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Stamina Sorcerer Solo Build - ESO Guide

Solo Two Bar Stamina Pure Class Sorcerer
Up to date for: Update 50 - 21st May 2026
Last changed: Update 50 - 21st May 2026

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Pure Class Stamina Sorcerer (StamSorc) Solo Build for ESO Update 50. gives you constant healing, while gives you a lot of sustain and makes trigger every second. does a lot of damage in execute.

This setup soloed Veteran Hard Mode Scalecaller Peak and parses 69.9k DPS on the 6 million dummy.

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 0.027 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. For Crystal Fragments, deterministic sims treat the 33% proc as one proc every 3 skills.

The baseline sim uses instead of because you can't parse with Sul-Xan on the dummy, and I wanted the simulator checked against a real parse. Sul-Xan comparison rows say whether the Soul buff is active.

Run Simulated DPS Notes
15m deterministic sim
69.0k DPS
Used for most comparison tables
6m deterministic sim
69.8k DPS
Same setup on real dummy health
Real 6m CMX parse
69.9k DPS
Recorded in game
100 random 6m sims
Lowest 65.8k DPS
Highest 72.6k 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 U50 system where each class picks 2 of 5 if it does not subclass. These are Class Mastery Points, not Skill Points. Activating subclassing in any capacity disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.

Use and .

Static Reverberation mastery - ESO
Your damaging attacks have a base 5% chance, plus 1% for every 1% missing Health the target has, to trigger an additional Shock Damage hit, up to once every 300ms. This chance is divided by 1 plus each permanent pet you have active.
Conservation of Energy mastery - ESO
Upgrades rank 2 of to activate off any ability with a cost, excluding cost per tick abilities, and restore 2% Magicka and Stamina when it activates.
Calculated Defense mastery - ESO
When you begin to activate a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that absorbs 30% of your Max Health. If the shield does not break, you and your group members gain 6% Weapon and Spell Damage for 20 seconds.
Replace with if you need more survivability.
Font of Power mastery - ESO
Upgrades rank 2 of to activate off any Sorcerer ability and grant 1% Weapon and Spell Damage for every 1750 Max Magicka or Stamina you have, whichever is higher, for 10 seconds.
Use it for the Front Bar Weapons rows.
Sphere of Influence mastery - ESO
Damage shield abilities grant an additional shield to the target for 3 seconds that absorbs up to 15% of their Max Health, scaling with 25% of your higher Max Magicka or Health. Targets also gain 225 Health, Magicka, and Stamina Recovery for 12 seconds.

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: Traveling Knife Slot 1: HurricaneMorph of Lightning Form
Slot 2: Liquid LightningMorph of Lightning Splash Slot 2: Critical SurgeMorph of Surge
Slot 3: Bound ArmamentsMorph of Bound Armor Slot 3: Elemental SusceptibilityMorph of Weakness to Elements
Slot 4: Crystal FragmentsMorph of Crystal Shard Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: Soul Burst Slot 5: Ulfsild's Contingency
Ultimate: Power OverloadMorph of Overload Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach
  • (Physical Damage, Assassin's Misery, Berserk) - a spammable which increases chance to apply Status Effects on affected enemies by 100% for 10 seconds, and grants you for 20 seconds, increasing your damage done by 5%.
  • - a 15 second ground DoT which grants you the Conduit synergy which deals damage around you.
  • - passively gives you and , increasing your Critical Chance by 12%. Your Light and Heavy Attacks build stacks, and at 4 stacks you can cast it to send 4 blades at your target. The tooltip doesn't say it, but these blades have an increased chance to proc Status Effects, and since this is basically 4 hits in one ability, it procs a lot of .
  • - is an ability that has 33% chance to become empowered whenever you use an ability with a cost. Use it whenever it procs. This ability will proc the passive, increasing your Critical Chance by 6%.
  • (Physical Damage, Lingering Torment, Resolve) - an AoE DoT that grants you , increasing your armor by 2974.
  • - an ultimate we won't be using most of the time, but we'll keep slotted on frontbar for the passive 108 Weapon and Spell Damage from passive.
  • - your source of which is a crucial defensive buff, and it also deals decent damage.
  • - your source of and 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
  • - 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 .
  • (Shock Damage, Lingering Torment, Force) - deals damage in an AoE, applies a 22 second DoT and grants you , increasing your Critical Damage by 10%. It is delayed until the next ability with a cost.
  • - the most powerful ultimate Sorcerer has access to. It will also keep proccing status effect which will keep up the debuff, which increases enemies' damage taken by 5%

is the first skill that has to go if you need to slot something situational, unless the situational skill specifically says that it's replacing something else

  • - 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. It replaces since both apply .
  • - 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
  • (Shock Damage, Gladiator's Tenacity, Force) - a different script combination which trades the DoT from Lingering Torment for the mitigation from Gladiator's Tenacity. Use it in fights where you need more damage mitigation.
  • - 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
  • - 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
Rotation Simulated Parse Damage Change
Priority List
69.0k DPS
Baseline
Static Rotation
64.8k DPS
-6.1%

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. when ready
  • 2.
  • 3. - refresh 1 second early
  • 4.
  • 5. - refresh 1 second early
  • 6. when procced
  • 7.
  • 8.
  • 9. at 4 stacks
  • 10.
  • 11.

Pre-buff

These abilities can be pre-cast before entering combat.

  • - only useful here for the armor buff.

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: Traveling Knife Slot 1: HurricaneMorph of Lightning Form
Slot 2: Liquid LightningMorph of Lightning Splash Slot 2: Critical SurgeMorph of Surge
Slot 3: Bound ArmamentsMorph of Bound Armor Slot 3: Razor CaltropsMorph of Caltrops
Slot 4: Silver LeashMorph of Silver Bolts Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: Soul Burst Slot 5: Ulfsild's Contingency
Ultimate: Power OverloadMorph of Overload Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach

What Changes

Changes compared to the Base Setup

  • replaces
  • replaces

Skill Setup Comparison

Setup Simulated Parse Damage vs Regular
Regular
69.0k DPS
Baseline
Tanky
63.8k DPS
-7.6%

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 - Dark Magic

Unholy Knowledge - Medium Priority

Blood Magic - Medium Priority

Persistence - Low Priority

Exploitation - 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 Lightning Staff
Body
Beacon of Oblivion - Class Set (Infinite Archive)

If you don't have it, use in order

  1. - Crafted
  2. - Crafted
Weapons and Jewelry
Sul-Xan's Torment - Trial Set (Rockgrove)

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

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 5 Medium / 2 Light, and .

Weapons + Jewelry

Compares + X weapons and jewelry set.

Source
Set Source Simulated Parse Damage
(Soul) Trial - Rockgrove
71.6k DPS
Best
(No Soul) Trial - Rockgrove
65.2k DPS
-9.0%
Trial - Dreadsail Reef
69.0k DPS
-3.6%
Trial - Lucent Citadel
68.9k DPS
-3.8%
Dungeon - Frostvault
67.0k DPS
-6.5%
Crafted
67.0k DPS
-6.5%
Class Set - Infinite Archive
66.3k DPS
-7.4%
Dungeon - Unhallowed Grave
66.3k DPS
-7.5%
Crafted
65.8k DPS
-8.1%
Dungeon - Falkreath Hold
64.9k DPS
-9.3%
Dungeon - Exiled Redoubt
62.4k DPS
-12.8%

Front Bar Weapons

Daggers are the default weapon. Lightning Staff is the best ranged weapon when mechanics make melee annoying.

Front Bar Weapon Additional Changes Simulated Parse Damage vs Daggers
Dual Wield Daggers none
69.0k DPS
Baseline
Lightning Staff ->
68.1k DPS
-1.3%
Inferno Staff ->
66.9k DPS
-3.1%
Bow ->
66.9k DPS
-3.1%
Greatsword ->
66.4k DPS
-3.7%
Ice Staff ->
65.7k DPS
-4.7%
Restoration Staff ->
62.5k DPS
-9.4%
Sword and Shield ->
62.4k DPS
-9.5%

Traits and enchants: Daggers use and . Every one-weapon option uses a weapon and keeps the same backbar Lightning Staff. Sword and Shield uses a sword plus a shield.

Rows using also use and instead of and . gives and , which makes the swap work.

Situational Swaps

Alternative setups for different goals and content types

  • Replace in fights with no adds. is the strongest fallback. Use if you don't have it

Additional Tips

  • You can change some (or all) of the enchants to ones for extremely hard hitting bosses
  • If you want to use the Crafted Only setup for Instanced content (Arenas and Dungeons), switch to a 5 Medium / 2 Light weight split just like the Instanced setup
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Champion Points

WarfareWarfare
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 option if you need more HPS
FitnessFitness
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 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.

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 significantly more forgiving 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 vs Nord
Dark Elf
71.0k DPS
+2.9%
Khajiit
71.0k DPS
+2.8%
Orc
70.8k DPS
+2.6%
High Elf
70.3k DPS
+1.9%
Wood Elf
70.2k DPS
+1.7%
Redguard
69.3k DPS
+0.5%
Imperial
69.3k DPS
+0.5%
Nord Default
69.0k DPS
Baseline
Argonian
68.7k DPS
-0.4%
Breton
68.1k DPS
-1.3%

Mundus

The Thief
Overland
5.53% Critical Chance (9.04% with 7 Divines)
When to use
Use for the Overland setup. It increases your Critical Chance
The Lover
Instanced
2744 Penetration (4489 with 7 Divines)
When to use
Use in all Instanced content. Provides penetration to compensate for the higher armor of Instanced enemies.
The Lady
Difficult Content
2744 Armor (4489 with 7 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 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
Magicka
0
Stamina
64
All points into Stamina. Use it for most content
Health
32
Magicka
0
Stamina
32
Split evenly between Health and Stamina. 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 Stamina
69.0k DPS
Baseline
32 Health / 32 Stamina
66.8k DPS
-3.2%
64 Health
65.2k DPS
-5.5%

The damage loss from changing attributes is small enough that you should move points into Health whenever you need it.

Food

Braised Rabbit with Spring Vegetables
Default
Max Health Max Stamina
The sustain from allows us to use Bi-Stat Food as the default.
Orzorga's Smoked Bear Haunch
Sustain
Max Health Stamina Recovery Magicka Recovery
Use this if you need more sustain. It trades Max Stamina for Stamina and Magicka Recovery. is a cheaper alternative.

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
Sustain
Restore Stamina Restore Magicka

Use this if you need more sustain. Basically a , but with the useless Restore Health changed to . It's straight up an upgrade over , but expensive to craft.

Parses

All parses are recorded on the 6 million Target Dummy

Regular Setup
69,936 DPS
Regular Setup
69,936DPS
6mil Skeleton Dummy
Patch
U50 PTS Week 5
Armor
5 Medium / 2 Light
Gear Setup
Instanced (No Sul-Xan)
Skill Setup
Base
Potion
Food
Mundus
Race
Nord
CMX Parse
Stamina Sorcerer Solo CMX Parse - Regular Setup - ESO
CMX Setup
Stamina Sorcerer Solo CMX Setup - Regular Setup - ESO
Parse Recording
Parse recording

Gameplay

Scalecaller Peak
Dungeon
Moongrave Fane
Dungeon
Unhallowed Grave
Dungeon
Scalecaller Peak
Dungeon Veteran Hard Mode
Moongrave Fane
Dungeon Veteran
Unhallowed Grave
Dungeon Veteran

FAQ

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

Yes, but non-Dual-Wield weapons need the additional changes from the front bar weapon table. Daggers are still best, and Lightning Staff is the best ranged option. Lightning Staff does 1.3% less damage, Inferno Staff and Bow do 3.1% less, Greatsword does 3.7% less, Ice Staff does 4.7% less, Restoration Staff does 9.4% less, and Sword and Shield does 9.5% less.

No. Use the base skills and the Instanced gear setup for both Maelstrom Arena and Vateshran Hollows.



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