Champion Points
Slottable stars used across the tank builds. Each constellation lets you slot four stars at once.
Update 52 (PTS) version
This page is the Update 52 version of the Champion Points reference. Update 52 is on the PTS until January 19, 2027, so numbers can still move. Skill and set tooltips still show the live Update 51 text; hover one that changes to see what's new. For what works in game today, switch to Update 51 in the version picker (top right, or in the menu on phones). The full list is in the Update 52 patch notes.
- Cutting Defense (Warfare) now also adds half of Deadly Bash's new damage-to-monsters bonus while your Armor and Health outweigh your damage stats. The stars on this page don't change.
Good to know
Warfare— Damage, healing and mitigation.
Reduces the damage you take from direct-damage attacks. A staple of current tank setups.
Reduces the damage you take from single-target attacks.
Reduces the damage you take from area-of-effect attacks. Swap it in for heavy AoE trash.
Increases your Armor while you have a shield or frost staff equipped. Swap it out once you hit the armour cap.
Reduces the damage you take from damage-over-time effects. The usual swap for Bulwark at the armour cap.
Increases the healing of your direct, single-target heals.
Increases the healing done by your area-of-effect heals. The core healer star: almost every healer skill is an AoE heal.
Increases the healing done by your heal-over-time effects, like Radiating Regeneration and Echoing Vigor.
Overhealing someone gives them Health, Magicka and Stamina Recovery for 6 seconds, scaling with your Max Magicka. Once every 12 seconds per target.
Healing someone under 25% Health also shields them for 6 seconds. Once every 30 seconds per target.
Adds Weapon and Spell Damage to your healing abilities only, so every heal is a little stronger.
Healing someone under 50% Health gives them Minor Heroism, longer the more Magicka Recovery you have. Once every 10 seconds per target.
Increases your direct damage. A damage dealer's star, for the DPS Healer.
Increases your area damage.
Adds Weapon and Spell Damage to your damaging abilities.
Increases your Critical Damage and Critical Healing.
Increases your single-target damage. The single-target counterpart to Biting Aura.
Increases your damage over time. For DoT-heavy builds that don't need Biting Aura or Deadly Aim.
Increases your Critical Damage against enemies you flank. Most damage dealers stand behind the boss anyway.
Increases your Weapon and Spell Damage. Swap it in for Fighting Finesse once your group's buffs already take you to the 125% Critical Damage cap.
Increases your damage against Off Balance enemies by 10%. Worth it when the group keeps the boss Off Balance.
Increases your Light and Heavy Attack damage by 20%. The first star for a Heavy Attack build.
Your damage heals you a little. A self-heal for fights where healers can't reach you.
Fitness— Survivability, movement and recovery.
Killing an enemy restores Health. A sustain star for dungeon fights with lots of adds.
Killing an enemy restores Magicka and Stamina. Pairs with Bloody Renewal for fights with lots of adds.
Your next Roll Dodge is free. For a build that can't afford Stamina to dodge.
Increases your Max Health.
Increases your Armor (Physical and Spell Resistance). Swap it out once you hit the armour cap.
Increases your Health, Magicka and Stamina Recovery.
In combat, you block up to 20% more damage, but your Movement Speed drops by 16%.
Increases the strength of your damage shields. Essential for shield-heavy builds.
Speeds up resurrecting allies. Useful when the healers go down.
Increases your movement speed, which helps with positioning and repositioning bosses.
Reduces the cost of your damage shield abilities. Healers cast a lot of them.
Craft— Utility and quality-of-life.
Increases your movement speed while out of combat. Gets you between pulls faster.
Increases your mount speed.