when you start the fight with a lot of Ultimate stored up. Otherwise, use when it's ready, but stop using it at or below 25% enemy Health.

  • 1.
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9. above 25% enemy Health
  • 10. below 28%
  • 11. outside execute

Pre-buff

These abilities can be pre-cast before entering combat.

  • (just )

Final Setups

A few examples of final setups you could end up with after applying the situational skills to the base setup.

A setup for dealing with trash packs.

Front Bar Back Bar
Slot 1: Puncturing SweepsMorph of Puncturing Strikes Slot 1: Channeled FocusMorph of Rune Focus
Slot 2: Radiant GloryMorph of Radiant Destruction Slot 2: Silver LeashMorph of Silver Bolts
Slot 3: Power of the LightMorph of Backlash Slot 3: Razor CaltropsMorph of Caltrops
Slot 4: Luminous ShardsMorph of Spear Shards Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: DegenerationMorph of Entropy Slot 5: Vampire's BaneMorph of Sun Fire
Ultimate: Everlasting SweepMorph of Radial Sweep Ultimate: Shooting StarMorph of Meteor

What Changes

  • replaces .
  • replaces .

Skill Setup Comparison

Setup 15m Simulated Parse Damage Change
Full Damage
74.5k DPS
+13.7%
Base
65.5k DPS
Baseline

Passives

The only passive you specifically have to skip is .

Some trees are only needed when using situational skills, for example Psijic Order with or .

Class

Weapon

Armor

Guild

Alliance War

Racial

Craft

Class - Aedric Spear

Piercing Spear - High Priority

Spear Wall - High Priority

Burning Light - High Priority

Balanced Warrior - 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.

This setup uses 5 Light pieces for sustain. In Overland, without additional sustain beyond what this build already provides, such as Breton's , you usually won't sustain your Magicka with more than 2 Medium pieces in prolonged fights.

Shorter fights are easier to sustain, and fights with adds let you restore Magicka through when you kill them. More Medium pieces increase your damage in the Overland setup, so use as many as you can sustain, up to 6.

In Instanced content, 6 Light pieces are better for both sustain and damage because the extra Penetration isn't wasted.

Gear Slot Set Weight/Type Trait Enchantment
HeadHead Light
ShouldersShoulders Light
ChestChest Medium
HandsHands Light
BeltBelt Light
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 don't need the Trial gear. The Dungeon set is about 0.4% less damage, while the Crafted set is about 1.3% less damage.
(Dungeon)
About 0.4% less damage
(Crafted)
About 1.3% less damage
Body
Aetheric Lancer - Class Set (Infinite Archive)

If you don't have it, use in order

  1. - Crafted
  2. - Crafted
Chest, Weapons and Jewelry
Ansuul's Torment - Trial Set (Sanity's Edge)

If you don't have it, use in order

  1. - Dungeon Set (Frostvault)
  2. - Crafted
  3. - 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.

Tool Penetration Calculator Check your total armor penetration in ESO and see exactly how much DPS you're losing. Find out if you've hit the penetration cap for the type of content you're doing.

Gear Set Comparisons

Damage comparison for the set options.

All of these use 6 Light pieces and .

Weapons + Jewelry

Compares + X weapons and jewelry set.

Source
Set Source Simulated Parse Damage Change
Trial - Sanity's Edge
Interrupt 73.6k DPS
No Interrupt 65.5k DPS
+12.3% Baseline
Trial - Rockgrove
Soul 67.9k DPS
No Soul 61.9k DPS
+3.6% -5.5%
Trial - Lucent Citadel
65.6k DPS
+0.2%
Trial - Dreadsail Reef
65.5k DPS
+0.0%
Crafted
65.3k DPS
-0.3%
Dungeon - Frostvault
65.1k DPS
-0.6%
Trial - Lucent Citadel
63.2k DPS
-3.6%
Crafted
3 Stacks 62.6k DPS
0 Stacks 60.7k DPS
-4.5% -7.4%
Dungeon - Unhallowed Grave
62.4k DPS
-4.7%
PvP - Cyrodiil
62.2k DPS
-5.0%
Crafted
62.2k DPS
-5.0%
Crafted
62.2k DPS
-5.0%
Trial - Hel Ra Citadel
61.7k DPS
-5.8%
Dungeon - Falkreath Hold
60.8k DPS
-7.2%
Overland - Deshaan
60.7k DPS
-7.4%
Crafted
60.5k DPS
-7.6%
Overland - Blackwood
60.5k DPS
-7.6%
Overland - West Weald
60.5k DPS
-7.6%
Overland - Wrothgar
60.2k DPS
-8.0%
Crafted
60.1k DPS
-8.3%

Front Bar Weapons

This table compares front bar weapon options. Only the front bar weapon changes.

Front Bar Weapon Simulated Parse Damage Change
Dual Wield Daggers
65.5k DPS
Baseline
Bow
65.2k DPS
-0.5%
Lightning Staff
65.1k DPS
-0.6%
Greatsword
63.1k DPS
-3.8%
Inferno Staff
62.6k DPS
-4.5%
Ice Staff
61.5k DPS
-6.2%
One Handed and Shield
60.9k DPS
-7.0%
Restoration Staff
60.8k DPS
-7.1%

Daggers use and . Every one-weapon option uses a weapon. One Handed and Shield uses a one handed weapon plus a shield.

Situational Swaps

Alternative setups for different goals and content types.

  • 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 very hard hitting bosses.
Advertisement

Champion Points

Unlock Order

Warfare
6% Direct Damage
Because more than 60% of your damage is Direct
6% Single Target Damage
Because more than 60% of your damage is Single Target
8% Critical Damage and Healing
Next strongest CP damage-wise
205 Weapon and Spell Damage
Next strongest CP damage-wise
More Mitigation
Replace + with 2 mitigation CPs: , , , or (depending on the type of damage the Boss deals to you).
More Healing
is a decent Champion Point if you need more HPS.
Fitness
1400 Max Health
Survivability
1500 Magicka on kills
Sustain
90 Health, Magicka and Stamina Recovery
Sustain
1731 Armor
Survivability
Block Mitigation
Use in fights where you block a lot and don't have to move much
Movement Speed
Use in fights where you have to move a lot
Sustain in fights with lots of adds
Use if you need more Stamina in fights with lots of adds
Craft
20% Movement Speed out of combat
Useful utility
Quality of Life
The Craft tree is non-combat utility. Steed's Blessing is the only slottable that matters for actual content, giving you extra movement speed between fights.

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.

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
68.7k DPS
+4.9%
Dark Elf
67.5k DPS
+3.1%
High Elf
67.5k DPS
+3.1%
Orc
66.4k DPS
+1.4%
Breton
66.3k DPS
+1.3%
Argonian
65.8k DPS
+0.5%
Wood Elf
65.6k DPS
+0.2%
Nord
65.5k DPS
Baseline
Redguard
65.5k DPS
+0.0%
Imperial
65.5k DPS
+0.0%

Mundus

  • Default

    5.53% Critical Chance(9.04% with 7 )
    Use most of the time. It increases your Critical Chance
  • Difficult Content

    2744 Armor(4489 with 7 )
    Consider switching for very difficult dungeons if you're below the Armor cap. It increases your Armor. If you're a Nord, you're already Armor capped with the default setup.

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
Magicka
64
Stamina
0
All points into Magicka. Use it for most content
Health
32
Magicka
32
Stamina
0
Split evenly between Health and Magicka. Use this whenever you start to struggle
Health
64
Magicka
0
Stamina
0
All points into Health. Use this for very difficult fights
Attributes Simulated Parse Damage Change
64 Magicka
65.5k DPS
Baseline
32 Health / 32 Magicka
64.8k DPS
-1.1%
64 Health
62.6k DPS
-4.5%

Food

  • Default

    Max Health +4,312 Health Recovery +406 Stamina Recovery +369 Magicka Recovery +369
    The default option. Our don't restore resources, so the food has to cover Stamina and Magicka Recovery.
    Cheaper alternative
    Difference Max Health +3,927 −385 Health Recovery −406 Stamina Recovery +357 −12 Magicka Recovery +357 −12
  • Full Damage

    Max Health +5,414 Max Magicka +4,938
    Full damage option. Trades the recoveries for Max Magicka and more Max Health. Use with it.
Setup Simulated Parse Damage Change
+
65.5k DPS
Baseline
+
67.4k DPS
+2.9%

Potions

  • Default

    Restore Health
    Armor Potions are the default because the amount of Armor they provide is huge compared to the other bonuses you can get from potions. Relative to the usual trade-off between Armor and other stats, the Armor bonus from potions is disproportionately large. So we get our Armor from potions and cover sustain with food instead.
  • Full Damage

    Restore Magicka Restore Stamina
    Use the Power Potion (Restore Magicka, Restore Stamina, Increase Power). It'll improve both Magicka and Stamina sustain and provide .

Parses

All parses are recorded on the 6 million Target Dummy

Regular Setup
66,526 DPS
Regular Setup
66,526DPS
6mil Skeleton Dummy
Patch
Update 51
Armor
6 Light / 1 Medium
Gear Setup
Instanced
Skill Setup
Base
Potion
Food
Mundus
Race
Nord
CMX Parse
CMX Setup
Recording

Gameplay

Moon Hunter Keep
Solo Dungeon
March of Sacrifices
Solo Dungeon
March of Sacrifices
Dungeon
Elsweyr Dragon
World Event
West Weald Minotaur
Wandering Boss
Oakenclaw
World Boss
Moon Hunter Keep
Solo Dungeon 3 Misfortunes
March of Sacrifices
Solo Dungeon 3 Misfortunes
March of Sacrifices
Dungeon Veteran Hard Mode
Elsweyr Dragon
World Event
West Weald Minotaur
Wandering Boss
Oakenclaw
World Boss

Fashion

Outfit
Magicka Templar fashion screenshot
Slot Style Dyes
Head Lucent Sentinel HelmLucent Sentinel Helm
Divine Gold
Thalmor Black
Thalmor Black
Shoulders Lucent Sentinel PauldronsLucent Sentinel Pauldrons
Divine Gold
Chest Ancient Daedric JerkinAncient Daedric Jerkin
Thalmor Black
Divine Gold
Fire Drake's Flame
Hands Online:Annihilarch%27S_Chosen_StyleAnnihilarch's Chosen Gauntlets
Divine Gold
Thalmor Black
Thalmor Black
Belt Meridian GirdleMeridian Girdle
Divine Gold
Legs Nighthollow GreavesNighthollow Greaves
Divine Gold
Thalmor Black
Thalmor Black
Feet Online:Annihilarch%27S_Chosen_StyleAnnihilarch's Chosen Sabatons
Divine Gold
Thalmor Black
Thalmor Black
Frontbar Main Hand Ancestral High Elf SwordAncestral High Elf Sword
Julianos White
Divine Gold
Fire Drake's Flame
Frontbar Off Hand Ancestral High Elf SwordAncestral High Elf Sword
Julianos White
Divine Gold
Fire Drake's Flame
Backbar Main Hand Symphony of Blades StaffSymphony of Blades Staff
Divine Gold
Thalmor Black
Divine Gold
Magicka Templar fashion screenshot

FAQ

Yes. Magicka Templar is a good solo build with good damage and healing, capable of soloing Veteran Hard Mode March of Sacrifices.

Use Overland (Base) as the starting setup, then swap to Instanced for Arenas and Dungeons where enemies have higher armor. The current recommended Instanced setup uses , , , , and a .

Nord is the default race for this setup.

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

Yes, but the default setup is Dual Wield front bar and Ice Staff back bar. In the front-bar weapon table, Lightning Staff parses 0.6% lower, Bow parses 0.5% lower, Inferno Staff parses 4.5% lower, Greatsword parses 3.8% lower, Ice Staff parses 6.2% lower, One Handed and Shield parses 7.0% lower, and Restoration Staff parses 7.1% lower. Replacing the backbar weapon is a lot more troublesome, because is an extremely powerful skill for solo, but you can still do it if you really want to.

Yes. Magicka Templar can solo Veteran Dungeons that do not require multiple players for a mechanic, and it has soloed Veteran Hard Mode March of Sacrifices.

Yes, for Infinite Archive Arcs 1-4. Those arcs are still close enough to normal solo 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. Use the Base setup and the Instanced gear setup for both Maelstrom Arena and Vateshran Hollows.



THANKS FOR READING

If you want to support my work, you can do so through Patreon.