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Magicka Nightblade Solo Build - ESO Guide

Solo Two Bar Magicka Pure Class Nightblade
Up to date for: Update 50 - 30th July 2026
Last changed: Update 50 - 30th July 2026

Pure Class Magicka Nightblade (MagBlade) solo build for ESO Update 50. The build gets great mitigation from , especially in execute, and good sustain from . gives it insane Ultimate generation, while shifts one regular cast to Stamina.

This setup soloed Veteran Hard Mode Cradle of Shadows.

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.

This is a Solo build. If you're looking for a group build for Dungeons and Trials, check out the Magicka Nightblade DPS Build.

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.

Run Simulated DPS Notes
15m deterministic sim
69.9k DPS
Used for most comparison tables
6m deterministic sim
69.7k DPS
Same setup on real dummy health
Real 6m CMX parse
72.9k DPS
Recorded in game
100 random 6m sims
Lowest 67.0k DPS
Highest 74.1k DPS
This is why random parses are unreliable when crits and status effects roll differently
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Class Mastery

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.

Not worth it

Nightblade Class Mastery

Nocturnal Inspiration

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.

Notes

Not useful for this setup.

Nightblade Class Mastery

Cutthroat's Focus

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.

Notes

Not useful for this setup.

Nightblade Class Mastery

Share the Spoils

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.

Notes

Not useful for this setup.

Skill Setups

Base Setup

A base setup that will work for most situations and which should be your starting point when making situational setups

Front Bar Back Bar
Slot 1: Concealed WeaponMorph of Veiled Strike Slot 1: Shadowy DisguiseMorph of Shadow Cloak
Slot 2: Traveling Knife Slot 2: Dark ShadeMorph of Summon Shade
Slot 3: Relentless FocusMorph of Grim Focus Slot 3: Elemental SusceptibilityMorph of Weakness to Elements
Slot 4: Power ExtractionMorph of Drain Power Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: Ulfsild's Contingency Slot 5: Siphoning AttacksMorph of Siphoning Strikes
Ultimate: Soul HarvestMorph of Death Stroke Ultimate: Shooting StarMorph of Meteor
  • - a strong spammable which will deal increased damage after leaving invisibility, which will get triggered by
  • ( , , ) - a Stamina skill that increases enemies' chance to be affected by Status Effects by 100% for 10 seconds and grants for 20 seconds. Recast it every 10 seconds.
  • - an ability that grants you and and causes your Light Attacks to generate stacks. You can spend 4 stacks to fire a powerful arrow that also heals you if you're in Melee range.
  • - grants , and . It also applies to enemies hit, reducing their Weapon and Spell Damage by 215
  • - an ability that will increase your damage by 15% for 10 seconds after being cast. It also grants , reducing your damage taken by 5%. It will also grant you thanks to the passive. When timed correctly, you can use this ability to dodge heavy attacks
  • - a cheap ultimate that increases target's damage taken from you by 20%. This is the ultimate you should use in Single Target fights. Having it slotted will also cause you to regain 10 Ultimate whenever you deal a final blow against an enemy
  • ( , , ) - deals damage in an AoE, applies a 22 second DoT and grants . It is delayed until the next ability with a cost. This is also your AoE spammable.
  • - an ability that deals constant AoE damage and applies , reducing enemies' damage done by 5%
  • - an extremely strong ability that does a multitude of things. It's completely free to cast so it'll help you sustain. It applies , which reduces enemies' armor by 5948 which is a massive damage increase. It also applies , and status effects at the beginning and then every 7.5 seconds. All of these Status Effects deal decent damage, but Concussed will also apply for 4 seconds, increasing enemies' damage taken by 5%. Chilled will also apply for 4 seconds, reducing enemies' damage done by 5% and it will also apply for 4 seconds if you were on your Ice Staff bar while the Chilled effect procced. Minor Brittle increases Critical Damage taken by 10%. If you're using Ice Staff, the Chilled proc will also synergise with our
  • - this ability will constantly apply your enchantment. If it's the Ice version, it will also constantly apply to enemies who are , and they'll be Chilled thanks to
  • - this ability will passively heal you and improve your sustain. It can also be used to trade Health for a burst of Stamina and Magicka
  • - a 185 Ultimate cost AoE that leaves a ground DoT and grants you Ultimate for each enemy hit with the initial blast. Use it in AoE fights or when you start fights with high amount of Ultimate stored up

and are the first skills that have to go when you need to slot something situational, unless the situational skill specifically says that it's replacing something else

  • - an alternative spammable which deals less damage but heals you and is ranged. Use it instead of in more difficult fights
  • - use it for more difficult fights where the pressure is constant. It can also be used as your main source of healing before you obtain the Mythic or in fights with invulnerability phases where you can't heal with
  • - a chain ability that you can slot in trash packs to stack enemies and get through them faster
  • - a source of AoE Major Breach which can be used instead of in AoE fights
  • ( , , ) - a different script combination which trades the DoT from for the mitigation from . Use it in fights where you need more damage mitigation.
  • - slot it for more difficult fights where you need more damage mitigation. It's a skill that passively grants , reducing your damage taken by 10%.
  • - snare removal which will be crucial for some fights
  • - an ultimate that breaks you out of some otherwise unavoidable stuns, you'll need it to get around some mechanics which are otherwise impossible or very difficult to solo, like for example Inferno's Hold in Zaan the Scalecaller fight
Rotation Simulated Parse Damage Change
Priority List
69.9k DPS
Baseline
Static Rotation
67.4k DPS
-3.6%

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

Recast every 10 seconds.

  • 1. as opener if you're starting the fight with a lot of Ultimate stored up
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.

Pre-buff

These abilities can be pre-cast before entering combat

Final Setups

A few examples of final setups you could end up with after applying the situational skills to the base setup

A setup which trades damage for more survivability. Use it against harder boss fights or if you simply want a tankier build and don't mind fights taking longer

Front Bar Back Bar
Slot 1: Swallow SoulMorph of Strife Slot 1: Shadowy DisguiseMorph of Shadow Cloak
Slot 2: Revealing Flare Slot 2: Dark ShadeMorph of Summon Shade
Slot 3: Relentless FocusMorph of Grim Focus Slot 3: Elemental SusceptibilityMorph of Weakness to Elements
Slot 4: Power ExtractionMorph of Drain Power Slot 4: Elemental BlockadeMorph of Wall of Elements
Slot 5: Ulfsild's Contingency Slot 5: Siphoning AttacksMorph of Siphoning Strikes
Ultimate: Soul HarvestMorph of Death Stroke Ultimate: Shooting StarMorph of Meteor

What Changes

Changes compared to the Base Setup

  • replaces
  • replaces
  • swaps the script to

Skill Setup Comparison

Setup Simulated Parse Damage Change
Regular
69.9k DPS
Baseline
Tanky
62.3k DPS
-11.0%

Passives

The only passive you specifically have to skip is , but it's only important when using an Ice Staff

Some trees are only needed when using situational skills, for example Fighters Guild provides nothing without and Psijic Order provides nothing without

Class

Weapon

Armor

Guild

Alliance War

Racial

Craft

Class - Assassination

Master Assassin - High Priority

Executioner - High Priority

Pressure Points - High Priority

Hemorrhage - High Priority

Gear

Overland is your starting point and works for most situations. Crafted / Starter 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

Gear Slot Set Weight/Type Trait Enchantment
HeadHead Medium
ShouldersShoulders Light
ChestChest Medium
HandsHands Light
BeltBelt Medium
LegsLegs Light
FeetBoots Light
NeckNecklace Jewelry
RingRing Jewelry
RingRing Jewelry
MainhandFrontbar Main Hand Dagger
OffhandFrontbar Off Hand Dagger
MainhandBackbar Main Hand Inferno Staff
Look here You dont need the Trial gear. Crafted is only about a 2.8% damage loss against Overland enemies compared to .
Whorl Slots
Whorl of the Depths - Trial Set (Dreadsail Reef)

If you don't have it, use in order

  1. - Crafted
  2. - Crafted
Tzogvin Slots
Tzogvin's Warband - Dungeon Set (Frostvault)

If you don't have it, use in order

  1. - Trial Set (Lucent Citadel)
  2. - Dungeon Set (Unhallowed Grave)
  3. - Crafted
  4. - Crafted
Monster Helm
Slimecraw - Monster Set (Wayrest Sewers I)

Alternative (same bonus)

  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.

Gear Set Comparisons

Damage comparison for the set options.

All of these use 6 Light / 1 Medium and .

Weapons + Jewelry

Compares + X weapons and jewelry set.

Source
Set Source Simulated Parse Damage Change
Trial - Sanity's Edge
Interrupt 75.2k DPS
No Interrupt 68.1k DPS
+7.5% -2.6%
Trial - Rockgrove
Soul 72.1k DPS
No Soul 64.8k DPS
+3.1% -7.4%
Dungeon - Frostvault
69.9k DPS
Baseline
Trial - Lucent Citadel
71.0k DPS
+1.5%
Crafted
70.3k DPS
+0.5%
Dungeon - Unhallowed Grave
70.3k DPS
+0.6%
Crafted
3 Stacks 70.3k DPS
0 Stacks 67.1k DPS
+0.6% -4.0%
Crafted
68.8k DPS
-1.6%
Dungeon - Falkreath Hold
67.7k DPS
-3.1%
Overland - Deshaan
67.4k DPS
-3.6%
Overland - West Weald
65.6k DPS
-6.2%
Crafted
66.2k DPS
-5.3%
Overland - Blackwood
65.9k DPS
-5.7%
Overland - Wrothgar
66.0k DPS
-5.7%
Crafted
65.6k DPS
-6.2%
PvP - Cyrodiil
65.3k DPS
-6.6%

Front Bar Weapons

Daggers are the default weapon.

Front Bar Weapon Additional Changes Simulated Parse Damage Change
Dual Wield Daggers No changes
69.9k DPS
Baseline
Lightning Staff No changes
69.0k DPS
-1.3%
Bow No changes
68.2k DPS
-2.4%
Greatsword No changes
66.7k DPS
-4.6%
Inferno Staff No changes
66.4k DPS
-5.0%
Ice Staff No changes
65.0k DPS
-7.1%
Restoration Staff No changes
64.0k DPS
-8.5%
One Handed and Shield No changes
63.6k DPS
-9.0%

Only the front bar weapon changes. Daggers use and . Every one-weapon option uses a weapon. One Handed and Shield uses a one handed weapon plus a shield.

Situational Swaps

Alternative setups for different goals and content types

  • Use in fights where you can interrupt something at least once every 30 seconds.
  • Use 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
6% Single Target
205 Weapon and Spell Damage
8% Critical Damage and Healing
More Mitigation
Replace + with 2 mitigation CPs: , , , or (depending on the type of damage the Boss deals to you)
More Healing
is a decent option if you need more HPS
FitnessFitness
1400 Max Health
1500 Magicka on kills
90 Health, Stamina and Magicka Recovery
1731 Armor
Block Mitigation
Use in fights where you need to block a lot and can afford to be slower
Movement Speed
Use in fights where you have to move a lot
CraftCraft
20% Movement Speed out of combat
Quality of Life
The Craft tree is non-combat utility. Steed's Blessing is the only slottable that matters for group content, giving you extra movement speed between fights.

Race

For solo 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

Khajiit
Best for Damage
Khajiit
Why pick this
The strongest race for solo damage. Critical Damage is one of the most valuable stats in Solo play and Khajiits get 12% of it from passive.
Feline Ambush 12% Critical Damage
Lunar Blessings 915 Max Health, Stamina and Magicka
Robustness 90 Health, Stamina, Magicka Recovery
Nord
Best for Survivability
Nord
Why pick this
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 significantly more forgiving 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
Khajiit
73.1k DPS
+4.5%
High Elf
72.1k DPS
+3.1%
Dark Elf
72.1k DPS
+3.1%
Orc
71.4k DPS
+2.1%
Breton
70.7k DPS
+1.1%
Argonian
70.3k DPS
+0.6%
Wood Elf
70.0k DPS
+0.1%
Imperial
69.9k DPS
+0.0%
Nord
69.9k DPS
Baseline
Redguard
69.9k DPS
+0.0%

Mundus

  • Default

    11% Critical Damage and Healing(17% with 7 )
    Use most of the time. It increases your Critical Damage
  • Difficult Content

    2744 Armor(4489 with 7 )
    Consider switching for extremely difficult dungeons. It increases your Armor
Mundus Simulated Parse Damage Change
The Shadow
69.9k DPS
Baseline
The Thief
69.0k DPS
-1.3%
The Lover
65.1k DPS
-6.9%
The Lady
64.9k DPS
-7.2%

Attributes

For most content you should put all 64 points into Magicka. 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 Magicka, for the extremely difficult stuff you'll need 64 Health.

Health
0
Stamina
0
Magicka
64
All points into Magicka. Use it for most content
Health
32
Stamina
0
Magicka
32
Split evenly between Health and Magicka. 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 Magicka
69.9k DPS
Baseline
32 Health / 32 Magicka
67.4k DPS
-3.6%
64 Health
65.4k DPS
-6.5%

Food

  • Default

    Max Health +4,312 Health Recovery +406 Stamina Recovery +369 Magicka Recovery +369
    The default option. Our don't restore resources, so the food has to cover Stamina and Magicka Recovery.
  • Full Damage

    Max Health +5,414 Max Magicka +4,938
    Full damage option. Trades the recoveries for Max Magicka and more Max Health, but you'll need or potions in order to sustain.
Setup Simulated Parse Damage Change
+
69.9k DPS
Baseline
+
72.1k DPS
+3.1%
+
73.3k DPS
+4.7%

Potions

  • Default

    Restore Health
    The default option. It gives you the armor while your food covers sustain.
  • Full Damage

    Restore Health Restore Stamina Restore Magicka
    Full damage option. The sustain from it lets you switch from to for more damage.
  • Full Damage

    Restore Magicka Restore Stamina
    Same idea as , but straight up better because it adds Minor Heroism on top. More damage, just much more expensive to craft.

Parses

All parses are recorded on the 6 million Target Dummy

Instanced Setup
72,937 DPS
Instanced Setup
72,937DPS
6mil Skeleton Dummy
Patch
Update 50
Armor
6 Light / 1 Medium
Gear Setup
Instanced
Skill Setup
Base
Potion
Food
Mundus
Race
Nord
CMX Parse
Magicka Nightblade Solo CMX Parse - Instanced Setup - ESO
CMX Setup
Magicka Nightblade Solo CMX Setup - Instanced Setup - ESO
Recording

Gameplay

Cradle of Shadows
Dungeon
Icereach
Dungeon
Oakenclaw
World Boss
Cradle of Shadows
Dungeon Veteran Hard Mode
Icereach
Dungeon Veteran
Oakenclaw
World Boss

FAQ

Yes. MagBlade has enough mitigation and sustain to handle hard solo content, mostly from , and the Stamina cost of . also gives it insane Ultimate generation. This setup soloed Veteran Hard Mode Cradle of Shadows.

The Overland setup uses , , , , and a Maelstrom inferno staff in 4 Light / 3 Medium. The Instanced setup uses , , , , and a Maelstrom ice staff. Use when interrupting and when killing adds.

Khajiit is the best race for damage thanks to 12% Critical Damage from , which won't be wasted in solo content. Nord is the best race for survivability, providing around 5-7% damage mitigation through the racial passive.

Dual Wield Daggers stay the default. Lightning Staff is 1.3% behind and Bow is 2.4% behind, followed by Greatsword, Inferno Staff, Ice Staff, Restoration Staff, and One Handed and Shield. All front bar options use the same skills. Replacing the backbar weapon is a lot more troublesome, because is an extremely powerful skill for Solo.

Yes, this Magicka Nightblade build can solo every Veteran Dungeon that doesn't require multiple people for a specific mechanic. It can also solo most Hard Mode Dungeons, including Veteran Hard Mode Cradle of Shadows.

No, you don't need a different setup. Use the base skills and the Instanced gear setup from this guide for both Maelstrom Arena and Vateshran Hollows.


Comparing solo classes? See my ESO Solo Class Tier List.

THANKS FOR READING

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