Be as the landslide. Let nothing stop you.
Improves your passive to increase the potency of your damage done, healing done, and damage shield strength by 1% per stack.
Werewolf Tank build for ESO Update 50. Update 50 completely reworked Werewolf, gave Werewolf Tank more block mitigation, and added an Ultimate that makes Werewolf skills free.
Reworked Werewolf Tank is a lot better than it was, but it is still bad compared to a normal Tank. The survivability is pretty good now, but Werewolf still lacks basic tank tools like a ranged taunt and a proper chain/pull, which makes some fights miserable for you and your group.
You can turn back to human form for situations where Werewolf Tank simply does not work. That makes the build less awful to play in real content, because you do not have to force Werewolf form through every pull or mechanic.
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.
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) | Inexorable Descent , Resolute Defense , Wildfire Embers | |
| Harnessed Quintessence , Erudition | Ink-Scribe's Verve | |
| Unholy Knowledge , Persistence , Blood Magic (only with Conservation of Energy ), Expert Summoner (Dire Wolves count), Capacitor , Energized , Amplitude , Power Stone | Conservation of Energy , Static Reverberation , Calculated Defense | |
| Maturation , Glacial Presence , Piercing Cold | Tundra's Maw , Wild Adaptation , Green-Keeper's Hide | |
| Rapid Rot , Last Gasp , Curative Curse , Corpse Consumption | Pound of Flesh , Veil's Forfeit , Nothing Wasted | |
| Burning Light , Balanced Warrior , Restoring Spirit , Mending , Sacred Ground (only with Steadfast Candescence ) | Steadfast Candescence , Bastion of Light (only with Steadfast Candescence ), Devout Guardian (only with Steadfast Candescence ) | |
| Master Assassin , Executioner , Refreshing Shadows , Catalyst | An Eye for Exploitation , Above and Beyond , Cutthroat's Focus |
Final Setups
Additional Benefits are bonuses that can be useful in actual fights.
Pick a class below to see its setup.
Skill Lines
Class Masteries
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.
Be as the landslide. Let nothing stop you.
Improves your passive to increase the potency of your damage done, healing done, and damage shield strength by 1% per stack.
Up to 10% more damage done, healing done, and damage shield strength through Landslide stacks
You are as unyielding as a mountain.
Each second you remain Bracing, you increase the amount of damage you block by 6%, up to 5 times.
Blocking damage has a 20% chance to restore 500 Stamina. This effect can occur once every block cost.
Up to 30% more block mitigation while you keep Bracing, plus a chance to restore 500 Stamina when blocking
Let your voice echo across the peaks.
Activating rank 2 of now also grants 5 Health, Magicka, and Stamina Recovery for every Ultimate spent for 10 seconds after a delay of 15 seconds.
Not useful for this setup.
Let others be swept along in the wake of your flame.
Activating rank 2 of grants you and group members within 28 meters of you and for 1 second per 15 Ultimate spent, increasing damage done and reducing damage taken by 10%.
Not useful for this setup.
Fire forged within can never be extinguished. Fan the flames.
When your Dragonknight damage over time effects end, you apply Wildfire Embers to the target, dealing Flame Damage over 12 seconds. This effect stacks up to 12 times and increases in damage by 25% per stack.
| Total Coefficient | 7.01% Max Stamina/Magicka + 73.95% Weapon/Spell Damage | ||
|---|---|---|---|
| Tick Rate | Every 2s (6 ticks) | ||
| Status Chance | 3% | ||
| Tags | |||
Wildfire Embers' damage does not benefit from some Weapon Damage sources like or .
Not useful for this setup.
Skill Lines
Class Masteries
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.
Spellcasting is second nature to you. A skill honed by tireless study.
Upgrades rank 2 of to work with all abilities with a cost, excluding cost per tick abilities, and restores Magicka and Stamina when it activates.
| Coefficient | 2% Max Magicka | ||
|---|---|---|---|
| Coefficient | 2% Max Stamina | ||
|---|---|---|---|
This allows you to proc Blood Magic , healing you for 10% Max Health on any skill cast and increasing your Max Stamina by 10%.
Success is a certainty when nothing is left to chance.
While beginning to use a Sorcerer ability or an ability with a cast time, you gain a damage shield for 0.5 seconds that can absorb Damage Shield. This effect is based off your Max Health. If the shield does not break, you and nearby group members gain 6% Weapon and Spell Damage for 20 seconds.
| Coefficient | 33% Max Health | ||
|---|---|---|---|
| Tags | |||
A damage shield for 33% of your Max Health that you can proc with Heavy Attacks; if it doesn't break, you and nearby group members get 6% Weapon and Spell Damage for 20 seconds
Within you is a wellspring of near unlimited power.
Upgrades rank 2 of to work with any Sorcerer ability and increases your Weapon and Spell Damage for 10 seconds. The Weapon and Spell Damage increases by 1% for every 1750 Max Magicka or Stamina you have, whichever is higher.
Not useful for this setup.
The battlefield crackles with untapped potential. Make use of it.
When you deal damage, you have a 5% chance to deal Shock Damage, up to once every 0.3 seconds.
The chance increases by 1% for every 1% missing Health the target has. The chance is divided by 1 plus every permanent pet you have active.
| Coefficient | 31.56% Weapon or Spell Damage | ||
|---|---|---|---|
| Status Chance | 10% | ||
| Tags | |||
Not useful for this setup.
Magicka extends your reach, a benefit to those who fight beside you.
Casting a damage shield on yourself or an ally grants an additional shield that absorbs up to Damage Shield for 4 seconds and 225 Health, Magicka, and Stamina Recovery for 12 seconds.
| Coefficient | 15% higher Max Health or Max Magicka | ||
|---|---|---|---|
| Cap | 25% of target's Max Health | ||
| Tags | |||
Not useful for this setup.
Skill Lines
Class Masteries
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.
Every strike, every stab, is a step towards execution.
Increases your Weapon and Spell Damage by up to 2000, based on your target's missing Health.
Reduces your damage taken by up to 20%, based on your attacker's missing Health.
Both effects are halved against targets with Battle Spirit.
Up to 20% damage mitigation, which becomes more effective in execute
This duel will be their last. For you, it's just another dance.
Activating a Nightblade ability while bracing causes you to dodge attacks for 0.3 seconds.
Whenever you dodge an attack, your attacker's psyche suffers, increasing their damage taken by 5% for 5 seconds, increasing to 20 seconds against monsters.
You can't proc the "free" dodge roll since you won't use Nightblade skills, but you can still apply the 5% damage taken debuff with regular dodge rolls
An assassin is only as good as their reputation.
Increases your Critical Damage and Healing by 25%. This effect is reduced to 5% against targets with Battle Spirit.
Increases your maximum Critical Damage and Healing by 30%.
Not useful for this setup.
The Night Mistress rewards those who strike without reservation.
Upgrades rank 2 of to have a chance to generate 2 Ultimate. This effect can occur once every 0.3 seconds and the chance is equal to your Weapon Critical chance.
Not useful for this setup.
Secrets and coin are tools as sharp as the daggers you wield.
Upgrades rank 2 of to grant group members 250 Magicka and Stamina, 2 Ultimate, and doubles the Ultimate you gain when it activates.
Not useful for this setup.
Skill Lines
Class Masteries
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.
Expose your enemies to unrelenting cold.
Applying to an enemy also applies for 2 seconds, increasing their Critical Damage taken by 20%.
You can proc it even in Werewolf form thanks to a Frost enchant on your weapon
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%.
Simply survivability
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.
Not useful for this setup.
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.
Not useful for this setup.
The battlefield is your grove. Tend to it.
Gain 333 Weapon and Spell Damage for each status effect on your target, up to a maximum of 1665.
Not useful for this setup.
Skill Lines
Class Masteries
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.
Your conviction is unwavering. Light gives no quarter.
now activates and refreshes itself while Bracing. Increases the amount of damage you can block by 20% while stationary.
The only way to proc Sacred Ground as a Werewolf. It also gives you 20% block mitigation while standing still.
Radiant is the shield that pushes back the dark.
While is active, you gain a damage shield for 6 seconds, up to once every 6 seconds. The shield absorbs up to Damage Shield and provides 300 Health, Magicka, and Stamina Recovery while active. If the shield breaks, you gain 10 Ultimate.
| Coefficient | 20% Max Health | ||
|---|---|---|---|
| Tags | |||
A damage shield up to 6 seconds, which will increase your recoveries and generate Ultimate when it breaks. You can proc it in Werewolf form by blocking with Steadfast Candescence .
Light consecrates the ground on which you tread.
is now applied while you are in your own and , and while and are active.
While is active, you heal for Health every 1 second. If you are at full Health after being healed from this effect while in combat, you also gain 2 Ultimate.
| Coefficient | 8% Max Health | ||
|---|---|---|---|
| Tick Rate | Every 1s | ||
| Tags | |||
Not useful for this setup.
Light's banner instills hope. You are its bearer.
Upgrades rank 2 of to also grant Bright Harbinger for the duration, which grants 300 Weapon and Spell Damage to allies and doubles for you.
Not useful for this setup.
Judgement follows in the wake of your radiance.
When rank 2 of deals damage, your Templar abilities gain 1400 damage done for 3.1 seconds. This bonus is halved against players.
Not useful for this setup.
Skill Lines
Class Masteries
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.
Call souls back from an early grave. Only you may grant them release.
While you are in combat, directly healing a target below 66% Health relinquishes them from death's clutches and allows you to use a corpse consuming ability against them within 10 seconds, up to once every second.
Extends the duration of you apply by 50%.
Extends the Major Vulnerability you apply with sets like Turning Tide and Archdruid Devyric by 50%
Knock upon death's door and demand your due.
When you take damage you have a 10% chance to heal Health and restore 5% of your missing Stamina, up to once per second. This chance increases by 1% for every missing Health percent you have and the healing is based off your Max Health.
| Coefficient | 10% Max Health | ||
|---|---|---|---|
| Tags | |||
A chance to heal for 10% of your Max Health and restore missing Stamina when you take damage, with a higher chance the lower your Health is
Death's knell is a familiar song. Share it with your enemies.
Upgrades rank 2 of to mark the closest non-player enemy to you with death's touch for 6 seconds, allowing you to use a corpse consuming ability on them. Consuming or replacing this effect forcibly triggers rank 1 of 's Ultimate generation and triggers rank 2 of .
This effect can occur once every 2 seconds.
Not useful for this setup.
As an abattoir of death, no remnants of life are wasted.
Upgrades rank 2 of to also grant a stack of Nothing Wasted for 15 seconds, which increases your Max Health by 2% and Weapon and Spell Damage by 2% per stack, up to 10 times. Stacks decay three at a time instead of all at once.
The tooltip is misleading. won't work without passive, but it isn't tied to proccing (which has a 16 second cooldown). You simply get a stack whenever you consume any corpse, without any cooldown.
Not useful for this setup.
The cycle of life and death continues: you will live, others will die.
Upgrades rank 2 of to grant Cycle Unending for 25 seconds, increasing the potency of your damage done by 1% for every 1% Health you have more than your target. The damage bonus caps at 25%, or 10% against players.
The tooltip is wrong. Cycle Unending's damage potency scales at one quarter of the Health percent gap. At full Health against a 75% Health target, it gives about 6.25% damage, not 25%.
Not useful for this setup.
Skill Lines
Class Masteries
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.
Illuminate body and mind with glimmering ink.
While in combat, when you heal or overheal a total of 100000 Health, you generate a Crux and grant you and your group members for 10 seconds, increasing Critical Damage by 20%.
Your healing builds toward Major Force for the whole group
Master the archaic and forge new runes of conflict.
Upgrades to inflict on your attacker while granting to you and your group for 4 seconds. You gain 1 Ultimate for every Crux you have.
These effects can occur once every 2 seconds.
Cannot be procced on a Werewolf, but none of the remanining Masteries can, so they're all useless. But this one could at least be useful if you decide to play in your human form for a bit
Be the hand that guides the weave of fate.
Upgrades rank 2 of to generate maximum Crux, up to once every 15 seconds. After this effect triggers you gain 300 Weapon and Spell Damage for 25 seconds.
Not useful for this setup.
Surpass your limits in the fieldwork of battle.
Upgrades rank 2 of to also increase your damage done by 30%, halving against players, for the duration.
Not useful for this setup.
Dive deep into the abyss where power is yours to claim.
Activating an Arcanist Ultimate immediately generates maximum Crux and grants you 666 Weapon and Spell Damage for 15 seconds.
Not useful for this setup.
A base setup that will work for most situations and which should be your starting point when making situational setups. It prioritizes survivability over group damage.
| Front Bar | Back Bar |
|---|---|
| Slot 1: Feral PounceMorph of Pounce | |
| Slot 2: Hircine's FortitudeMorph of Hircine's Bounty | |
| Slot 3: Deafening RoarMorph of Roar | |
| Slot 4: Rip and TearMorph of Gnash | |
| Slot 5: BloodclawsMorph of Rending Claws | |
| Ultimate: Pack LeaderMorph of Werewolf Transformation |
If you're planning to untransform when needed, you need to get the passives a non-Werewolf version of that class Tank needs too.
Class - Ardent Flame
Combustion
- Not Needed
Traumatic Burns
- Not Needed
Fan the Flames
- Medium Priority
A Soul Ablaze
- High Priority
Class - Draconic Power
Burnished Scales
- High Priority
World in Ruin
- Medium Priority
Elder Dragon
- Medium Priority
The Storm Voice
- Not Needed
Class - Earthen Heart
Heart of Stone
- High Priority
Landslide
- High Priority
Blessing at the Peak
- Medium 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
- Medium Priority
Amplitude
- Medium 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
- Low 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
- High Priority
Magicka Flood
- Not Needed
Soul Siphoner
- Not Needed
Transfer
- Not Needed
Class - Aedric Spear
Piercing Spear
- Not Needed
Spear Wall
- Not Needed
Burning Light
- Medium Priority
Balanced Warrior
- High Priority
Class - Dawn's Wrath
Enduring Rays
- Not Needed
Prism
- Not Needed
Illuminate
- Not Needed
Restoring Spirit
- High Priority
Class - Restoring Light
Mending
- High Priority
Sacred Ground
- High Priority
Light Weaver
- Not Needed
Master Ritualist
- Medium Priority
Class - Grave Lord
Reusable Parts
- Not Needed
Death Knell
- Not Needed
Dismember
- Not Needed
Rapid Rot
- Low Priority
Class - Bone Tyrant
Death Gleaning
- Not Needed
Disdain Harm
- Not Needed
Health Avarice
- Not Needed
Last Gasp
- High Priority
Class - Living Death
Curative Curse
- High Priority
Near-Death Experience
- Not Needed
Corpse Consumption
- Low Priority
Undead Confederate
- Not Needed
Class - Herald of the Tome
Fated Fortune
- Not Needed
Harnessed Quintessence
- Medium Priority
Psychic Lesion
- Not Needed
Splintered Secrets
- Not Needed
Class - Soldier of Apocrypha
Aegis of the Unseen
- Not Needed
Circumvented Fate
- Not Needed
Wellspring of the Abyss
- Not Needed
Implacable Outcome
- Not Needed
Class - Curative Runeforms
Healing Tides
- Not Needed
Hideous Clarity
- Not Needed
Erudition
- High Priority
Intricate Runeforms
- Not Needed
Armor - Light Armor
Grace
- Low Priority
Evocation
- Medium Priority
Spell Warding
- Medium Priority
Prodigy
- Low Priority
Concentration
- Low Priority
Armor - Medium Armor
Dexterity
- Low Priority
Wind Walker
- Medium Priority
Improved Sneak
- Not needed
Agility
- Low Priority
Athletics
- Medium Priority
Armor - Heavy Armor
Resolve
- High Priority
Constitution
- High Priority
Juggernaut
- High Priority
Revitalize
- High Priority
Rapid Mending
- High Priority
Guild - Undaunted
Undaunted Command
- High Priority
Undaunted Mettle
- 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
These are the best general-use setups when you're playing with randoms or do not know your group comp. Coordinated groups can do better with more specialized setups.
Most support sets provide a similar group DPS increase. The most important thing is making sure your sets don't overlap with other Tank's and Healers' sets, though you can overlap sets which provide imperfect uptimes like Archdruid Devyric
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
These are the default setups once you have the gear for them. Trash setups are optional swaps for players using gear-swap addons.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Archdruid Devyric | Medium | Sturdy / Divines | Tri-Stat | |
| Archdruid Devyric | Light | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Lucent Echoes | Heavy | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Any 2-handed melee weapon | Infused | Crusher |
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Archdruid Devyric | Medium | Sturdy / Divines | Tri-Stat | |
| Archdruid Devyric | Light | Sturdy / Divines | Tri-Stat | |
| Turning Tide | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Heavy | Sturdy / Divines | Tri-Stat | |
| Turning Tide | Heavy | Sturdy / Divines | Tri-Stat | |
| Turning Tide | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Heavy | Reinforced | Tri-Stat | |
| Rush of Agony | Jewelry | Swift | Reduce Block Cost | |
| Rush of Agony | Jewelry | Swift | Reduce Block Cost | |
| Rush of Agony | Jewelry | Swift | Reduce Block Cost | |
| Rush of Agony | Any 2-handed melee weapon | Infused | Crusher |
Setups for tanking Trials
These are just 2 examples of setups the 2 Tanks could use in a PUG Trial run. If you're in a more organized team, the gear your Raid Lead wants you to wear takes priority
Setup 1 uses Pearlescent Ward + Turning Tide with Tremorscale . Setup 2 uses Lucent Echoes + Turning Tide with Archdruid Devyric .
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Tremorscale | Medium | Sturdy / Divines | Tri-Stat | |
| Tremorscale | Light | Sturdy / Divines | Tri-Stat | |
| Pearlescent Ward | Heavy | Reinforced | Tri-Stat | |
| Pearlescent Ward | Heavy | Sturdy / Divines | Tri-Stat | |
| Pearlescent Ward | Heavy | Sturdy / Divines | Tri-Stat | |
| Pearlescent Ward | Heavy | Reinforced | Tri-Stat | |
| Pearlescent Ward | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Any 2-handed melee weapon | Infused | Crusher |
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Tremorscale | Medium | Sturdy / Divines | Tri-Stat | |
| Tremorscale | Light | Sturdy / Divines | Tri-Stat | |
| Pearlescent Ward | Heavy | Reinforced | Tri-Stat | |
| Pearlescent Ward | Heavy | Sturdy / Divines | Tri-Stat | |
| Pearlescent Ward | Heavy | Sturdy / Divines | Tri-Stat | |
| Pearlescent Ward | Heavy | Reinforced | Tri-Stat | |
| Pearlescent Ward | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Jewelry | Swift | Reduce Block Cost | |
| Turning Tide | Jewelry | Swift | Reduce Block Cost | |
| Turning Tide | Jewelry | Swift | Reduce Block Cost | |
| Turning Tide | Any 2-handed melee weapon | Infused | Crusher |
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Archdruid Devyric | Medium | Sturdy / Divines | Tri-Stat | |
| Archdruid Devyric | Light | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Lucent Echoes | Heavy | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Turning Tide | Any 2-handed melee weapon | Infused | Crusher |
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Archdruid Devyric | Medium | Sturdy / Divines | Tri-Stat | |
| Archdruid Devyric | Light | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Lucent Echoes | Heavy | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Sturdy / Divines | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Lucent Echoes | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Jewelry | Swift | Reduce Block Cost | |
| Turning Tide | Jewelry | Swift | Reduce Block Cost | |
| Turning Tide | Jewelry | Swift | Reduce Block Cost | |
| Turning Tide | Any 2-handed melee weapon | Infused | Crusher |
Use these until you can move into the general-use PUG setups above.
Start with the Crafted (Beginner) setup if you only have access to crafted gear. Use the No Trial Gear setup once you can farm dungeon and monster sets but do not have trial gear yet.
Both progression setups work in Dungeons and Trials if that's all you have right now.
Starting setup if you only have access to crafted gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Druid's Braid | Medium | Sturdy / Divines | Tri-Stat | |
| Druid's Braid | Light | Sturdy / Divines | Tri-Stat | |
| Druid's Braid | Heavy | Reinforced | Tri-Stat | |
| Druid's Braid | Heavy | Sturdy / Divines | Tri-Stat | |
| Druid's Braid | Heavy | Sturdy / Divines | Tri-Stat | |
| Druid's Braid | Heavy | Reinforced | Tri-Stat | |
| Druid's Braid | Heavy | Reinforced | Tri-Stat | |
| Wretched Vitality | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Wretched Vitality | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Wretched Vitality | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Wretched Vitality | Any 2-handed melee weapon | Infused | Crusher |
Setup if you don't have access to Trial gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Archdruid Devyric | Medium | Sturdy / Divines | Tri-Stat | |
| Archdruid Devyric | Light | Sturdy / Divines | Tri-Stat | |
| Turning Tide | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Heavy | Sturdy / Divines | Tri-Stat | |
| Turning Tide | Heavy | Sturdy / Divines | Tri-Stat | |
| Turning Tide | Heavy | Reinforced | Tri-Stat | |
| Turning Tide | Heavy | Reinforced | Tri-Stat | |
| Wretched Vitality | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Wretched Vitality | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Wretched Vitality | Jewelry | Harmony / Infused | Reduce Block Cost | |
| Wretched Vitality | Any 2-handed melee weapon | Infused | Crusher |
Body
Jewelry
Body
Jewelry
Use these Champion Points as default for Boss and Trash fights respectively. Further below you'll find a list of all useful CPs with explanations on when to use them.
A full list of useful Champion Points with explanations on when to slot them.
Put all 64 points into Health. However, your Max Stamina must be higher than your Max Magicka, because the Combustion synergy restores your dominant resource and you want it to be Stamina. If you have passives (such as Gift of Magnus ) or item set bonuses that increase Max Magicka, put just enough points into Stamina to keep it higher than your Max Magicka, then put the rest into Health.
Werewolf abilities are cheap and free during Rampage, so you don't need any recoveries from your food.
Granny's Eel Pie is not available yet. It comes out with Season 1, and its recipe comes from Bilsa's Delivery, the Dynamic Encounter in Stonefalls.
Werewolf abilities are cheap and free during Rampage , so Armor Potions are still your default. Tri-Stat Potions are the backup option if you want more Stamina and Magicka sustain.
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 need extra stamina and magicka sustain.
Werewolf Tank is a lot better after the Update 50 rework, but it is still weaker than a normal Tank. Survivability is solid now, but Werewolf lacks a ranged taunt and a proper chain, which makes some fights miserable for you and your group. Play it for the roleplay, not because it is optimal.
Not really. The kit itself is simple, but Werewolf is missing basic tank tools, so you sometimes have to work around mechanics a normal Tank would just handle. I suggest you learn tanking on a regular Tank first.
Yes, Werewolf Tank can clear Veteran Dungeons including Hard Modes, and there is footage in the Gameplay section. For fights where Werewolf form simply does not work, you can turn back to human form.
Yes, for Infinite Archive Arcs 1-4. Deafening Roar is especially useful there because it applies Major Cowardice , reducing enemy Weapon and Spell Damage. Deep runs past Arc 10 need builds shaped around your Visions, which is a different kind of setup.
Nord is the best race for Werewolf Tank because of the extra armor. You can clear all content on any race, Nord is just the safest pick.
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