Hyperioxes
Hyperioxes

Werewolf Solo Build - ESO Guide

Solo One Bar Stamina Magicka Pure Class Subclass Dragonknight Warden Sorcerer Templar Nightblade Necromancer Arcanist
Up to date for: Update 51 - 9th October 2026
Last changed: Update 51 - 9th October 2026

This is the Solo Werewolf build. If you're looking for a DPS or Tank build, check out the Werewolf DPS Build or the Werewolf Tank Build.

Werewolf Solo Build for ESO Update 51 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 its Ultimate removes the resource cost from Werewolf skills. Update 51 made skills cost 2 to 3 times more, but sustain is still insane, so 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.

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.

Simulated DPS is up by 3.3% compared to U50.

Skills

  • now costs 3213 Stamina instead of 1071
  • now costs 3443 Stamina instead of 1071 and grants only , which provides both Weapon and Spell Critical Chance
  • now costs 1800 Stamina instead of 765, and Blood Hunger now only increases its healing
  • now costs 2340 Stamina instead of 995
  • now costs 4590 Magicka instead of 4320 and grants only , which provides both Weapon and Spell Damage
  • now costs 4590 Magicka instead of 4320, heals for 10% less, and grants only , which provides both Weapon and Spell Damage

Dragonknight

  • now stacks up to 12 times instead of 10, generates a stack every 4 seconds instead of 5 at maximum rank, and loses a stack after 6 seconds without generating another
  • grants , which now increases both Weapon and Spell Damage

Sorcerer

  • now grants 2974 Offensive Penetration instead of
  • now heals for 6% of Max Health at rank 2 instead of 10%
  • now restores 1.5% of Max Magicka and Stamina whenever it activates instead of 2%
  • now only procs from Sorcerer ability damage, but its chance went up to 20% from 5% and it can proc once every 0.1 seconds instead of 0.3

Templar

  • now grants 2% Armor plus another 2% per Templar ability slotted. It also grants Weapon and Spell Damage equal to 0.4% of total Armor plus 75 per Templar ability slotted, with no cap.

Warden

  • no longer cleanses itself, and its source of now lasts 2.1 seconds.

Gear

  • now works in Overland

Consumables

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

Every comparison table in this guide is the average of 10 deterministic sims, with the dummy's health spread between 5.55 and 6.45 million HP. A single sim can be off by up to 1.2%, because the result depends on when the killing hit lands. The Base Setup with the Instanced gear is treated as the default.

For comparison tables I keep the setup identical and change one thing at a time. That makes the tables better for comparing options than random dummy parses, where one run can get better crits, different status effects or a better execute window.

Run DPS
Deterministic sim (5.55-6.45m average)
77.0k DPS
100 random 6m sims
Lowest 72.4k DPS
Highest 80.4k DPS

Class Choice

Class Masteries are a system where each class picks 2 of 5 passive bonuses (Class Mastery Points, not Skill Points). Activating subclassing disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.

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 are the average of 10 deterministic sims, with the dummy's health spread between 5.55 and 6.45 million HP. 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 81,274 DPS
Usable by Warden

Additional Benefits

10% Max Health from
8% Block mitigation from

Additional Cons

None
Nightblade
Assassination Assassination
Shadow Shadow
Siphoning Siphoning
Flanking 81,618 DPS
Not Flanking 77,155 DPS
Usable by Nightblade

Additional Benefits

Up to 20% damage reduction from , based on the enemy's missing Health
15% of all recoveries from
1,000 Stamina and Magicka on kills from

Additional Cons

Must backstab to benefit from
Arcanist
Herald of the Tome Herald of the Tome
Earthen Heart Earthen Heart
Aedric Spear Aedric Spear
DPS 77,993 DPS
Usable by Arcanist Dragonknight Templar

Additional Benefits

2,974 Armor from
2% Armor from

Additional Cons

None
Templar/Dragonknight/Sorcerer
Aedric Spear Aedric Spear
Earthen Heart Earthen Heart
Storm Calling Storm Calling
DPS 77,576 DPS
Usable by Templar Dragonknight Sorcerer

Additional Benefits

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

Additional Cons

None
Necromancer
Grave Lord Grave Lord
Earthen Heart Earthen Heart
Aedric Spear Aedric Spear
DPS 76,435 DPS
Usable by Necromancer Dragonknight Templar

Additional Benefits

2,974 Armor from
2% Armor from

Additional Cons

None

Pick a class below to see its setup.

Animal Companions skill line - ESO
Animal Companions
Warden
Green Balance skill line - ESO
Green Balance
Warden
Winter's Embrace skill line - ESO
Winter's Embrace
Warden

Situational

Warden Class Mastery

Green-Keeper's Hide

The twisting of seasons has tempered your will.

Reduce your damage taken by 3% for every status effect active on your attacker, up to a maximum of 15%.

Notes

Your situational swap. You can run it instead of for up to 15% less damage taken.

Not worth it

Warden Class Mastery

Glacial Obstinance

Tap into the wellspring of permafrost's resolve.

Upgrades to also activate when casting Winter's Embrace abilities and to grant 15% Weapon and Spell Damage for 10 seconds if you are at full Health after the heal.

Notes

Not useful for this setup.

Warden Class Mastery

Bountiful Harvest

Share in the spoils of nature's abundance.

Upgrades rank 2 of to grant you and your group members for 3 seconds and an additional 125 Magicka and Stamina, up to once every 2 seconds.

Notes

Not useful for this setup.

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 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 . Grants while slotted
  • - 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 second hit's heal by 25%.
  • - Physical damage initial hit in AoE (6 target cap) plus a 10-second Bleed DoT. Heals you for 43% of the initial hit damage and for ~6.42% of your Max Health every time the DoT ticks on an enemy. The initial hit grants a stack of Blood Hunger per enemy hit. 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 to , 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

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 Change
Base Setup
77.0k DPS
Baseline
Change to only
71.2k DPS
-7.5%
Full Tanky
55.8k DPS
-27.5%

Passives

Weapon passives are not listed because they do not apply while you are in Werewolf form.

Class

World

Armor

Guild

Racial

Craft

Class - Animal Companions

Bond with Nature - Not Needed

Savage Beast - Not Needed

Flourish - Not Needed

Advanced Species - Not Needed

Gear

Overland (Base) is your starting point and works for most situations. Crafted (Beginner) is a beginner version using only craftable sets. Use Instanced in Arenas and Dungeons, where enemies have 18,200 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

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 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
Whorl of the Depths - Trial Set (Dreadsail Reef)

If you don't have it, use in order

  1. - Crafted
  2. - Crafted
Monster Helm
Slimecraw - Monster Set (Wayrest Sewers I)

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.

Tool Penetration Calculator Check your total armor penetration in ESO and see exactly how much DPS you're losing. Find out if you've hit the penetration cap for the type of content you're doing.

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

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
  • If you're a Sorcerer, you can replace with . Around 4.5% 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
  • Use instead of in fights where you can kill an add every 30 seconds

Additional Tips

  • You can change some (or all) of the enchants to ones for extremely hard hitting bosses
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Champion Points

Unlock Order

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 Change
Dark Elf
80.2k DPS
+4.1%
Orc
79.5k DPS
+3.3%
Khajiit
79.1k DPS
+2.7%
Wood Elf
79.1k DPS
+2.7%
High Elf
78.8k DPS
+2.4%
Redguard
77.4k DPS
+0.5%
Imperial
77.4k DPS
+0.5%
Nord
77.0k DPS
Baseline
Argonian
76.6k DPS
-0.5%
Breton
75.9k DPS
-1.5%

Mundus

  • Default

    5.53% Critical Chance(9.04% with 7 )
    Use in all Overland content and most situations. It increases Critical Chance
  • Instanced

    2744 Penetration(4489 with 7 )
    Switch in Instanced content. Provides penetration to compensate for the higher armor of Instanced enemies
  • Difficult Content

    2744 Armor(4489 with 7 )
    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
77.0k DPS
Baseline
32 Health / 32 Stamina
74.4k DPS
-3.4%
64 Health
72.1k DPS
-6.4%

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

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

  • Default

    Max Health +5,395 Max Stamina +4,936
    Thanks to the skills being so cheap and thanks to , we can use Bi-Stat Food as the default.
  • Situational

    Max Health +5,051 Max Stamina +4,620 Werewolf Ultimate Cost −5
    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 .
  • Survivability

    Max Health +5,790 Poison Resistance +5,464 Healing Taken +7% Block Mitigation +10%
    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
77.0k DPS
Baseline
76.8k DPS
-0.3%
73.6k DPS
-4.5%

Potions

Werewolf abilities are cheap and free during , so you don't need any recovery from your potions. Use as your default.

  • Default

    Restore Health
    Most of the time you should use . They'll provide you with 5280 armor and you don't need sustain from your potions since Werewolf abilities are cheap and free during .
  • Full Damage (Cheap)

    Restore Magicka
    give you 15.7 second , so they're the cheap option if going for pure damage, but it's a decent nerf to your survivability.
  • Full Damage (Expensive)

    Restore Stamina
    give the same plus 100% uptime on , so they're the best option if going for pure damage. also helps if you struggle with maintaining your Werewolf form, which might be the case when using with . They're expensive though.

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.

Warden is the best overall. Nightblade only matches its damage while flanking, and Warden also has more Max Health and more block mitigation. The other classes subclass and are a bit behind.

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



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