Werewolf Solo Build - ESO U50 PTS Guide
Feral Cruelty 33% Weapon and Spell Damage passive is currently broken and doesn't work. This will be fixed in 3rd week of PTS. At the moment it can be mitigated by using rank 1 of this passive which provides 17% Weapon and Spell Damage. All of my parses were done before I knew it, so they don't benefit from that passive at all.
Nothing here is final. These are my notes as I test the reworked Werewolf on the U50 PTS. ZOS keeps pushing patches until Week 4. After that the PTS locks, and the next 4 weeks are what actually goes to Live.
Update 50 completely reworked Werewolf. New abilities and an Ultimate which makes all skills free.
The damage reaches U49 Solo MagDK levels with survivability that surpasses it, which is crazy for a one bar build. It's still behind other options since pure class builds now parse above 80k, but it's a massive improvement over what Werewolf used to be.
This guide covers every class that can run Werewolf. Some classes keep all three native skill lines and use Class Masteries, others subclass into Earthen Heart and Storm Calling for stronger passives at the cost of losing the Class Mastery system, because none of their Class Masteries are worth it on Werewolf.
Class Choice
Class Masteries are a new U50 system where each class picks 2 of 5 passive bonuses. Activating subclassing in any capacity disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.
What Works in Werewolf Form
Class choice still matters even on a Werewolf build. Some class passives and Class Masteries keep working while you're in form.
| Class | Passives that work | Class Masteries that work |
|---|---|---|
| Fan the Flames, A Soul Ablaze, Burnished Scales, World in Ruin, Elder Dragon (only Health Recovery), Heart of Stone, Landslide, Blessing at the Peak (only Critical Damage) |
|
|
| Harnessed Quintessence, Erudition | None | |
| Unholy Knowledge, Persistence, Blood Magic (only with ), Expert Summoner (Dire Wolves count), Capacitor, Energized, Amplitude, Power Stone |
|
|
| Maturation, Glacial Presence, Piercing Cold |
|
|
| Rapid Rot, Last Gasp, Curative Curse |
|
|
| Burning Light, Balanced Warrior, Restoring Spirit, Mending, Sacred Ground (only with ) |
|
|
| Master Assassin, Executioner, Refreshing Shadows, Catalyst |
|
Ranking of Final Setups
The DPS numbers below come from 6 million dummy parses. Additional Benefits are bonuses that aren't reflected on a dummy parse, but can be useful in actual fights.
Additional Benefits
Additional Cons
Additional Benefits
Additional Cons
Additional Cons
Additional Benefits
Additional Cons
Additional Cons
Additional Benefits
Additional Cons
Additional Cons
Pick a class below to see its setup.
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Situational Swap
This is the ability you should replace for situational.
Situational
Not worth it
Activating rank 2 of The Storm Voice grants 1 Health, Magicka, and Stamina Recovery per Ultimate spent for 10 seconds after a 15 second delay.
This only works on the initial Werewolf transformation cast, not the upkeep drain while already transformed.
Activating rank 2 of The Storm Voice grants you and group members within 28 meters of you Major Berserk and Protection for 1 second per 15 Ultimate spent, increasing damage done and reducing damage taken by 10%.
This only works on the initial Werewolf transformation cast, not the upkeep drain while already transformed.
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Not worth it
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Situational Swap
This is the ability you should replace for situational.
Situational
Not worth it
Skill Lines
Class Masteries
Each class gets 2 Class Mastery Points to spend (not Skill Points). Take the two picks below. The three alternatives are listed for reference.
Use These
Not worth it
Skill Lines
Subclassing
Templar doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Aedric Spear is kept for Balanced Warrior and Burning Light. Earthen Heart is subclassed in for Landslide, Blessing at the Peak and Heart of Stone. Storm Calling is subclassed in for Capacitor, Energized and Amplitude.
Skill Lines
Subclassing
Necromancer doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Bone Tyrant is kept for Last Gasp. Earthen Heart is subclassed in for Landslide, Blessing at the Peak and Heart of Stone. Storm Calling is subclassed in for Capacitor, Energized and Amplitude.
Skill Lines
Subclassing
Arcanist doesn't have Class Masteries that would benefit Werewolf, so it's better to subclass. Herald of the Tome is kept for Harnessed Quintessence. Earthen Heart is subclassed in for Landslide, Blessing at the Peak and Heart of Stone. Storm Calling is subclassed in for Capacitor, Energized and Amplitude.
Skill Setups
Base Setup
| Front Bar | Back Bar |
|---|---|
| Slot 1: Brutal Pounce | |
| Slot 2: Hircine's Rage | |
| Slot 3: Ferocious Roar | |
| Slot 4: Rip and Tear | |
| Slot 5: Bloodclaws | |
| Ultimate: Pack Leader |
- Brutal Pounce - dynamic ability that turns into Brutal Pounce (gap closer) when the target is more than 7 meters away and Brutal Carnage (7m AoE DoT) when within melee range. Brutal Carnage's damage over time stacks up to 3 times, adding 10 seconds of duration per stack
- Hircine's Rage - burst heal that scales off your Offensive stats (Weapon and Spell Damage). Grants up to 12% damage done for 15 seconds based on current Health percent, but also increases damage taken by the same amount. Restores 20% of your Max Stamina after the heal (scales with current Health). Generates double Fury on cast and grants Minor Berserk while slotted
- Ferocious Roar - 10m AoE that applies Major Courage to you and 11 nearby allies for 20 seconds. You can now activate your own Feeding Frenzy synergy from this ability which grants 6% damage done and Minor Force for 30 seconds. Applies 2 stacks of Blood Hunger on cast which empowers Rip and Tear
- Rip and Tear - melee double-bite attack (7m range). First hit deals Physical damage and applies Sundered and Major Breach to the target for 15 seconds. Second hit deals Bleed damage and heals you for 27% of your Max Health. Deals 200% bonus damage to targets under 25% Health, making it your execute. Each stack of Blood Hunger increases the first hit's damage and the heal by 25% and consumes 1 stack
- Bloodclaws - Physical damage initial hit in AoE (6 target cap) plus a 10-second Bleed DoT. Heals you for 40% of the initial hit damage and for ~6.2% of your Max Health every time the DoT ticks on an enemy. 15% chance to apply Sundered on the initial hit and 5% chance for Hemorrhaging on the DoT
- Pack Leader - the Ultimate that transforms you into a Werewolf. Costs 100 Ultimate to activate and drains 100 every 10 seconds while the form is up, but the drain stops when you're out of combat. You still generate Ultimate while transformed, which is how you sustain the form. This morph increases your block mitigation by 30% and provides Major Protection, reducing damage taken by 10%. It also spawns 2 direwolves that fight alongside you, grants you Minor Courage, and upgrades Rampage into Enduring Rampage which adds 4000 Health Recovery during the effect. With the Call of the Hunt passive (boosted by those 2 direwolves), the sustain cost comes down to 40 Ultimate per 10 seconds. Pack Leader's Bone Broth food can push it further to 35 but you usually won't need the extra reduction
- Feral Pounce - the other morph of Brutal Pounce. Grants 200 Stamina every time it deals damage and triggers Fury generation on damage (up to once every 4 seconds), so Feral Pounce generates Fury twice per cast and Feral Carnage up to 3 times over its duration. Take it if you're struggling to sustain the Werewolf Transformation. More frequent Rampage windows remove the Ultimate cost of maintaining form. Mostly a concern with Werewolf Berserker. Pack Leader shouldn't ever need this
- Hircine's Fortitude - the other morph of Hircine's Rage. Heals based on Max Health instead of Offensive stats. Stronger Stamina restore (12% to 24% of your Max Stamina based on current Health instead of 10% to 20%) and grants Major Vitality while slotted. Take it when you need more survivability. It also makes you tankier because you no longer increase your damage taken with Hircine's Rage
- Deafening Roar - the other morph of Ferocious Roar. Applies Major Maim and Cowardice to enemies for 15 seconds. Slotting it passively grants Major Evasion and Minor Protection. Take it when you need more survivability
- Werewolf Berserker - the other morph of Pack Leader. Grants Major Berserk while transformed. Applies Bleed on both Light and Heavy Attacks. Improves the Insatiable Hunger passive to also generate Fury per tick. Damage focused but no Major Protection and no block mitigation. Most importantly, without the 2 direwolves that Pack Leader spawns, your Call of the Hunt passive only reduces the transformation cost by 20% instead of 60%. Even with Pack Leader's Bone Broth food, the sustain cost sits at 75 Ultimate per 10 seconds, almost double Pack Leader's 40
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
- Brutal Carnage if it's about to expire
- Rip and Tear before Major Breach is applied
- Ferocious Roar (activate Feeding Frenzy synergy)
- Hircine's Rage
- Brutal Carnage (first cast)
- Bloodclaws
- Rip and Tear
Pre-buff
- Hircine's Rage
- Ferocious Roar (twice to stack up 4 Blood Hunger stacks)
Execute
Stop refreshing DoTs when the boss is about to die. The timing is impossible to advise on because it depends on the bosses' Max Health and your DPS
Final Setups
A few examples of final setups you could end up with after applying the situational skills to the base setup
A pure damage setup that swaps the Ultimate morph to Werewolf Berserker for more damage at the cost of survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Brutal Pounce | |
| Slot 2: Hircine's Rage | |
| Slot 3: Ferocious Roar | |
| Slot 4: Rip and Tear | |
| Slot 5: Bloodclaws | |
| Ultimate: Werewolf Berserker |
What Changes
Changes compared to the Base Setup
- Werewolf Berserker replaces Pack Leader
Fully defensive setup that sacrifices damage
| Front Bar | Back Bar |
|---|---|
| Slot 1: Feral Pounce | |
| Slot 2: Hircine's Fortitude | |
| Slot 3: Deafening Roar | |
| Slot 4: Rip and Tear | |
| Slot 5: Bloodclaws | |
| Ultimate: Pack Leader |
What Changes
Changes compared to the Base Setup
- Feral Pounce replaces Brutal Pounce
- Hircine's Fortitude replaces Hircine's Rage
- Deafening Roar replaces Ferocious Roar
Passives
Class - Ardent Flame
Combustion - Not Needed
Traumatic Burns - Not Needed
Fan the Flames - High Priority
A Soul Ablaze - High Priority
Class - Draconic Power
Burnished Scales - High Priority
World in Ruin - High Priority
Elder Dragon - High Priority
The Storm Voice - Not Needed
Class - Earthen Heart
Heart of Stone - High Priority
Landslide - High Priority
Blessing at the Peak - High Priority
Mountain Giant - Not Needed
Class - Dark Magic
Unholy Knowledge - High Priority
Blood Magic - High Priority
Persistence - High Priority
Exploitation - Not Needed
Class - Daedric Summoning
Rebate - Not Needed
Power Stone - High Priority
Daedric Protection - Not Needed
Expert Summoner - High Priority
Class - Storm Calling
Capacitor - High Priority
Energized - High Priority
Amplitude - High Priority
Expert Mage - Not Needed
Class - Animal Companions
Bond with Nature - Not Needed
Savage Beast - Not Needed
Flourish - Not Needed
Advanced Species - Not Needed
Class - Green Balance
Accelerated Growth - Not Needed
Nature's Gift - Not needed
Emerald Moss - Not Needed
Maturation - High Priority
Class - Winter's Embrace
Glacial Presence - High Priority
Frozen Armor - Not Needed
Icy Aura - Not Needed
Piercing Cold - High Priority
Class - Assassination
Master Assassin - High Priority
Executioner - High Priority
Pressure Points - Not Needed
Hemorrhage - Not Needed
Class - Shadow
Refreshing Shadows - High Priority
Shadow Barrier - Not Needed
Dark Vigor - Not Needed
Dark Veil - Not Needed
Class - Siphoning
Catalyst - Not Needed
Magicka Flood - Not Needed
Soul Siphoner - Not Needed
Transfer - Not Needed
Class - Aedric Spear
Piercing Spear - Not Needed
Spear Wall - Not Needed
Burning Light - High Priority
Balanced Warrior - High Priority
Class - Bone Tyrant
Death Gleaning - Not Needed
Disdain Harm - Not Needed
Health Avarice - Not Needed
Last Gasp - High Priority
Class - Herald of the Tome
Fated Fortune - Not Needed
Harnessed Quintessence - High Priority
Psychic Lesion - Not Needed
Splintered Secrets - Not Needed
World - Werewolf
Master of the Chase - High Priority
Blood Rage - High Priority
Shadow of the Bloodmoon - Not Needed
Feral Cruelty - High Priority
Call of the Hunt - High Priority
Armor - Light Armor
Grace - Low Priority
Evocation - High Priority
Spell Warding - High Priority
Prodigy - High Priority
Concentration - High Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - High Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - High Priority
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Solvent Proficiency - Not needed
Keen Eye: Reagents - Not needed
Medicinal Use - High Priority
Chemistry - Not needed
Laboratory Use - Not needed
Snakeblood - Not needed
Gear
Pick your class on the first row, then the setup type on the second. Overland (Base) is your starting point and works for most situations. Crafted Only 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
Default Overland setup. Enemies have 9,100 armor here and you can't benefit from Minor Slayer
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Slimecraw | Light | Divines | Stamina |
Shoulders |
Savage Werewolf | Medium | Divines | Stamina |
Chest |
Sul-Xan's Torment | Medium | Divines | Stamina |
Hands |
Savage Werewolf | Medium | Divines | Stamina |
Belt |
Savage Werewolf | Medium | Divines | Stamina |
Legs |
Savage Werewolf | Medium | Divines | Stamina |
Boots |
Savage Werewolf | Medium | Divines | Stamina |
Necklace |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Flame |
Fallback Gear
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternatives
- Iceheart - Direfrost Keep
- Zaan - Scalecaller Peak
- Grundwulf - Moongrave Fane
- Stone Husk - Stone Garden
- The Blind - Bedlam Veil
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Highland Sentinel | Medium | Divines | Stamina |
Shoulders |
Order's Wrath | Medium | Divines | Stamina |
Chest |
Tide-Born Wildstalker | Medium | Divines | Stamina |
Hands |
Order's Wrath | Medium | Divines | Stamina |
Belt |
Order's Wrath | Light | Divines | Stamina |
Legs |
Order's Wrath | Medium | Divines | Stamina |
Boots |
Order's Wrath | Medium | Divines | Stamina |
Necklace |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Highland Sentinel | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Tide-Born Wildstalker | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Tide-Born Wildstalker | Any 1-handed Weapon | Charged | Flame |
The setup in the table uses only crafted gear, but if you already own parts of the Base Setup like Ring of the Pale Order you can start using them immediately
This is a setup you should use in Instanced content (Arenas and Dungeons), where enemies have 18,200 armor instead of 9,100. You also benefit from Minor Slayer here
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Valkyn Skoria | Light | Divines | Stamina |
Shoulders |
Order's Wrath | Light | Divines | Stamina |
Chest |
Sul-Xan's Torment | Medium | Divines | Stamina |
Hands |
Order's Wrath | Light | Divines | Stamina |
Belt |
Order's Wrath | Light | Divines | Stamina |
Legs |
Order's Wrath | Light | Divines | Stamina |
Boots |
Order's Wrath | Light | Divines | Stamina |
Necklace |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Flame |
Fallback Gear
If you don't have it, use in order
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Whorl of the Depths - Trial Set (Dreadsail Reef)
- Savage Werewolf - Dungeon (Moon Hunter Keep)
- Tide-Born Wildstalker - Crafted
Alternative (same bonus)
- Kra'gh - Fungal Grotto I
- Archdruid Devyric - Earthen Root Enclave
- Lady Malygda - Imperial City
- Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Overland setup
- Valkyn Skoria replaces Slimecraw
- Order's Wrath (Light) replaces Savage Werewolf (Medium)
Use this in Instanced fights without adds. It replaces Sul-Xan's Torment with Whorl of the Depths. Whorl becomes your Light set, while Savage Werewolf takes Chest + Weapons and Jewelry.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Valkyn Skoria | Light | Divines | Stamina |
Shoulders |
Whorl of the Depths | Light | Divines | Stamina |
Chest |
Savage Werewolf | Medium | Divines | Stamina |
Hands |
Whorl of the Depths | Light | Divines | Stamina |
Belt |
Whorl of the Depths | Light | Divines | Stamina |
Legs |
Whorl of the Depths | Light | Divines | Stamina |
Boots |
Whorl of the Depths | Light | Divines | Stamina |
Necklace |
Savage Werewolf | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Savage Werewolf | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Savage Werewolf | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Savage Werewolf | Any 1-handed Weapon | Charged | Flame |
Fallback Gear
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternative (same bonus)
- Kra'gh - Fungal Grotto I
- Archdruid Devyric - Earthen Root Enclave
- Lady Malygda - Imperial City
- Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Overland setup
- Valkyn Skoria replaces Slimecraw
- Whorl of the Depths replaces Sul-Xan's Torment
- Savage Werewolf moves from the body slots to Chest + Weapons and Jewelry, while Whorl of the Depths takes the other Light body slots
Default Overland setup. Enemies have 9,100 armor here and you can't benefit from Minor Slayer
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Slimecraw | Medium | Divines | Stamina |
Shoulders |
Pyrebrand | Medium | Divines | Stamina |
Chest |
Sul-Xan's Torment | Medium | Divines | Stamina |
Hands |
Pyrebrand | Medium | Divines | Stamina |
Belt |
Pyrebrand | Light | Divines | Stamina |
Legs |
Pyrebrand | Medium | Divines | Stamina |
Boots |
Pyrebrand | Medium | Divines | Stamina |
Necklace |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Poison |
Fallback Gear
If you don't have it, use in order
- Savage Werewolf - Dungeon (Moon Hunter Keep)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Savage Werewolf - Dungeon (Moon Hunter Keep)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternatives
- Iceheart - Direfrost Keep
- Zaan - Scalecaller Peak
- Grundwulf - Moongrave Fane
- Stone Husk - Stone Garden
- The Blind - Bedlam Veil
What Changes
Changes compared to the Other Classes Overland setup
- Pyrebrand replaces Savage Werewolf
- Poison enchant replaces Flame enchant because Pyrebrand already gives you some uptime on the Burning status effect
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Highland Sentinel | Medium | Divines | Stamina |
Shoulders |
Order's Wrath | Medium | Divines | Stamina |
Chest |
Tide-Born Wildstalker | Medium | Divines | Stamina |
Hands |
Order's Wrath | Medium | Divines | Stamina |
Belt |
Order's Wrath | Light | Divines | Stamina |
Legs |
Order's Wrath | Medium | Divines | Stamina |
Boots |
Order's Wrath | Medium | Divines | Stamina |
Necklace |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Highland Sentinel | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Tide-Born Wildstalker | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Tide-Born Wildstalker | Any 1-handed Weapon | Charged | Flame |
The setup in the table uses only crafted gear, but if you already own parts of the Base Setup like Ring of the Pale Order you can start using them immediately
Flame enchant is used here instead of Poison since this setup doesn't include Pyrebrand
This is a setup you should use in Instanced content (Arenas and Dungeons), where enemies have 18,200 armor instead of 9,100. You also benefit from Minor Slayer here
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Valkyn Skoria | Light | Divines | Stamina |
Shoulders |
Pyrebrand | Light | Divines | Stamina |
Chest |
Sul-Xan's Torment | Medium | Divines | Stamina |
Hands |
Pyrebrand | Light | Divines | Stamina |
Belt |
Pyrebrand | Light | Divines | Stamina |
Legs |
Pyrebrand | Light | Divines | Stamina |
Boots |
Pyrebrand | Light | Divines | Stamina |
Necklace |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Poison |
Fallback Gear
If you don't have it, use in order
- Whorl of the Depths - Trial (Dreadsail Reef)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Savage Werewolf - Dungeon (Moon Hunter Keep)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternative (same bonus)
- Kra'gh - Fungal Grotto I
- Archdruid Devyric - Earthen Root Enclave
- Lady Malygda - Imperial City
- Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Dragonknight Overland setup
- Valkyn Skoria replaces Slimecraw
- Pyrebrand pieces change from Medium to Light
Use this in Instanced fights without adds. It replaces Sul-Xan's Torment with Whorl of the Depths. Pyrebrand keeps the body slots, with Chest as Medium, while Whorl takes Belt + Weapons and Jewelry.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Valkyn Skoria | Light | Divines | Stamina |
Shoulders |
Pyrebrand | Light | Divines | Stamina |
Chest |
Pyrebrand | Medium | Divines | Stamina |
Hands |
Pyrebrand | Light | Divines | Stamina |
Belt |
Whorl of the Depths | Light | Divines | Stamina |
Legs |
Pyrebrand | Light | Divines | Stamina |
Boots |
Pyrebrand | Light | Divines | Stamina |
Necklace |
Whorl of the Depths | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Whorl of the Depths | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Whorl of the Depths | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Whorl of the Depths | Any 1-handed Weapon | Charged | Poison |
Fallback Gear
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternative (same bonus)
- Kra'gh - Fungal Grotto I
- Archdruid Devyric - Earthen Root Enclave
- Lady Malygda - Imperial City
- Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Dragonknight Overland setup
- Valkyn Skoria replaces Slimecraw
- Whorl of the Depths replaces Sul-Xan's Torment
- Pyrebrand keeps the body slots, with Chest as Medium and Whorl of the Depths moving to Belt + Weapons and Jewelry
Default Overland setup. Enemies have 9,100 armor here and you can't benefit from Minor Slayer
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Slimecraw | Medium | Divines | Stamina |
Shoulders |
Aerie's Cry | Medium | Divines | Stamina |
Chest |
Sul-Xan's Torment | Medium | Divines | Stamina |
Hands |
Aerie's Cry | Medium | Divines | Stamina |
Belt |
Aerie's Cry | Light | Divines | Stamina |
Legs |
Aerie's Cry | Medium | Divines | Stamina |
Boots |
Aerie's Cry | Medium | Divines | Stamina |
Necklace |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Frost |
Fallback Gear
If you don't have it, use in order
- Savage Werewolf - Dungeon (Moon Hunter Keep)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Savage Werewolf - Dungeon (Moon Hunter Keep)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternatives
- Iceheart - Direfrost Keep
- Zaan - Scalecaller Peak
- Grundwulf - Moongrave Fane
- Stone Husk - Stone Garden
- The Blind - Bedlam Veil
What Changes
Changes compared to the Other Classes Overland setup
- Aerie's Cry replaces Savage Werewolf
- Frost enchant replaces Flame enchant because it's the strongest enchant thanks to the Glacial Presence passive, and it'll be your only way of proccing Class Mastery
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Highland Sentinel | Medium | Divines | Stamina |
Shoulders |
Order's Wrath | Medium | Divines | Stamina |
Chest |
Tide-Born Wildstalker | Medium | Divines | Stamina |
Hands |
Order's Wrath | Medium | Divines | Stamina |
Belt |
Order's Wrath | Light | Divines | Stamina |
Legs |
Order's Wrath | Medium | Divines | Stamina |
Boots |
Order's Wrath | Medium | Divines | Stamina |
Necklace |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Highland Sentinel | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Tide-Born Wildstalker | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Tide-Born Wildstalker | Any 1-handed Weapon | Charged | Frost |
The setup in the table uses only crafted gear, but if you already own parts of the Base Setup like Ring of the Pale Order you can start using them immediately
This is a setup you should use in Instanced content (Arenas and Dungeons), where enemies have 18,200 armor instead of 9,100. You also benefit from Minor Slayer here
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Valkyn Skoria | Light | Divines | Stamina |
Shoulders |
Aerie's Cry | Light | Divines | Stamina |
Chest |
Sul-Xan's Torment | Medium | Divines | Stamina |
Hands |
Aerie's Cry | Light | Divines | Stamina |
Belt |
Aerie's Cry | Light | Divines | Stamina |
Legs |
Aerie's Cry | Light | Divines | Stamina |
Boots |
Aerie's Cry | Light | Divines | Stamina |
Necklace |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Sul-Xan's Torment | Any 1-handed Weapon | Charged | Frost |
Fallback Gear
If you don't have it, use in order
- Whorl of the Depths - Trial (Dreadsail Reef)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Savage Werewolf - Dungeon (Moon Hunter Keep)
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternative (same bonus)
- Kra'gh - Fungal Grotto I
- Archdruid Devyric - Earthen Root Enclave
- Lady Malygda - Imperial City
- Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Warden Overland setup
- Valkyn Skoria replaces Slimecraw
- Aerie's Cry pieces change from Medium to Light
Use this in Instanced fights without adds. It replaces Sul-Xan's Torment with Whorl of the Depths. Aerie's Cry keeps the body slots, with Chest as Medium, while Whorl takes Belt + Weapons and Jewelry.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Valkyn Skoria | Light | Divines | Stamina |
Shoulders |
Aerie's Cry | Light | Divines | Stamina |
Chest |
Aerie's Cry | Medium | Divines | Stamina |
Hands |
Aerie's Cry | Light | Divines | Stamina |
Belt |
Whorl of the Depths | Light | Divines | Stamina |
Legs |
Aerie's Cry | Light | Divines | Stamina |
Boots |
Aerie's Cry | Light | Divines | Stamina |
Necklace |
Whorl of the Depths | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Whorl of the Depths | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Whorl of the Depths | Any 1-handed Weapon | Charged | Shock |
Frontbar Off Hand |
Whorl of the Depths | Any 1-handed Weapon | Charged | Frost |
Fallback Gear
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
If you don't have it, use in order
- Order's Wrath - Crafted
- Tide-Born Wildstalker - Crafted
Alternative (same bonus)
- Kra'gh - Fungal Grotto I
- Archdruid Devyric - Earthen Root Enclave
- Lady Malygda - Imperial City
- Black Gem Monstrosity - Black Gem Foundry
What Changes
Changes compared to the Warden Overland setup
- Valkyn Skoria replaces Slimecraw
- Whorl of the Depths replaces Sul-Xan's Torment
- Aerie's Cry keeps the body slots, with Chest as Medium and Whorl of the Depths moving to Belt + Weapons and Jewelry
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.
Situational Swaps
Alternative setups for different goals and content types
For More Damage
- Shattered Path's Signet replaces Ring of the Pale Order. More damage, but you lose self-healing and it also drains ultimate. In Werewolf form, ultimate drain means losing transformation uptime. Easy to sustain on Pack Leader (switch to Pack Leader's Bone Broth food if you struggle), but can be difficult on Werewolf Berserker
- Selene replaces both Ring of the Pale Order and your one-piece monster (Slimecraw or Valkyn Skoria). Shift your Shoulder set piece to the Ring slot where Ring of the Pale Order used to be to keep the 5-piece bonus. Same use case as Shattered Path's Signet, with less damage but no ult drain - useful on Werewolf Berserker where transformation uptime is tighter
For More Survivability
- Esoteric Environment Greaves replaces Ring of the Pale Order. Since it goes on the Legs slot, shift your Legs set piece to the Ring slot where Pale Order used to be. Not exactly more survivability, but a different type of survivability. Trades self-healing for more mitigation. Easy to sustain because Werewolf abilities are extremely cheap and free during Rampage
Content-Specific Swaps
- Replace Sul-Xan's Torment in fights with no adds. Use Whorl of the Depths in Instanced content, or Savage Werewolf in Overland (or Order's Wrath if Savage Werewolf is already your main set)
- On Other Classes Instanced, if you switched Sul-Xan's Torment to Whorl of the Depths, you can also swap Order's Wrath back to Savage Werewolf since Whorl now covers the Light armor requirement
Additional Tips
- You can use Medium armor in Instanced content when you need more mitigation or want to dodge roll more. This deals less damage and requires switching your Mundus to The Lover. When going Medium you also don't have to replace Savage Werewolf with Order's Wrath
- If you want to use the Crafted Only setup for Instanced content (Arenas and Dungeons), switch to a 6 Light / 1 Medium weight split just like the Instanced setup
- Minor Slayer sets are usually not worth running in Overland. Sul-Xan's Torment is an exception because it's extremely stat-dense, so it works in Overland even with the 3-piece Minor Slayer bonus wasted. Whorl of the Depths doesn't have that density, so it only pays off in Instanced content where Minor Slayer is active - otherwise it gets beaten by Savage Werewolf or Order's Wrath
Champion Points
Race
For solo PvE you need both damage and survivability, so every race brings something to the table, but these two stand out as the best options for damage and survivability respectively
Mundus
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.
Werewolf is easy to sustain so you can actually put all 64 points into Magicka if you have a race with a Max Magicka racial like Breton or High Elf. If you do, you also have to switch your enchants and food to Magicka.
Food
Werewolf abilities are cheap and free during Rampage, so you don't need any recoveries from your food.
Potions
Werewolf abilities are cheap and free during Rampage, so you don't need any recovery from your potions. Use Armor Potions as your default.
Most of the time you should use Armor potions. They'll provide you with 5280 armor and you don't need sustain from your potions since Werewolf abilities are cheap and free during Rampage.
Use if you struggle with maintaining your Werewolf form, which might be the case when using Werewolf Berserker or Shattered Paths Signet.
Parses
All parses are recorded on the 6 million Target Dummy
Gameplay
Showcasing the build in veteran dungeons.
FAQ
No. Use the base skills and one of the Instanced gear setups for both Maelstrom Arena and Vateshran Hollows.
THANKS FOR READING
If you've enjoyed this guide and want to support me, you can do so through Patreon. Your support will help me produce more guides.
Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand
The Lover