Hyperioxes
Hyperioxes

Stamina Necromancer Solo Build - ESO Guide

Solo Two Bar Stamina Pure Class Necromancer
Up to date for: Update 51 - 11th October 2026
Last changed: Update 51 - 11th October 2026

Pure Class Stamina Necromancer (StamCro) Solo Build for ESO Update 51. 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 Dread Cellar on U50 PTS. An older Necromancer setup also cleared Veteran Hard Mode Scalecaller Peak.

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.

The video is from an older patch - the written guide below is more up to date.

Simulated DPS is up by 1.8% compared to U50.

Skills

  • now grants only , which provides both Weapon and Spell Critical Chance
  • now grants only , which provides both Weapon and Spell Damage
  • now costs 3240 Magicka instead of being free
  • replaces

Class

  • stacks now last 12 seconds instead of 15, but decay two at a time instead of three

Gear

  • now works in Overland

Consumables

  • now uses the Essence of Spell Protection name and updated icon
Article ESO Update 51 PTS Patch Notes & Changes ESO Update 51 PTS patch notes covering buff hybridization, class and weapon changes, Werewolf, item sets, Solo Dungeons, and undocumented changes.

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.

Every comparison table in this guide is the average of 10 deterministic sims, with the dummy's health spread between 5.55 and 6.45 million HP. A single sim can be off by up to 1.2%, because the result depends on when the killing hit lands. The Instanced 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 (5.55-6.45m average)
69.6k DPS
100 random 6m sims
Lowest 68.4k DPS
Highest 72.3k DPS
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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

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

Malevolent Promise

Death's knell is a familiar song. Share it with your enemies.

Upgrades rank 2 of to mark the closest non-player enemy to you with death's touch for 6 seconds, allowing you to use a corpse consuming ability on them. Consuming or replacing this effect forcibly triggers rank 1 of 's Ultimate generation and triggers rank 2 of .

This effect can occur once every 2 seconds.

Not in Tooltip

The tooltip is misleading. won't work without passive, but it isn't tied to proccing (which has a 16 second cooldown). You create the death-touch mark whenever you consume any corpse, up to once every 2 seconds.

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 ArcherMorph of Skeletal Mage Slot 5: Barbed TrapMorph of Trap Beast
Ultimate: Pestilent ColossusMorph of Frozen Colossus Ultimate: Ice CometMorph 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 . 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
  • - a spammable. 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.
  • - 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 an archer to attack your enemies and grants you for 20 seconds, which increases 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 costs 3240 Magicka. 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 .
  • - a 20 second DoT that will also apply status effect at the start and grant you for 20 seconds, increasing your Critical Damage by 10%
  • - a 200 Ultimate cost AoE that knocks enemies down and leaves a ground DoT. U51 buffed the DoT, so it does more single target damage than Shooting Star now.

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
  • - 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%
  • - 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
69.6k DPS
Baseline
Static Rotation
64.1k DPS
-7.9%

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

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 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 ArcherMorph of Skeletal Mage Slot 5: Barbed TrapMorph of Trap Beast
Ultimate: Pestilent 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
69.6k DPS
Baseline
Tanky
65.2k DPS
-6.4%

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 Medium
HandsHands Medium
BeltBelt Light
LegsLegs Medium
FeetBoots Medium
NeckNecklace Jewelry
RingRing Jewelry
RingRing Jewelry
MainhandFrontbar Main Hand Dagger
OffhandFrontbar Off Hand Dagger
MainhandBackbar Main Hand Inferno Staff
Look here You don't need the Trial gear. The Dungeon set is about 4.7% less damage, while the Crafted set is about 6.0% less damage.
(Dungeon)
About 4.7% less damage
(Crafted)
About 6.0% less damage
Body
Corpseburster - Class Set (Infinite Archive)

If you don't have it, use in order

  1. - Crafted
  2. - Crafted
Weapons and Jewelry
Whorl of the Depths - Trial Set (Dreadsail Reef)

If you don't have it, use in order

  1. - Crafted
  2. - 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 Medium / 1 Light and .

Weapons + Jewelry

Compares + X weapons and jewelry set.

Source
Set Source Simulated Parse Damage Change
Trial - Sanity's Edge
Interrupt 74.4k DPS
No Interrupt 67.4k DPS
+6.9% -3.1%
Trial - Rockgrove
Soul 70.8k DPS
No Soul 63.7k DPS
+1.8% -8.5%
Trial - Dreadsail Reef
69.6k DPS
Baseline
Trial - Lucent Citadel
68.4k DPS
-1.7%
Crafted
67.2k DPS
-3.5%
Dungeon - Unhallowed Grave
66.2k DPS
-4.9%
Dungeon - Frostvault
65.2k DPS
-6.3%
Crafted
3 Stacks 64.7k DPS
0 Stacks 62.5k DPS
-7.0% -10.2%
Crafted
64.2k DPS
-7.7%
Overland - West Weald
63.6k DPS
-8.6%
Overland - Wrothgar
63.6k DPS
-8.7%
Dungeon - Falkreath Hold
63.5k DPS
-8.8%
Crafted
62.9k DPS
-9.7%
Overland - Blackwood
62.6k DPS
-10.0%
PvP - Cyrodiil
62.5k DPS
-10.2%
Crafted
62.4k DPS
-10.4%
Overland - Deshaan
62.2k DPS
-10.6%

Front Bar Weapons

Daggers are the default weapon.

Front Bar Weapon Simulated Parse Damage Change
Dual Wield Daggers
69.6k DPS
Baseline
Lightning Staff
68.4k DPS
-1.8%
Bow
67.6k DPS
-2.9%
Greatsword
67.6k DPS
-2.9%
Inferno Staff
67.1k DPS
-3.6%
Ice Staff
66.1k DPS
-5.1%
One Handed and Shield
63.8k DPS
-8.4%
Restoration Staff
63.4k DPS
-8.9%

Only the front bar weapon changes. 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 interrupt something at least once every 30 seconds.
  • Use instead of 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

Warfare
8% Critical Damage and Healing
Next strongest CP damage-wise
205 Weapon and Spell Damage
Next strongest CP damage-wise
6% Direct Damage
6% Single Target Damage
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
Fitness
1400 Max Health
Survivability
1500 Stamina on kills
Sustain
90 Health, Magicka and Stamina Recovery
Sustain
1731 Armor
Survivability
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
Sustain in fights with lots of adds
Use along with if you need more Magicka sustain in fights with lots of adds
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

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
Dark Elf
72.0k DPS
+3.4%
Khajiit
72.0k DPS
+3.4%
Orc
71.8k DPS
+3.1%
High Elf
71.2k DPS
+2.3%
Wood Elf
71.1k DPS
+2.2%
Redguard
69.8k DPS
+0.3%
Imperial
69.8k DPS
+0.3%
Nord
69.6k DPS
Baseline
Argonian
69.4k DPS
-0.3%
Breton
68.9k DPS
-0.9%

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 extremely difficult dungeons. It increases your Armor.

Attributes

For most content you should put all 64 points into Stamina. 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 Stamina, for the extremely difficult stuff you'll need 64 Health.

Health
0
Stamina
64
Magicka
0
All points into Stamina. Use it for most content
Health
32
Stamina
32
Magicka
0
Split evenly between Health and Stamina. 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 Stamina
69.6k DPS
Baseline
32 Health / 32 Stamina
68.0k DPS
-2.4%
64 Health
66.3k DPS
-4.7%

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

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 +5,395 Max Stamina +4,936
    Full damage option. Trades the recoveries for Max Stamina and more Max Health, but you'll need or potions in order to sustain.
Setup Simulated Parse Damage Change
+
69.6k DPS
Baseline
+ or
71.7k DPS
+3.0%

Potions

  • Default

    Restore Health
    The default option. It gives you the armor while your food covers sustain.
  • Full Damage

    Restore Health Restore Stamina Restore Magicka
    Full damage option. The sustain from it lets you switch from to for more damage.
  • Full Damage

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

Parses

All parses are recorded on the 6 million Target Dummy.

Regular Setup
68,871 DPS
Regular Setup
68,871DPS
6mil Skeleton Dummy
Patch
U50 PTS Week 4
Armor
6 Medium / 1 Light
Gear Setup
Instanced (No Sul-Xan)
Skill Setup
Regular
Potion
Food
Mundus
Race
Nord
CMX Parse
Stamina Necromancer Solo CMX Parse - Regular Setup - ESO
CMX Setup
Stamina Necromancer Solo CMX Setup - Regular Setup - ESO
Recording
Parse recording

Gameplay

Dread Cellar
Dungeon
Scalecaller Peak
Dungeon
Dread Cellar
Dungeon Veteran
Scalecaller Peak
Dungeon Veteran Hard Mode

FAQ

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

Yes. StamCro is a strong solo build, capable of soloing Veteran Dread Cellar. An older Necromancer setup also cleared Veteran Hard Mode Scalecaller Peak.

The default setup uses , , , , and a Maelstrom inferno staff. In fights where you can kill an add every 30 seconds, use instead of .

Dark Elf 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 Inferno 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.



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