TEMPLAR TANK GUIDE
This is a simplified guide which skips a lot of nuance and is intended for beginners or players who don't intend to tackle extremely hard content. Every fight in ESO is situational and ideal skill/gear setup is different for almost every boss. This guide is a compromise where I'll be showing you a single skill setup and very few gear setups that might not be perfect for every single situation, but they'll be at the very least good enough for every situation, and won't overwhelm new players with lots of information.
Last updated: Update 44 - 18th December 2024
Templars have access to a decent amount of healing over time abilities such as
Extended Ritual
and
Restoring Focus, and because both
of
these are effects placed on the ground, Templars are better at non-mobile fights where they can
stand their ground, otherwise they’ll be forced to recast these abilities frequently as they
move.
They also have a access to
Radiant Ward
- a damage shield whose base scaling is already decent compared to other classes’ damage
shields,
because it shields you for 30% of your max health, and then on top of that it comes with an
additional gimmick, because the shield’s strength grows by 20% for each nearby enemy, which
makes
survival extremely easy when you’re outnumbered. The
Restoring Spirit
passive reduces the cost of all their abilities which includes ultimates, which means that
Templars
can slightly more frequently cast ultimates such as
Aggressive Horn
to support their group. To top it all off, the
Sacred Ground
passive grants them 10% block mitigation, which is a very important stat for tanks that is hard
to
obtain from other sources.
Offensively they provide the unique
Minor Sorcery
buff which increases group's spell damage by 10%. They also provide the
Purify
synergy, which purges all negative effects when used, but what's more important - it's not a
single
use synergy, after you place your
Extended Ritual
on the ground every single one of your teammates can use
Purify, which makes it extremely
good
when there's a Damage Dealer in your group wearing the
Alkosh
item set.
SKILL SETUPS
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield Throw | Slot 1: Restoring Focus |
| Slot 2: Living Dark | Slot 2: Wield Soul |
| Slot 3: Radiant Ward | Slot 3: Elemental Susceptibility |
| Slot 4: Ulfsild's Contingency | Slot 4: Elemental Blockade |
| Slot 5: Honor the Dead | Slot 5: Resolving Vigor |
| Ultimate: Replenishing Barrier | Ultimate: Aggressive Horn |
ADDITIONAL INFO:
- Use the
Taunt,
Sage's Remedy and
Maim
combination on your
Shield Throw - Use
Pierce Armor instead of
Shield Throw and
Destructive Clench instead
of
Elemental Susceptibility if
you
don't have access to Scribing
Living Dark is a rather
underwhelming ability but you need it to proc the
Minor Sorcery. However if
there
is another Templar or a Dragonknight in your group, you can replace it with
Extended Ritual- If you're feeling confident you can replace
Radiant Ward with
Soul Burst, which is also a
damage shield. It's slightly weaker than
Radiant Ward and doesn't
provide Minor Protection through the
Spear Wall
passive, but it affects your allies, cleanses debuffs and applies Minor Courage. If you
do
replace it, you'll also have to replace
Replenishing Barrier with
Temporal Guard to get your
Minor Protection back
- If you end up using
Soul Burst
you should use the
Damage Shield,
Crusader's Defiance
and
Courage
combination on it
- Use the
Damage Shield,
Gladiator's Tenacity and
Intellect and Endurance
combination on your
Ulfsild's Contingency - Use
Defensive Stance,
Revealing Flare or
Heroic Slash instead of
Ulfsild's Contingency if
you
don't have access to Scribing
- Use the
Pull,
Druid's Resurgence and
Cowardice
combination on your
Wield Soul - Use
Silver Leash instead of
Wield Soul if you don't
have
access to Scribing
- You will have to slot
Crushing Shock
for fights that require ranged interrupts, such as Thurvokun in Fang Lair dungeon or
Ansuul
in Sanity's Edge trial
- You will have to slot
Immovable
for fights that require lots of block mitigation, such as Archdruid Devyric in Earthen
Root
Enclave dungeon or Xalvakka in Rockgrove trial.
GEAR
This is the crafted gear setup you can start with. You do not need to start with a crafted setup and you can move on straight to the setup from dungeons, because Normal difficulty dungeons are easy enough to clear while wearing random gear pieces you pick up from questing. This crafted setup is for people who are anxious about tanking and need a "stepping stone" setup even though it isn't really needed.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | Magicka | ||
![]() Shoulders |
Light | Health | ||
![]() Chest |
Heavy | Health | ||
![]() Hands |
Heavy | Stamina | ||
![]() Belt |
Heavy | Magicka | ||
![]() Legs |
Heavy | Stamina | ||
![]() Boots |
Heavy | Health | ||
![]() Necklace |
Jewelry | Reduce Magicka Cost/Reduce Block Cost | ||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Any 1-handed weapon | |||
![]() Frontbar Off Hand |
Shield | Stamina/Tri-Stat | ||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
- Sets like
Fortified Brass or
Senchal Defender
(this one is from Overland, not crafted) can be better than
Druid's Braid, but
Druid's Braid
has the benefit of not becoming mostly useless when you stop wearing 5 pieces of it, and
it's important because I can't know what content you're going to farm first. Are you
going
to get a Monster Set first and replace head and shoulder slots? Or are you replacing
weapons
and jewelry first? With
Druid's Braid it doesn't
matter, because it's slowly losing effectiveness piece by piece. The
Druid's Braid
shield will also stay relevant for you even past your beginner phase.
These are the best sets you can get from easy content, only the
Tremorscale
requires you to finish the content on Veteran difficulty but Volenfell is a base game
dungeon so
it’s extremely easy even in the Veteran difficulty.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | Magicka/Tri-Stat | ||
![]() Shoulders |
Light | Health/Tri-Stat | ||
![]() Chest |
Heavy | Health/Tri-Stat | ||
![]() Hands |
Heavy | Stamina/Tri-Stat | ||
![]() Belt |
Heavy | Magicka/Tri-Stat | ||
![]() Legs |
Heavy | Stamina/Tri-Stat | ||
![]() Boots |
Heavy | Health/Tri-Stat | ||
![]() Necklace |
Jewelry | Reduce Magicka Cost/Reduce Block Cost | ||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Any 1-handed weapon | |||
![]() Frontbar Off Hand |
Shield | Stamina/Tri-Stat | ||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
- Replace 1 piece of
Armor of the Trainee and 1
piece of
Druid's Braid with
Puncturing Remedy if you
don't
have access to Scribing and are using
Pierce Armor instead of
Shield Throw
Turning Tide drops from
Normal
or Veteran Shipwright’s Regret
Crimson Oath's Rive drops
from
Normal or Veteran The Dread Cellar
Puncturing Remedy drops
from
Normal or Veteran Dragonstar Arena
Tremorscale drops from
Veteran
Volenfell
- Tri-Stat enchants are better than single stat ones, but they're extremely
expensive. The reason I listed them here but not in the Crafted setup is because
Tremorscale
and
Turning Tide
will stay relevant past your beginner phase, so if you can afford Tri-Stat enchants you
should go for it.
This is my suggested setup for dungeons. Since you can't fit in that many support sets in 4-man content, any combination of support sets will perform well.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | |||
![]() Shoulders |
Light | |||
![]() Chest |
Heavy | |||
![]() Hands |
Heavy | |||
![]() Belt |
Heavy | |||
![]() Legs |
Heavy | |||
![]() Boots |
Heavy | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Any 1-handed weapon | |||
![]() Frontbar Off Hand |
Shield | |||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
- Replace 1 piece of
Armor of the Trainee and 1
piece of
Druid's Braid with
Puncturing Remedy if you
don't
have access to Scribing and are using
Pierce Armor instead of
Shield Throw - Use
Vestments of Olorime
instead of
Powerful Assault
if you're playing without a healer (1 Tank, 3 Damage Dealers group comp)
Turning Tide is a decent
alternative for
Lucent Echoes
War Machine is a decent
alternative for
Powerful Assault
Crimson Oath's Rive is a
decent
alternative for
Powerful Assault, but it
will
be useless for Damage Dealers who already brought enough armor penetration on their own
This is my suggested setup for main tanking trials.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | |||
![]() Shoulders |
Light | |||
![]() Chest |
Heavy | |||
![]() Hands |
Heavy | |||
![]() Belt |
Heavy | |||
![]() Legs |
Heavy | |||
![]() Boots |
Heavy | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Any 1-handed weapon | |||
![]() Frontbar Off Hand |
Shield | |||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
- Replace 1 piece of
Armor of the Trainee and 1
piece of
Druid's Braid with
Puncturing Remedy if you
don't
have access to Scribing and are using
Pierce Armor instead of
Shield Throw - This setup is a recommendation for random PUG groups. In an organized trial, always listen to what the raid lead wants you to wear, rather than what I'm showing here
Crimson Oath's Rive has 2
bonus
armor lines which together will grant you 2974 additional armor. This might allow you
shift
armor in other parts of your build, like for example switching off of
The Lady Mundus
or
changing
Fortified or
Bulwark Champion points to
something different.
Crimson Oath's Rive will be
rendered useless if a Damage Dealer in your group is wearing
Alkosh,
but it's very unlikely you'll find a Damage Dealer wearing a support set in a random PUG
group
This is my suggested setup for off tanking trials.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
![]() Head |
Medium | |||
![]() Shoulders |
Light | |||
![]() Chest |
Heavy | |||
![]() Hands |
Heavy | |||
![]() Belt |
Heavy | |||
![]() Legs |
Heavy | |||
![]() Boots |
Heavy | |||
![]() Necklace |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Any 1-handed weapon | |||
![]() Frontbar Off Hand |
Shield | |||
![]() Backbar Main Hand |
Ice Staff |
ADDITIONAL INFO:
- Replace 1 piece of
Armor of the Trainee and 1
piece of
Druid's Braid with
Puncturing Remedy if you
don't
have access to Scribing and are using
Pierce Armor instead of
Shield Throw - This setup is a recommendation for random PUG groups. In an organized trial, always listen to what the raid lead wants you to wear, rather than what I'm showing here
Saxhleel's Champion allows
you
to provide Major Force with any ultimate, so you can change your backbar ultimate from
Aggressive Horn
to
Replenishing Barrier
and you'll only lose out on the Horn Resource Buff while providing a defensive ultimate
for
you and your group
CHAMPION POINTS
Warfare
Ironclad (6% Direct
Damage
Reduction)
Duelist's Rebuff (6% ST
Damage Reduction)
Enduring Resolve (6%
DoT
Damage Reduction)
Bulwark (1900 Armor)
Fitness
Boundless Vitality
(1400
Max Health)
Fortified (1731 Armor)
Bastion (15% stronger
damage shields)
Bracing Anchor (20%
Block
Mitigation, 16% Movement Speed Penalty)
ADDITIONAL INFO:
- If you're a
Nord
with fully golded out gear and proper traits you will be over the armor cap with these
Champion
Points, so you can replace either
Bulwark
or
Fortified. You could replace
them
with for example
Focused Mending,
Unassailable,
Rejuvenation,
Sustained by Suffering,
Celerity,
Shield Master or
Ward Master
RACE
Nord
is
by far the best race for tanking, due to the increased armor from
Rugged
and ulti generation from
Stalwart. You can complete any
content on any race, you'll just have to work slightly harder with other races, and you'll
have
to adjust your build and get more armor from somewhere else (for example by using
The Lady
as your Mundus rather than
The Atronach).
MUNDUS
The best Mundus is
The Atronach
which increases your Magicka Recovery by 310 and causes your armor pieces with the Divines
trait
to increase it by another 28.
If you're struggling with reaching the armor cap (33,000), then
The Lady
can also be a decent choice. It increases your Armor by 2744.
ATTRIBUTES
HEALTH
64
STAMINA
0
MAGICKA
0
Majority of the times you should put all your points into Health. However you need your Max
Stamina to be higher than your Max Magicka, because the
Combustion
synergy restores your dominant resource and you want it to be Stamina. Because of that, you
might have to put some attribute points into Stamina if you have passives (such as for
example
the
Gift of Magnus
racial) or item set bonuses (such as for example 1-piece bonus of
Encratis's Behemoth)
that increase your Max Magicka. Put just enough points to make your Max Stamina higher than
your
Max Magicka, and then put the rest into Health.
FOOD
The best food is
Orzorga's Smoked Bear Haunch,
however it's extremely expensive so you should use
Jewels of Misrule
instead, it provides only slightly lower stats than
Orzorga's Smoked Bear Haunch
while being significantly cheaper.
Other decent foods:
-
Orzorga's Red Frothgar
- provides more Max Health and Magicka Recovery at the cost of providing no Stamina
Recovery
at all. Stamina Recovery doesn't work while blocking so it can be a decent option if
you're
permablocking
-
Bewitched Sugar Skulls
- provides maximum resources instead of recoveries, can be decent for fights where you
need
to block for a very long time during a very specific period but the pressure is
non-existent
outside of that specific period so you can recuperate stamina by heavy attacking freely,
for
example Roksa the Warped boss in Bal Sunnar dungeon. The increased maximum resources
will
also increase the scaling of some of your healing abilities, such as
Honor the Dead and
Resolving Vigor
-
Candied Jester's Coin
- provides only Max Stamina and Magicka Recovery, can be decent when you want to reduce
your
Max Health during a specific phase of a fight. For example, in Cloudrest you can eat it
right as the execute phase starts, because Maximum Health becomes a detriment due to the
Baneful Mark mechanic
POTIONS
Most of the time you should use Tri-Stat potions (Restore Health, Restore Stamina,
Restore
Magicka). They'll greatly improve your sustain. You can craft them by combining
Columbine,
Bugloss
and
Mountain's Flower.
There are better potions but they're extremely expensive so they're only worth using
when
you're tryharding for the most difficult achievments, such as trial trifectas. Heroism
potions (Heroism, Restore Stamina, Restore Magicka) can provide a 100% uptime on Minor
Heroism buff which generates ultimate, but they're extremely expensive because they're
crafted by combining
Dragon Rheum,
Dragon's Blood
and
Columbine.
THANKS FOR READING
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