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Solo Werewolf Build - ESO Guide

Solo One Bar Stamina Magicka Pure Class Subclass Dragonknight Warden Sorcerer Templar Nightblade Necromancer Arcanist
Up to date for: Update 50 - 11th June 2026
Last changed: Update 50 - 11th June 2026

Werewolf Solo Build for ESO Update 50 is one of the strongest solo builds in the game for this update. Werewolf is a one bar playstyle with six skills and no weapon swap, and Update 50 completely reworked it with new abilities and an Ultimate that removes the resource cost from Werewolf skills. With resource sustain being so easy, the build can invest more into damage and survivability instead.

This build soloed Veteran Hard Mode Castle Thorn, Veteran Hard Mode March of Sacrifices, and Veteran Black Gem Foundry. It parses 82,658 DPS on the 6 million dummy.

This guide covers Werewolf setups for every class. Some classes keep all three native skill lines and use Class Mastery, while others subclass into Earthen Heart and Aedric Spear for stronger passives at the cost of losing Class Mastery, because their Class Masteries are not worth using on Werewolf.

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.

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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.

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. On the 15 million HP target the Warden build sims 82,667, which is the deterministic number in the table below and the same value the class ranking uses.

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.

Run Simulated DPS Notes
15m deterministic sim
82.7k DPS
Used for most comparison tables
6m deterministic sim
81.6k DPS
Same setup on real dummy health
Real 6m CMX parse
82.7k DPS
Recorded in game
100 random 6m sims
Lowest 78.2k DPS
Highest 85.3k DPS
This is why random parses are unreliable when crits and status effects roll differently

Class Choice

Class Masteries are a new U50 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.

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
DragonknightDragonknight , , , , (only Health Recovery), , , (only Critical Damage) , ,
ArcanistArcanist ,
SorcererSorcerer , , (only with ), (Dire Wolves count), , , , , ,
WardenWarden , , , ,
NecromancerNecromancer , , , ,
TemplarTemplar , , , , (only with ) , (only with ), (only with )
NightbladeNightblade , , , , ,

The DPS numbers below come from 15 million HP target simulations. Additional Benefits are bonuses that aren't reflected on a dummy parse, but can be useful in actual fights.

Warden
Animal Companions Animal Companions
Green Balance Green Balance
Winter's Embrace Winter's Embrace
DPS 82,667 DPS
Usable by Warden

Additional Benefits

10% Max Health from
8% Block mitigation from

Additional Cons

None
Sorcerer
Dark Magic Dark Magic
Daedric Summoning Daedric Summoning
Storm Calling Storm Calling
DPS 80,852 DPS
Usable by Sorcerer

Additional Benefits

Healing from triggered by
5% Max Health from (when using morph)
141 of all recoveries from
-15% Ultimate Cost from , which makes keeping up transformation easier

Additional Cons

None
Nightblade
Assassination Assassination
Shadow Shadow
Siphoning Siphoning
DPS 78,927 DPS
Usable by Nightblade

Additional Benefits

15% of all recoveries from
1,000 Stamina and Magicka on kills from

Additional Cons

Must backstab to benefit from
Templar/Dragonknight
Aedric Spear Aedric Spear
Earthen Heart Earthen Heart
Storm Calling Storm Calling
DPS 77,429 DPS
Usable by Templar Dragonknight Sorcerer

Additional Benefits

2,974 Armor from
6% Armor from
141 of all recoveries from

Additional Cons

None
Arcanist
Herald of the Tome Herald of the Tome
Earthen Heart Earthen Heart
Aedric Spear Aedric Spear
DPS 76,430 DPS
Usable by Arcanist

Additional Benefits

2,974 Armor from
6% Armor from

Additional Cons

None
Necromancer
Bone Tyrant Bone Tyrant
Earthen Heart Earthen Heart
Aedric Spear Aedric Spear
DPS 72,953 DPS
Usable by Necromancer

Additional Benefits

2,974 Armor from
6% Armor from
2,414 Max Health from

Additional Cons

None

Pick a class below to see its setup.

Aedric Spear skill line - ESO
Aedric Spear
Templar
Earthen Heart skill line - ESO
Earthen Heart
Dragonknight
Storm Calling skill line - ESO
Storm Calling
Sorcerer

Dragonknight is better off with subclassing. Aedric Spear is used for and . Earthen Heart is used for , and . Storm Calling is used for , and .

Skill Setups

Base Setup

Front Bar Back Bar
Slot 1: Feral Pounce
Slot 2: Hircine's Rage
Slot 3: Ferocious Roar
Slot 4: Rip and Tear
Slot 5: Bloodclaws
Ultimate: Werewolf Berserker
  • - dynamic ability that turns into Feral Pounce (gap closer) when the target is more than 7 meters away and Feral Carnage (single target DoT) when within melee range. Feral Carnage's damage over time grants 200 Stamina every time it deals damage and triggers Fury generation (up to once every 2 seconds), so Feral Carnage generates Fury on every tick, which will allow you to cast Rampage more often.
  • - burst heal that scales off your Offensive stats. Grants up to 12% damage done for 20 seconds based on current Health percent, but also increases damage taken by the same amount. Restores between 10% to 20% of your Max Stamina after the heal, scaling with your current Health. Generates double Fury on cast and grants , , and while slotted
  • - 10m AoE that grants you for 20 seconds. It also lets you activate your own Feeding Frenzy synergy which grants 6% damage done and for 30 seconds. Generates 2 stacks of Blood Hunger on cast which empowers
  • - your spammable, a two-part attack which first deals Physical damage and applies and to the target for 15 seconds, and then deals Bleed damage and heals you for 21.33% of your Max Health. The second hit deals 125% bonus damage to targets under 25% Health. It can consume a stack of Blood Hunger to increase the first hit's damage and the second hit's heal by 25%.
  • - 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 ~6.42% of your Max Health every time the DoT ticks on an enemy. 15% chance to apply on the initial hit and 5% chance for on the DoT
  • - 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 grants which increases your damage done by 10% and makes your Light and Heavy Attacks apply a stacking Bleed. With the passive the drain comes down to 68 Ultimate per 10 seconds, and food can push it down to 63
  • - the other morph of . Brutal Carnage deals damage in an AoE instead of being single target, and stacks up to 3 times, increasing its duration up to 32 seconds (just like Carve), but you lose the Stamina return and more importantly, the extra Fury generation. Take it when you need more AoE damage and your transformation sustain is comfortable
  • - the other morph of . 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 while slotted, but you lose the passive . Take it when you need more survivability. It also makes you tankier because you no longer increase your damage taken with
  • - the other morph of . Applies and to enemies for 15 seconds and slotting it passively grants and , but you lose the , , and , and it generates only 1 stack of Blood Hunger. Take it when you need more survivability
  • - the other morph of . Loses and the Light and Heavy Attack Bleed, but gives you 15% more block mitigation, , and . It also upgrades Rampage to Enduring Rampage, which adds 4000 Health Recovery on top of its base effects. It also summons 2 direwolves, which make the form far easier to sustain, because they reduce the cost to 36 Ultimate per 10 seconds. Use it when you need more survivability

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

  1. before is applied
  2. (activate Feeding Frenzy synergy)

Pre-buff

  • (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

Other Setups

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

  • replaces
  • replaces
  • replaces

Skill Setup Comparison

Setup Simulated Parse Damage vs Base
Base Setup
82.7k DPS
Baseline
Change to only
73.5k DPS
-11.0%
Full Tanky
57.5k DPS
-30.4%

Passives

Class + Subclass

World

Armor

Guild

Racial

Craft

Class - Aedric Spear

Piercing Spear - Not Needed

Spear Wall - Not Needed

Burning Light - High Priority

Balanced Warrior - High Priority

Gear

Overland (Base) is your starting point and works for most situations. Crafted (Beginner) is a beginner version using only craftable sets. Instanced is a swap for Arenas and Dungeons where enemies have higher armor, in Medium (more survivability) or Light (more damage).

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

Gear Slot Set Weight/Type Trait Enchantment
HeadHead Light
ShouldersShoulders Medium
ChestChest Medium
HandsHands Medium
BeltBelt Medium
LegsLegs Medium
FeetBoots Medium
NeckNecklace Jewelry
RingRing Jewelry
RingRing Jewelry
MainhandFrontbar Main Hand Any 1-handed Weapon
OffhandFrontbar Off Hand Any 1-handed Weapon
Body (Medium)
Savage Werewolf - Dungeon (Moon Hunter Keep)

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. - Trial Set (Dreadsail Reef)
  2. - Crafted
  3. - Crafted
Monster Helm
Slimecraw - Monster Set (Wayrest Sewers I)

Alternatives

  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.

Warden Changes

If you are playing Warden, make these gear changes.

  • replaces
  • enchant replaces enchant because it is your only way of proccing Class Mastery
  • Other classes cannot use in the Instanced (Light) setup because it needs as the Light set. Warden is the exception because Light can go on the body, which makes it so you don't have to swap to .

Situational Swaps

Alternative setups for different goals and content types

  • replaces . More damage, but you lose self-healing and it also drains ultimate. In Werewolf form, ultimate drain means losing transformation uptime. Easy to sustain as a , but it can be troublesome as a . Switch to food if you struggle.
  • replaces both and your one-piece monster set ( or ). Shift your Shoulder set piece to the Ring slot where used to be to keep the 5-piece bonus. Same use case as , with less damage but no ult drain
  • replaces . 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
  • If you're a Sorcerer, you can replace with . Around 3% less damage but a bit more Max Health and Armor. Don't run it with because the direwolves would turn off its 15% damage done bonus
  • Replace in fights with no adds. Use in Instanced content and in Overland. If you are playing Warden, you can use instead of there because replaced it in your main setup

Additional Tips

  • You can change some (or all) of the enchants to ones for extremely hard hitting bosses
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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 Champion Point if you need more HPS
FitnessFitness
1400 Max Health
Survivability
1731 Armor
Survivability
10% Movement Speed
Next best thing since you don't need sustain CPs
20% Block Mitigation, -16% Movement Speed
Next best thing since you don't need sustain CPs
Extra Dodge Roll
Use in fights where you need more dodge rolls
Sustain in fights with lots of adds
Use and/or if you need more 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. 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 vs Nord
Khajiit
84.5k DPS
+3.6%
Dark Elf
84.5k DPS
+3.6%
Orc
83.8k DPS
+2.7%
Wood Elf
83.8k DPS
+2.7%
High Elf
83.3k DPS
+2.1%
Redguard
82.2k DPS
+0.7%
Imperial
82.2k DPS
+0.7%
Nord
81.6k DPS
Baseline
Argonian
81.5k DPS
-0.1%
Breton
81.0k DPS
-0.7%

Mundus

The Thief
Default
The Thief
5.53% Critical Chance (9.04% with 7 Divines)
When to use
Use in all Overland content and most situations. It increases Critical Chance
The Lover
Instanced
The Lover
2744 Penetration (4489 with Divines)
When to use
Switch when using Medium Armor in Instanced content. Provides penetration to compensate for the higher armor of Instanced enemies
The Lady
Difficult Content
The Lady
2744 Armor (4489 with 7 Divines)
When to use
Consider for extremely difficult dungeons where you need more survivability

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
81.6k DPS
Baseline
32 Health / 32 Stamina
79.3k DPS
-2.9%
64 Health
76.2k DPS
-6.6%

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

Braised Rabbit with Spring Vegetables
Default
5395 Max Health 4936 Max Stamina
Thanks to the skills being so cheap and thanks to Rampage, we can use Bi-Stat Food as the default.
Pack Leader's Bone Broth
Situational
5051 Max Health 4620 Max Stamina -5 Werewolf Ultimate Cost
Slightly less stats than , but reduces the cost of maintaining your transformation by 5 per tick, so use it if you struggle with maintaining it. It's a minimal DPS loss compared to .
Granny's Eel Pie
Survivability
5790 Max Health 5464 Poison Resistance 7% Healing Taken 10% Block Mitigation
Season 1 Recipe

Granny's Eel Pie is not available yet. It comes out with Season 1, and its recipe comes from Dynamic Encounter in Stonefalls.

Use it when you need more survivability. It gives Max Health, Poison Resistance, 7% Healing Taken, and 10% Block Mitigation while in
Food Simulated Parse Damage Change
81.6k DPS
Baseline
81.5k DPS
-0.1%
78.2k DPS
-4.1%

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.

Armor Potion
Default Armor Potion
Restore Health +5280 Armor

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.

Heroism Potion
Full Damage Heroism Potion
Minor Heroism Restore Stamina Restore Magicka

Use if you struggle with maintaining your Werewolf form, which might be the case when using with .

Parses

All parses are recorded on the 6 million Target Dummy

Warden
82,658 DPS
Warden
82,658DPS
6mil Skeleton Dummy
Patch
Update 50 PTS Week 7
Armor
6 Light / 1 Medium
Gear Setup
Instanced Light (Warden)
Skill Setup
Base
Potion
Food
Mundus
Race
Nord
CMX Parse
CMX Parse - Warden
CMX Setup
CMX Setup - Warden
Recording
Parse recording

Gameplay

Castle Thorn (Warden)
Dungeon
March of Sacrifices (Subclass)
Dungeon
Black Gem Foundry (Dragonknight)
Dungeon
Castle Thorn (Warden)
Dungeon Veteran Hard Mode
March of Sacrifices (Subclass)
Dungeon Veteran Hard Mode
Black Gem Foundry (Dragonknight)
Dungeon Veteran

FAQ

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. Use the base skills and one of the Instanced gear setups for both Maelstrom Arena and Vateshran Hollows.



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