MAGICKA TEMPLAR SOLO GUIDE
Last updated: Update 48 - 12th January 2026
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.
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 Sweep | Slot 1: Channeled Focus |
| Slot 2: Radiant Glory | Slot 2: Luminous Shards |
| Slot 3: Power of the Light | Slot 3: Elemental Susceptibility |
| Slot 4: Deadly Cloak | Slot 4: Elemental Blockade |
| Slot 5: Ulfsild's Contingency | Slot 5: Solar Barrage |
| Ultimate: Flawless Dawnbreaker | Ultimate: Shooting Star |
Puncturing Sweep - a spammable that will heal you for 25% of the damage done and deals full damage in an AoE
Radiant Glory - an execute to which you should switch when your enemy is roughly at 20% HP. It'll heal you for 15% of the damage done
Power of the Light - an ability that deals a lot of damage and applies the Sunder status effect. Sunder applies Minor Breach and grants you 100 Weapon and Spell Damage for 4 seconds.
Power of the Light is also going to proc the
Illuminate passive, granting you Minor Sorcery for 20 seconds, which increases your Spell Damage by 10%
Deadly Cloak - this ability deals damage around every 2 seconds for 20 seconds and grants you Major Evasion for the duration, reducing your AoE damage taken by 20%. It's crucial because you need another Stamina ability to reduce the strain on your Magicka pool
Ulfsild's Contingency (
Bleed,
Lingering Torment,
Force) - 22 second DoT which also grants you Minor Force, increasing your Critical Damage by 10%
Flawless Dawnbreaker - an ultimate we'll keep slotted to activate the
Slayer and
Banish the Wicked passives which increase Weapon and Spell Damage by 3% and generate Ultimate on kills. You can also use it towards the end of the fight if it's obvious you won't get enough Ultimate for another
Shooting Star
Channeled Focus - an ability that places a rune on the ground and grants you Major Resolve for 25 seconds, which is an extremely important defensive buff. It's also going to restore your Magicka and heal you for 2% of your Max Health every second, which increases to 6% if you're standing inside of the rune
Luminous Shards - a 10 second ground DoT which will grant you a synergy which restores 3960 Stamina and Magicka when used
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, and Ice Staff will be part of the Instanced gear setup. 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. If it's the Ice version, it will also constantly apply Minor Breach to enemies who are Chilled, and they’ll be Chilled thanks to
Elemental Susceptibility
Solar Barrage - a 20 second DoT effect which deals damage around you and increases your damage done with class abilities by 5%
Shooting Star - a powerful ultimate that deals damage in an AoE and grants you Ultimate for each enemy hit with the initial blast
Deadly Cloak and
Solar Barrage are the first skills that have to go if you need to slot situational, unless the situational skill specifically says it's replacing something else
Resolving Vigor - use it for fights where there's a lot of damage happening in a short burst. The HoT from
Resolving Vigor is short but very strong, so casting it at the right time can help you survive such mechanics. The Minor Resolve it provides will also reduce all of your damage taken. It can also be used in fights with invulnerability phases where you can't heal with
Ring of the Pale Order,
Puncturing Sweep and
Radiant Glory
Silver Leash - a chain ability that you can slot in trash packs to stack enemies and get through them faster
Razor Caltrops - a source of AoE Major Breach which can be used instead of
Elemental Susceptibility in AoE fights
Ulfsild's Contingency (
Bleed,
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.
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%
Race Against Time - snare removal which will be crucial for some fights. It replaces
Ulfsild's Contingency because it also provides Minor Force
Ritual of Retribution - a decent ground DoT which cleanses 2 debuffs when cast. It wasn't strong enough to make it into Regular setup but it becomes worth it whenever a fight has some important debuff you need to cleanse
Barbed Trap - an alternative source of Minor Force which can replace
Ulfsild's Contingency. It does more damage, but because of the Stamina cost it becomes unsustainable in fights where you have to dodge roll and/or block anything
Wield Soul (
Shock,
Druid’s Resurgence,
Maim) - a spammable which replaces
Puncturing Sweep in fights where you have to stay at range
Soul Burst (
Bleed,
Lingering Torment,
Courage) - a 20 second AoE DoT which grants you Minor Courage, which increases your Weapon and Spell Damage by 215. It becomes crucial in Ranged setup, because that setup cannot use
Deadly Cloak, so it needs another Stamina ability to reduce the strain on Magicka pool
Consuming Trap - a very weak DoT which replenishes your resources when the affected target dies, it can provide you with a lot of sustain in fights which constantly spawn weak adds
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
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
Channeled Focus - Use
Elemental Susceptibility - Use
Power of the Light - Use
Ulfsild's Contingency - Use
Flawless Dawnbreaker if it's obvious you won't get enough Ultimate for another
Shooting Star before the fight ends - Use
Shooting Star if it's ready - Use
Solar Barrage - Use
Elemental Blockade - Use
Deadly Cloak - Use
Luminous Shards - If enemy is below 20% Max HP, use
Radiant Glory - Use
Puncturing Sweep
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 which trades damage for more survivability. Use it against harder boss fights or if you simply want a tankier build and don't mind fights taking longer
| Front Bar | Back Bar |
|---|---|
| Slot 1: Puncturing Sweep | Slot 1: Channeled Focus |
| Slot 2: Radiant Glory | Slot 2: Luminous Shards |
| Slot 3: Power of the Light | Slot 3: Elemental Susceptibility |
| Slot 4: Revealing Flare | Slot 4: Elemental Blockade |
| Slot 5: Ulfsild's Contingency | Slot 5: Resolving Vigor |
| Ultimate: Flawless Dawnbreaker | Ultimate: Shooting Star |
WHAT CHANGES:
Revealing Flare replaces
Deadly Cloak
Ulfsild's Contingency changes the
Lingering Torment script to
Gladiator's Tenacity
Resolving Vigor replaces
Solar Barrage
ADDITIONAL INFO:
Deadly Cloak can still be superior to
Revealing Flare if the fight has lots of AoE damage, because of the Major Evasion
PASSIVES
The only passive you specifically have to skip is
Tri Focus
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
Base Setup
A base setup that is meant for Overland content and will work for most situations. It 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 Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Light | |||
![]() Shoulders |
Light | |||
![]() Chest |
Medium | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Medium | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Inferno Staff |
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
Whorl of the Depths - a strong proc set which pulls ahead of
Order’s Wrath in Instanced content where you can utilise its 3-piece Minor Slayer bonus
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
Only listing a single alternative because one of the sets from Base Setup,
Order’s Wrath, is also a crafted set
No Overland, Dungeon or Trial gear is listed as the Crafted options are superior.
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 | |||
![]() Hands |
Light | |||
![]() Belt |
Light | |||
![]() Legs |
Medium | |||
![]() Boots |
Light | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Dagger | |||
![]() Frontbar Off Hand |
Dagger | |||
![]() Backbar Main Hand |
Inferno Staff |
The weight distribution of the setup from the table is 1 Heavy 5 Medium 1 Light so that you can start leveling up all your armor skill lines. Once you transition to Regular setup you'll be using 2 Medium 5 Light most of the time, switching to 1 Heavy 5 Medium 1 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
This is a setup you should in Instanced content (Arenas and Dungeons). Enemies in instanced content have 18,200 armor, while Overland enemies have only 9,100, so this setup will need much more penetration.
| 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 |
Mace | |||
![]() Frontbar Off Hand |
Mace | |||
![]() Backbar Main Hand |
Ice Staff |
EXPLANATION:
Whorl of the Depths replaces
Order’s Wrath, because in Instanced content you can benefit from the Minor Slayer buff, which makes it better- Daggers are replaced with Maces to gain more penetration through the
Twin Blade and Blunt passive - Inferno Staff is replaced with Ice Staff, because Ice
Elemental Blockade will improve uptime of the Minor Breach debuff - Weight composition goes from 2 Medium 5 Light to 1 Medium 6 Light, so we can benefit a bit more from the
Concentration passive
ADDITIONAL INFO:
- If you don't have access to Trial gear, use
Tide-Born Wildstalker instead of
Whorl of the Depths. Since
Tide-Born Wildstalker provides penetration, you should also replace one of the Maces with a Dagger.
Order’s Wrath is also a good alternative and
Tide-Born Wildstalker pulls only slightly ahead because of the penetration line
This is my suggested setup for soloing extremely difficult fights in dungeons. Unlike the "Tanky" skill setup which can be used for both difficult and easy stuff, this "Tanky" gear setup only makes sense in Instanced content because it focuses on utilizing Minor Aegis, Minor Slayer and on getting additional sustain from
Roksa the Warped which is mostly useful only in super difficult fights where you have to dodge roll a lot
| 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 |
Mace | |||
![]() Frontbar Off Hand |
Mace | |||
![]() Backbar Main Hand |
Ice Staff |
WHAT CHANGES (compared to Instanced setup, not Base):
Whorl of the Depths is now front-barred instead of being fully on body
Deadly Strike 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
ADDITIONAL INFO:
- You can change some (or all) of the
Magicka enchants to
Health ones for extremely hard hitting bosses
Well-Fitted is also a decent option instead of
Divines, because many difficult dungeon fights will require you to dodge roll a lot
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, Magicka 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 )
Reaving Blows is another decent Blue CP for when you need more HPS- 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 - Use
Bloody Renewal along
Siphoning Spells in fights with lots of adds
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
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
Use the Spell Power potions (Increase Spell Power, Spell Critical, Restore Magicka). They'll provide Major Sorcery and Major Prophecy which are crucial buffs. You can craft them by combining
Lady's Smock,
Namira's Rot and
Corn Flower.
PARSE
57.4k on the 6mil dummy using Regular setup
Recording of the 57.4k parse
OTHER PARSES
Tanky Skill Setup - 50.8k DPS
GAMEPLAY
Here you can see this build tackling Veteran dungeons and other content
Solo West Weald Minotaur Raid Party
Log - https://www.esologs.com/reports/F1zRABxfpnvLY7Zr?fight=107&start=736148848&end=736519390
THANKS FOR READING
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