Skills
Every active skill the builds slot, grouped by class and skill line. Hover an icon for its tooltip.
Dragonknight
Ardent Flame
Inhale over 4 seconds to heal yourself and restore missing Magicka and Stamina, then exhale a burst of flame.
Creates a 15-second hearth that heals allies inside every second and grants Minor Fortitude and Minor Heroism. Gives you Major Protection and slows enemies.
Plants a standard that buffs allies' Weapon and Spell Damage and reduces their damage taken. Standing in it yourself grants extra damage done and mitigation.
Draconic Power
Yank an enemy to you, burn it and taunt it for 15 seconds, applying Major Cowardice. Refunds its cost if the target can't be pulled.
Heal yourself and nearby allies, and grant them Minor Courage. The group-friendly morph of Dragon Blood.
A big self-heal based on missing Health plus a heal over time, with Major Endurance and Minor Vitality. The selfish sustain morph.
Roots nearby enemies in place and applies Minor Maim, so they deal 5% less damage.
Makes you immune to snares and immobilizations for a short time. Use it on mechanics that root the tank.
Earthen Heart
Grants Major Resolve for 20 seconds and a short damage shield that scales with your Max Health. Your main defensive buff.
Shields you and nearby allies, with a larger shield on yourself based on Max Health, and grants Major Mending.
Caps the damage you take to a small slice of your Max Health and gives nearby allies a damage shield. Your panic button.
Warden
Animal Companions
Summons a netch for 25 seconds that restores Stamina, grants Major Brutality and removes a negative effect from you every 5 seconds.
Green Balance
Winter's Embrace
Wraps you and nearby allies in ice for 30 seconds, granting Major Resolve. You also gain Minor Protection.
Grants Major Resolve to you and allies in a much larger radius. Pick it over Ice Fortress when the group is spread out.
Instantly heals you and one nearby ally for a share of your Max Health, then heals you over time. Your emergency button.
A shield that absorbs up to three projectiles. Each one absorbed grants Ultimate and Major Heroism.
Ground-targeted ice shards that damage and snare enemies and apply Chilled often.
Arcanist
Curative Runeforms
A runic vortex that grants allies inside Minor Courage, Minor Fortitude, Minor Intellect and Minor Endurance, which linger after they leave.
Soldier of Apocrypha
A ranged rune that taunts, steals the target's Armor, applies Minor Maim and generates Crux. While slotted, each Crux you hold reduces your damage taken.
A huge one-second shield that settles into a smaller one, both scaling with Max Health. Spends Crux to heal you and strikes back at the first attacker.
Grants you Major Resolve for 30 seconds. Enemies that hit you get Minor Breach, and the armour periodically generates Crux.
Grants Minor Resolve to the group and Minor Protection to you, and roots nearby enemies. If you drop low, the protection is spent on a heal.
Charms the target so it walks towards you, and applies Minor Vulnerability for 10 seconds. Great for dragging stragglers in.
Necromancer
Bone Tyrant
Grants Major and Minor Resolve for 20 seconds. Ranged attackers that hit you are pulled in and taunted. Leaves a corpse when it ends.
A frontal scythe sweep that heals you for each enemy hit, scaling with Max Health. You must hit something to heal.
Consumes nearby corpses to heal over time and gain a large chunk of Ultimate for each corpse.
Consumes corpses to heal over time, granting Major Protection while the heal runs. Less Ultimate than Necrotic Potency, more safety.
A bone totem that gives you and nearby allies Minor Protection, then fears nearby enemies after a short delay. Allies can use the Pure Agony synergy.
Become a bone goliath with more Max Health and healing attacks. Update 51 buffed its Bash override's damage and set the Bash cooldown to 1 second.
Grave Lord
Desecrates the ground for 10 seconds. Enemies inside take Frost damage and get Major Breach and Minor Vulnerability. Allies can use the Grave Robber synergy.
A frost colossus slams the ground three times; the last slam stuns. Enemies hit get Major Vulnerability for 17 seconds.
Living Death
Summons a spirit for 16 seconds that heals you and takes 10% of the damage you would take.
Removes negative effects from you and restores Magicka and Stamina for each one removed.
Resurrects up to three dead allies in an area and restores your resources.
Templar
Aedric Spear
A damage shield that scales with your Max Health and grows stronger for each enemy it hits. It costs a lot of Magicka, so time it before big hits.
Hurls a javelin that interrupts and knocks down the target. Your answer to dangerous casters.
Dawn's Wrath
Restoring Light
Lays a rune that grants you Major Resolve, heals you over time and restores Magicka. Standing inside the rune makes the healing much stronger.
Consumes nearby corpses to heal you and your allies and restore your Stamina. Free sustain on trash.
Heals allies over time in an area and removes harmful effects. Allies can activate the Purify synergy to cleanse themselves.
Nightblade
Assassination
A brutal strike that increases your damage against the target and applies Major Defile. While slotted, kills generate Ultimate.
Shadow
A heal over time based on your Max Health that is much stronger while you're blocking. Also grants Minor Protection.
Creates a corridor of shadows that grants allies Major Expedition and heals them over time.
A dome of darkness that protects allies inside, granting Major Protection. Strong for scripted raid-wide damage.
Siphoning
Trades Health for Magicka and Stamina when cast. While slotted, your damage heals you and restores resources.
Drains the target's life over time and heals you. Since Update 51 its damage rises with your Health percentage, not your Max Health.
Heals you or an ally at the cost of your own Health over time, then grants Minor Mending.
Sorcerer
Daedric Summoning
A large damage shield on yourself that scales with Max Health. The core of the shield-tank playstyle.
Daedric armour that grants Minor Resolve, Minor Protection and extra Max Magicka while slotted on either bar. A low-effort defensive slot.
Summons a permanent clannfear that fights beside you and can heal you and itself. Enables pet-based passives.
Summons an immobile storm atronach that stuns and shocks nearby enemies, and an ally can use its synergy to give nearby allies Major Berserk. A cheap class Ultimate that triggers War Machine.
Dark Magic
A field that heals you and allies, granting them Minor Vitality, and applies Major Maim to enemies inside.
Weapon, guild & world
Assault
Sounds a war horn that raises your group's Max Magicka and Max Stamina and grants Major Force (+20% Critical Damage).
Heals you and nearby allies over time. A cheap way to trigger Powerful Assault.
A strong self heal over time that also grants Minor Resolve. Good for solo-tanking big hits.
Scribing grimoire. Your mount charges out in front of you, trampling enemies in its path. Tanks often scribe it for a group buff or extra mitigation.
Grants you and nearby allies Major Expedition and Major Gallop. Speeds up trash routes and triggers Powerful Assault.
Scatters caltrops that damage and snare enemies in an area and apply Major Breach to them. Handy for holding trash in place.
Destruction Staff
Applies Major Breach and periodically afflicts the target with Burning, Chilled and Concussed. A staple boss debuff.
Creates an elemental wall that damages enemies and has a higher chance to apply status effects. On an ice staff it applies Chilled.
Mages Guild
Scribing grimoire. Prepares a magical effect that fires on your next ability cast. Tanks often scribe it for a damage shield.
One Hand and Shield
A melee strike that taunts the target for 15 seconds and applies Major Breach. The bread-and-butter tank taunt.
Scribing grimoire. Throw your shield at a distant enemy. With the Taunt focus script it becomes a ranged taunt.
Slams the target with your shield, interrupting it if it is casting. Also the trigger for the Void Bash weapon set.
Psijic Order
Grants Minor Protection while slotted. When cast, it rewinds your Health, resources and position to where they were a few seconds ago.
Soul Magic
Scribing grimoire. Lash an enemy with your soul. With the Pull focus script it drags the target to you, giving any class a pull.
Scribing grimoire. A burst of soul energy around you. Tanks scribe it for a damage shield, extra Ultimate and group Courage.
Support
Shields up to 12 allies around you and heals them while the shields hold. A raid-wide safety net.
Undaunted
A ranged taunt that lets an ally trigger the Radiate synergy for extra damage.
Launches a slow orb that heals you and allies in its path instead of dealing damage. Allies can detonate it with the Healing Combustion synergy for an extra heal and resources.
A damage shield that returns some damage to attackers. Allies can activate the Bone Wall synergy for their own shield.