ESO Templar Tank, Templar Tank Skill Bars

ESO Templar Tank Build – Dungeons & Trials | Update 51

A complete guide to Templar tanking in ESO, covering dungeon, Main Tank and Off Tank setups. Learn which gear, skills, Class Masteries and Scribing options to use, with practical advice on sustain, defence and group support.

Table of Contents

The ESO Templar Tank combines healing, cleansing and defensive support with improved group buffs from Class Masteries. While it remains a less common choice than some other tank classes, its toolkit now offers stronger reasons to bring a full-class Templar into dungeon and trial groups.

Bright Harbinger adds group Weapon and Spell Damage to Illuminate’s armor bonus, allowing your Dawn’s Wrath casts to support both damage and survivability. Steadfast Candescence strengthens stationary blocking and maintains Sacred Ground while you block, improving your ability to hold dangerous targets.

Extended Ritual provides healing and a cleansing synergy for allies, while Restoring Focus returns Stamina even during blocking. Repentance offers additional recovery during add pulls, although its reliance on corpses makes it less useful in encounters without regular enemy deaths. Resource management remains an important consideration, especially during sustained boss pressure.

Scribing fills gaps with pulls, crowd control and additional healing or shielding, making it easier to adapt the class to your assignment. Templar can fulfil dungeon, Main Tank and Off Tank duties, with its trial value depending on the encounter and whether another player already supplies its group benefits.

This guide covers gear setups, skills, passives, Class Masteries and Scribing options to help you make the most of those strengths while managing the class’s limitations.

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ESO Templar Tank, Templar Tank Skill Bars
A Templar Tank supporting allies with divine magic and ritual healing.

Quick-Start ESO Templar Tank Build​

Quickstart ESO Dungeon Tank Build U51
Quick-start ESO Tank Build

Quick Build Snapshot

Build Focus: Trial Utility Off Tank
Difficulty: Intermediate
Playstyle: Support Tank, Healing Zones & Utility
Best Content: Veteran Trial Encounters
Trial Role: Main or Off Tank, Group Dependant
Patch: Update 51 (2026)

Strengths, Weaknesses & Group Benefits

Strengths

  • Reliable Sustain – Reduced ability costs and Restoring Focus provide steady Stamina recovery while blocking
  • Strong Damage Shields – Access to a powerful Magicka-based shield that scales with Max Health
  • Support Utility – Provides Minor Sorcery, purge synergy, and recovery support for allies
  • Flexible Role – Can function as a situational Off Tank or support-focused tank

Weaknesses

  • No Strong Burst Heal – Relies primarily on shields and healing over time
  • Limited Unique Buffs – Most Templar buffs are easily covered by other classes
  • Magicka Sustain Pressure – Several key abilities have high Magicka costs
  • Lower Group Impact – Offers fewer essential buffs compared to other tank classes
  • Subclass Competition – Many Templar tank skills are replaced by stronger subclass options

Group Benefits

Core Essentials

Race

Attributes

The Atronach Mundus Stone provides the most consistent value for Templar tanking by increasing Magicka Recovery. Strong Magicka Recovery ensures consistent access to abilities, healing tools, and control abilities during sustained boss fights.

→ See more: ESO Tank Mundus Stones

Red Frothgar remains the strongest all-round Templar tank food, increasing Max Health and Magicka Recovery. This supports both survivability and reliable defensive uptime.

Smoked Bear Haunch, or the cheaper alternative Jewels of Misrule, trades some Max Health and Magicka Recovery compared to Red Frothgar, for additional Health and Stamina Recovery. These options are best suited to experienced tanks who block less frequently and are comfortable managing incoming damage.

Bewitched Sugar Skulls can be used situationally when additional Max Resources are needed, but it is generally less efficient for tanking compared to recovery-focused foods.

The standard potion choice for tanking is Essence of Health (Tri-Stat) Potions, which restore all three resources and provide increased recovery across the board. These are reliable, flexible, and work well for every class.

Minor Heroism Potions are a strong alternative for experienced tanks, providing additional Ultimate generation. These are particularly valuable in organised groups or speed-focused runs where frequent Ultimate usage improves group damage or survivability.

Nord remains the most consistent race for Templar tanking due to its bonus resistances, increased Max Stamina and increased Ultimate generation.

Alternatively

  • Imperial provides strong Max Health and Stamina alongside reduced ability costs, improving overall durability and resource control.
  • Redguard offers excellent stamina sustain through weapon cost reduction and periodic stamina return while dealing damage, making it strong in prolonged encounters.

→ See more: ESO Tank Race

Placing 64 points into Health provides a stable survivability baseline for Templar tanking. Stamina and Magicka should be supported through gear, food, and recovery rather than attribute investment.

40,000+ Health
Improves survivability, strengthens shield scaling, and reduces the risk of sudden deaths during unblocked damage. Veteran DLC and Hardmode encounters benefit from higher health pools.

20,000+ Stamina
Controls blocking, dodging, and break free. Around 20k is a comfortable baseline. Slightly lower can be used in dungeon content if sustain is strong, but prolonged fights require stable stamina management.

15,000+ Magicka
Magicka fuels abilities, healing tools, and resistance buffs. Around 15k is sufficient, as sustained casting depends more on recovery than raw Max Magicka.

25k–33k Resistances
Resistances reduce incoming damage from direct hits and damage-over-time effects. The cap is 33,100, but being fully capped at all times is not required.

  • Base game content: Less critical
  • Veteran & DLC: Aim for 25k+
  • DLC Hardmode: Aim for 30k+

Resistances matter most during unblocked damage, DoTs and sustained pressure.

2,000+ Magicka Recovery
To maintain consistent uptimes, defensive buffs, and healing support, aim for around 2,000 Magicka Recovery. Dropping too low will noticeably impact control and survivability in extended encounters.

Not recommended in update 51

Subclassing is where the Templar becomes far more practical as a tank. While the base class can survive on the front line, it lacks several key tank utilities and offers very few group buffs that are difficult to replace. The Restoring Light skill line, however, provides valuable support tools such as Extended Ritual, which offers group healing, a purge synergy, and minor Ultimate generation when healing allies on low health.

Because of this, Templar is usually combined with stronger defensive skill lines from other classes to create a more complete tank build.

Dungeons & Arenas

In dungeon content, Templar performs best when paired with strong defensive subclass lines. A typical setup combines:

  • Restoring Light (utility healing and purge support)
  • Soldier of Apocrypha (mitigation and sustain tools)
  • Winter’s Embrace (group Major Resolve and defensive layering)

This combination greatly improves survivability while giving Templar the defensive coverage and utility it normally lacks.

Trial Main Tank

Templar can function as a Main Tank, but it is rarely chosen for this role in organised groups due to its limited native group buffs. When used in this role, the same Restoring Light + Soldier of Apocrypha + Winter’s Embrace setup provides the most stable combination of survivability and defensive support.

Trial Off Tank

Templar becomes most useful in utility Off Tank roles, where it can provide situational group support. A common setup combines:

  • Restoring Light (Extended Ritual purge and healing support)
  • Bone Tyrant (defensive passives and corpse utility)
  • Daedric Summoning (15% reduced Ultimate cost and Storm Atronach synergy)

This combination allows the Off Tank to provide purge utility, sustain support, and strong Ultimate cycling, making the Templar a situational but valuable addition to certain trial compositions.

In modern ESO, Templar tanks are rarely chosen for raw buffs, but they can provide useful support in encounters where purge mechanics and utility healing are needed.

→ See more: ESO Tank Subclassing Guide

Class Masteries strengthen a full-class Templar’s group support and personal defence. Choose your combination around incoming damage and the buffs your group already covers.

Bright Harbinger – Casting a Dawn’s Wrath ability activates Illuminate’s group armor bonus and adds 300 Weapon and Spell Damage for allies and 600 for you. Maintain it through skills such as Purifying Light or Living Dark. Recommended when another Templar is not already providing the damage buff.

Steadfast Candescence – Activates and refreshes Sacred Ground while blocking, maintaining its healing and defensive benefits without requiring you to remain inside your ground skills. It also increases block mitigation while stationary, making it particularly useful when holding dangerous bosses or multiple enemies.

Devout Guardian – While Sacred Ground is active, grants a shield every six seconds with 300 Health, Magicka and Stamina Recovery while the shield remains. If it breaks, you gain 10 Ultimate. Maintain Sacred Ground through your own Restoring Focus or Extended Ritual to benefit. Its Stamina Recovery only helps while you are not blocking.

  • Recommended: Bright Harbinger + Steadfast Candescence
  • Shielding and sustain alternative: Bright Harbinger + Devout Guardian

If another Templar already maintains Bright Harbinger, pairing Steadfast Candescence with Devout Guardian is an option for additional personal defence.

→ See more: ESO Tank Class Mastery Guide

Templar Tank Gear Setups

Default Recommendation:
If you prefer a single, reliable setup, use the Dungeon gear configuration. It offers strong group utility, consistent survivability, and adapts well to both dungeon and trial environments.

For a full breakdown of tank gear in The Elder Scrolls Online, including traits, enchantments, and optimisation strategies, see the ESO Tank Gear Guide.

Gear Weights

5 Heavy / 1 Medium / 1 Light: A strong default for trial Main Tanks. Five Heavy pieces provide defensive passives and resistances, while one Medium and one Light give you the full Undaunted Mettle bonus and useful passives from both armor lines. This is a balanced setup for veteran and hard mode trials, though you can adjust the weights for a specific encounter.

Armor Traits

  • Divines: The default when using The Atronach and prioritising Magicka Recovery, as it increases the benefit from your Mundus Stone.
  • Sturdy: Useful when an encounter requires frequent blocking. Lower Block Cost makes sustained pressure easier to manage.
  • Reinforced: A situational choice, particularly on larger armor pieces, if you need more resistances to reach your target with your normal buffs active.

Armor Enchants

  • Prismatic Defence (Tri-Stat) – Provides Max Health, Magicka and Stamina together, supporting survival and both resource pools. Single-stat enchants provide more of their individual resource if your setup needs a specific adjustment.
  • Prismatic glyphs require Hakeijo and can be expensive. If you are upgrading gradually, prioritise the chest, legs, head and shield, which receive the full enchantment value.

Jewellery

  • Harmony + Magicka Recovery: Strong when your group provides frequent synergies. Harmony restores additional Health, Magicka and Stamina whenever you activate one, while Magicka Recovery enchants provide steady sustain.
  • Infused + Magicka Recovery: A reliable alternative when synergies are less frequent or inconsistent. It improves your recovery without depending on another player.
  • Prismatic Cost Reduction: Consider this if you regularly cast both Magicka and Stamina skills. If most of your active skills cost Magicka, a more focused enchant may provide better value.
  • Magicka Cost Reduction: Can work well if you cast Magicka skills frequently. It saves resources on each cast, whereas Magicka Recovery continues to provide value between casts. Compare them against how you actually play rather than assuming either is always stronger.
  • Swift: Useful for add pulls, especially with a separate gear setup for those phases. The extra movement speed helps you reach, taunt and position enemies before they spread through the group.

One-Hand & Shield

  • Decisive + Hardening: A solid all-round choice. Decisive gives you a chance to generate additional Ultimate, while Hardening provides a small damage shield.
  • Infused + Weakening: A defensive option when you need to reduce a dangerous enemy’s Weapon and Spell Damage, particularly in encounters where the group splits or tanks handle separate targets.
  • Absorb Stamina enchant: Offers some Stamina return and can apply Sundered for Minor Breach. Check whether your other skills and group members already maintain Minor Breach before choosing it for that purpose.

Ice Staff

  • Infused + Crusher: The standard boss setup when you are responsible for Crusher. Infused strengthens the enchant and helps maintain its Armor reduction through Wall of Elements. Keep the Wall positioned so Crusher applies to the priority target.
  • Charged + Crusher: An option for add pulls when spreading Chilled is more valuable than maximising Crusher on a single target. With Frost Pulsar, Charged improves your chance of applying Chilled across the pack, providing Minor Maim and Minor Brittle.

Lucent Echoes

Worn on the body, so its five-piece effect remains active on both bars. While you are above 50% Health, it increases nearby group members’ Critical Damage and Critical Healing. If your Health falls to 50% or below, that group bonus switches to damage reduction for you instead. This gives the setup useful protection during difficult pulls, although keeping yourself healthy is also how you maintain its offensive benefit.

War Machine

Active only on the back bar, where the three jewellery pieces combine with the ice staff to complete the set. Cast your Ultimate from that bar to grant Major Slayer to yourself and the closest five group members. That is enough to cover your entire dungeon group, and the duration increases with the Ultimate spent. Try to cast when your damage dealers can make use of the buff, particularly during a boss damage window. An Ultimate cast on the Void Bash bar will not activate War Machine.

Archdruid Devyric

Applies Major Vulnerability after you damage an enemy with a Heavy Attack. Use it on bosses or priority enemies when the group is ready to deal damage. Its effect covers a small area, so enemy positioning matters. If another player is already providing strong Major Vulnerability uptime, this monster set becomes a flexible slot rather than an automatic choice.

Void Bash

Activates when you damage an enemy with Power Bash or one of its morphs. It immediately pulls all nearby pullable enemies towards you, making it much easier to stack add packs for your damage dealers. It also applies Major Maim after a short delay, reducing the damage dealt by enemies caught in the area.

Monster Set — Nazaray, Tremorscale, Archdruid Devyric, Encratis’s Behemoth or Baron Zaudrus

There is no single Monster Set that every trial Main Tank should wear. Choose one based on the buffs and debuffs your group needs:

  • Nazaray extends existing Major and Minor debuffs on nearby enemies when you use an Ultimate. It is a strong general option if your group has valuable debuffs to extend and nobody else is wearing it.
  • Tremorscale reduces enemy Armor when you taunt. Use it when the group needs more penetration, after accounting for sources such as Alkosh and Crimson Oath’s Rive. It contributes to reaching the 18,200 penetration target; it does not cover the whole gap by itself.
  • Archdruid Devyric applies Major Vulnerability to several enemies after a Heavy Attack. It is useful when your group needs another source of the debuff, but its value falls if Necromancer Colossus or other sources already provide enough uptime.
  • Encratis’s Behemoth increases Flame Damage taken by nearby enemies and reduces Flame Damage taken by nearby group members. Choose it when your group deals substantial Flame Damage or the encounter makes its defensive effect valuable.
  • Baron Zaudrus generates additional Ultimate when you repeatedly apply status effects. It is an option when the other Monster Set effects are already covered and your setup can trigger it consistently.

5-Piece Set — Lucent Echoes

Lucent Echoes increases nearby group members’ Critical Damage and Critical Healing while you are above 50% Health. At 50% Health or below, that group bonus switches off and you gain damage reduction against monsters instead. It offers strong group value during normal play and a defensive buffer when you come under pressure, although it cannot prevent a hit that kills you outright.

If your damage dealers are already at the Critical Damage cap, consider a set that fills a different need. Pearlescent Ward provides group Weapon and Spell Damage while the group is alive, Turning Tide offers Major Vulnerability, and Claw of Yolnahkriin supplies Minor Courage. Check those effects against your group’s existing coverage before swapping.

5-Piece Set — Pillager’s Profit or a Group Utility Alternative

Pillager’s Profit shares Ultimate with nearby group members when you cast an Ultimate, with the amount scaling from the Ultimate spent. A Main Tank who generates Ultimate quickly can make good use of it, particularly when planning casts around the group’s damage windows.

First check whether a healer is already wearing Pillager’s Profit and how your group is maintaining Major Force. Aggressive Horn can still be valuable when that buff is not covered reliably; other groups may get it from an Arcanist’s Class Mastery.

If Pillager’s Profit is covered, your second set can address another gap: Crimson Oath’s Rive for enemy Armor reduction, Claw of Yolnahkriin for Minor Courage, Xoryn’s Masterpiece for group Max Magicka and Stamina, The Morag Tong for a group Poison Damage buff or Serpent’s Disdain on a Warden Main Tank to extend the duration of the Major Brittle debuff.

Armor of the Trainee & Druid’s Braid

The front-bar sword and shield each provide a separate one-piece Max Health bonus. These require no activation and give you additional Health while using that bar.

The extra Health is lost when you switch to the ice staff. Keep this difference in mind when checking your stats and taking heavy damage on the back bar.

Pearlescent Ward

Pearlescent Ward is a heavy armor set worn on the body, keeping its five-piece effect active on both bars. It provides group Weapon and Spell Damage while players are alive, with increasing damage reduction from non-player enemies as group members die.

There is no skill or proc to maintain. This makes it a useful foundation when your attention needs to stay on add control, movement and mechanics. Its defensive effect can help stabilise a difficult pull, though it cannot replace handling mechanics correctly.

Xoryn’s Masterpiece

Xoryn’s Masterpiece is completed through the jewellery and weapons on both bars. It increases Max Magicka and Max Stamina by 1,667 for you and up to 11 group members within 28 metres.

The effect is passive, so positioning is its main requirement. Stay within range of the group whenever possible. These are larger resource pools rather than ongoing resource restoration, and the additional offensive resources can also benefit your damage dealers DPS.

Keep Xoryn’s active on both bars as shown; replacing the front-bar weapons would remove its five-piece effect whenever you switch to that bar.

Spaulder of Ruin

Crouch once to activate Spaulder’s aura, then stand up and continue tanking. Up to six group members within 12 metres receive 260 Weapon and Spell Damage while the aura remains active.

The range makes this most useful when you can work close to the damage dealers. An Off Tank stationed far from the group will provide less consistent coverage.

Spaulder reduces your Health, Magicka and Stamina Recovery by 70 for each ally benefiting. With six recipients, that is a substantial recovery penalty, so make sure your sustain can support it.

One-Piece Magma Incarnate or Baron Thirsk

Either option provides Magicka and Stamina Recovery without needing to activate anything. This helps compensate for Spaulder’s recovery penalty, but does not cancel it completely. Only the one-piece bonus is used; you do not gain the monster set’s two-piece effect.

Skills for Templar Tanks

Templar Skills

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Restoring Light • Soldier of Apocrypha • Winters Embrace

Templar Passives

  • Elemental Susceptibility – Your primary single-target source of Major Breach. While active, it repeatedly applies Burning, Chilled, and Concussed, helping maintain Minor Maim and Minor Vulnerability. Chilled can also provide Minor Brittle when applied under the right Frost Staff conditions, while Frost Blockade applies Minor Breach to Chilled enemies. It now has a Magicka cost, so let its duration run before refreshing it.
  • Elemental Blockade – Place this under the boss or your add stack to keep your back-bar Infused Crusher enchant working. With a Frost Staff, it snares enemies, applies Minor Breach to Chilled targets, and provides damage shields against projectiles. Refresh it as the wall expires; casting it repeatedly adds unnecessary Magicka pressure.
  • Power Slam – Used during add pulls to activate the Void Bash weapon set. Damage a central enemy with Power Slam and Void Bash pulls nearby enemies towards you, making it easier to immobilise and debuff the pack. The pull does not replace taunting dangerous enemies individually.
  • Inner Rage – A Magicka-based ranged taunt for picking up priority enemies before they reach the group. It also gives up to three allies a Radiate synergy that deals Flame damage to the target and nearby enemies, adding damage during large pulls.
  • Razor Caltrops – Covers a large ground area and applies Major Breach to enemies damaged by it. Place it where you intend to stack the pull so enemies arrive already debuffed and slowed. It is most valuable against packs; Elemental Susceptibility provides the longer-lasting single-target application for bosses.
  • Pulsar – An add-pull skill that applies Minor Mangle to non-boss enemies, reducing their Max Health. Frost Pulsar also grants Minor Protection and, especially with a Charged Frost Staff, is a strong way to apply Chilled across a pack. Those Chilled targets can then receive Minor Breach from Frost Blockade. Pulsar increases the chance of applying a status effect; it does not guarantee Chilled on every enemy.
  • Revealing Flare – Slotted mainly for Major Protection, reducing the damage you take without requiring another skill cast. As a Support ability, it also increases your Magicka Recovery on that bar through Magicka Aid. You do not cast it in dungeon fights. This is a personal defensive choice, so it can be replaced when an encounter needs a different skill.
  • Defensive Stance – While slotted on your one hand and shield bar, increases block mitigation and reduces Block Cost. Useful when your role involves sustained blocking or several hard-hitting enemies. Casting it also provides a Max Health-scaling shield and reflects an eligible direct-damage projectile, but the passive bonuses are the main reason to slot it.
  • Crushing Shock – Interrupts enemy casts from range, letting you handle an assigned interrupt without leaving your position to Bash. Slot it when a trial mechanic requires reliable ranged interrupts. Its damage and potential status effects are secondary benefits.
  • Resolving Vigor – Provides a self-heal over time and grants Minor Resolve, increasing your resistances. Useful when you lack Minor Resolve.
  • Race Against Time – Provides a short Major Expedition speed boost, removes snares and immobilisations, and briefly grants immunity to them. Useful for reaching add spawns, moving between positions or handling movement mechanics when your class lacks a suitable speed skill. Its Minor Force is a secondary benefit for a tank.

Ultimates

  • Aggressive Horn – Increases the group’s Max Magicka and Stamina and grants Major Force for a short damage window. It remains useful when the group has no reliable Major Force source. An Arcanist using Ink-Scribe’s Verve can cover Major Force through healing and overhealing, but check its actual uptime before removing Horn from a setup.
  • Replenishing Barrier – A defensive Ultimate that shields you and nearby allies during dangerous mechanics or recovery moments. This morph restores Magicka as its wards expire. It can also be slotted without intending to cast it: the Support passive Magicka Aid increases Magicka Recovery while a Support ability is on that bar.
  • Temporal Guard – Primarily a passive defensive slot. While it is slotted, you gain Minor Protection on that bar. You normally preserve your Ultimate for a stronger group or defensive effect rather than cast Temporal Guard.

Extended Ritual – Places a long-lasting heal beneath the group and immediately removes up to five harmful effects from you. Allies can use its Purify synergy to cleanse themselves. Standing in the ritual activates Sacred Ground, improving your healing and block mitigation. It is particularly useful in fights with frequent harmful effects, though you do not need to recast it just to maintain Sacred Ground: Steadfast Candescence can also activate that passive while you brace.

Purifying Light – Your key Bright Harbinger skill on bosses. Casting it triggers Illuminate, granting the group Armor and, through the Class Mastery, 300 Weapon and Spell Damage to allies and twice that amount to you. It also triggers Prism for Ultimate generation while in combat. The mark deals damage after six seconds and leaves a healing effect attached to the target, giving allies near the boss some additional support. Keep the Illuminate buff active, but avoid recasting Purifying Light needlessly every time its mark expires.

Restoring Focus – Your main defensive buff and a dependable source of Stamina. It grants Major Resolve, restores Stamina every second, and heals you while the rune is active. Standing inside the rune greatly strengthens the heal and activates Sacred Ground. The Stamina return continues while blocking because it is a direct resource restore rather than Stamina Recovery, making this skill especially useful during sustained boss pressure. You can move out of the rune when mechanics demand it without losing Major Resolve or the Stamina return.

Blazing Spear – Drop this onto the stack after pulling enemies together. Its initial hit immobilises enemies, helping keep them in your group’s area damage. An ally near the spear can use the Blessed Shards synergy to restore either Magicka or Stamina, whichever of their maximum resources is higher; this morph does not let you use your own synergy. Casting Blazing Spear also triggers Spear Wall, granting you Minor Protection and Minor Berserk for six seconds. This gives you Minor Protection while working on the back bar, while Temporal Guard supplies it passively on the front bar. Place the spear where it will control enemies or where an ally can easily use the synergy.

Repentance – A strong recovery tool once enemies begin to die. Consuming nearby corpses heals you and your allies while restoring Stamina to you for each corpse, helping you move into the next pull with resources available. While slotted, it also grants you Minor Fortitude, Minor Endurance, and Minor Intellect on either bar. Those recovery buffs are personal; Repentance does not apply them to the group. Its corpse-based return is valuable after a pull starts, but cannot sustain you at the beginning of a fight with no corpses.

Living Dark – Wraps you in a defensive effect that heals you when you take direct damage and snares attackers. It is particularly useful when several enemies are hitting you during an add pull. Because it is a Dawn’s Wrath skill, casting it also refreshes Illuminate and Bright Harbinger for the group and can trigger Prism for Ultimate. On the add bar, it takes over the group-buff role filled by Purifying Light on bosses; remember to recast it when the buff needs refreshing, even if you no longer need its healing.

Key passive and Class Mastery interactions: On bosses, Purifying Light triggers Illuminate and Bright Harbinger, providing group Armor and Weapon and Spell Damage; on add pulls, Living Dark fills that same Dawn’s Wrath role. Both can also trigger Prism for Ultimate while in combat. Steadfast Candescence strengthens your stationary blocking and allows bracing to activate and refresh Sacred Ground, even when you have moved out of Extended Ritual or Restoring Focus. Blazing Spear triggers Spear Wall for brief Minor Protection on the back bar, while Temporal Guard supplies Minor Protection when you are on the front bar.

Radiant Aura – Provides Minor Fortitude, Minor Intellect and Minor Endurance to you while slotted on either bar, increasing Health, Magicka and Stamina Recovery. Casting it extends those buffs to nearby group members for one minute, making it useful when your group does not already have reliable coverage. The Stamina Recovery helps between blocking phases; it does not restore Stamina while you hold block.

Extended Ritual – Cleanses up to five harmful effects from you and places a large healing area for you and nearby allies. Allies can activate its Purify synergy to cleanse themselves and receive an additional heal. Standing inside your own Ritual also activates Sacred Ground, improving healing and block mitigation. Its cleanse only removes effects that can be purged, so it cannot bypass every trial mechanic.

Purifying Light – Used on bosses mainly to activate Illuminate, Bright Harbinger and Prism, providing group armor, Weapon and Spell Damage, and personal Ultimate generation. When its damage mark expires, it leaves a healing effect around the target, adding support for nearby players. Allow the mark to finish before refreshing it, and prioritise maintaining your group buffs over repeatedly casting it for damage.

Restoring Focus – Your main source of Major Resolve, with direct Stamina return and a Max Health–scaling heal. The Stamina return continues while blocking, making it particularly valuable when holding several enemies or managing sustained pressure. Standing inside the rune significantly strengthens its healing and activates Sacred Ground, but the resistance buff and Stamina return remain useful when mechanics require you to move.

Blazing Spear – Included on the bar to activate Spear Wall, granting Minor Protection and Minor Berserk when cast, while also providing an ally with a resource synergy. Its initial hit immobilises susceptible enemies, giving it additional value when used during add phases. Place it near allies who can use Blessed Shards to restore whichever of their maximum resources is higher. You cannot activate your own synergy with this morph. It provides these benefits without moving you away from your assigned position.

Living Dark – A defensive option for add pulls that heals you when you take direct damage, with a short cooldown between healing triggers. This is useful when several enemies are attacking you, although damage-over-time ticks do not trigger the heal. Casting it also activates the same Dawn’s Wrath passive and Mastery benefits as Purifying Light, allowing the add setup to maintain your group buffs while gaining a more defensive skill.

Key passive and Class Mastery interactions:

  • Illuminate + Bright Harbinger – Casting Purifying Light or Living Dark grants you and your group 2,974 additional Armor for twenty seconds. Bright Harbinger also grants 300 Weapon and Spell Damage to allies and 600 to you for the same duration.
  • Prism – Casting a Dawn’s Wrath ability in combat generates 3 Ultimate, with a six-second cooldown. Purifying Light and Living Dark activate it naturally, but repeated casts inside that cooldown do not generate additional Ultimate.
  • Sacred Ground + Steadfast Candescence – Standing inside your own Extended Ritual or Restoring Focus activates Sacred Ground, granting Minor Mending and additional block mitigation, with a brief duration after leaving. Steadfast Candescence also activates and refreshes Sacred Ground while blocking, allowing you to maintain it when mechanics take you outside those areas. Remaining stationary provides further block mitigation, but move whenever the encounter requires it.
  • Spear Wall – Casting Blazing Spear grants personal Minor Protection and Minor Berserk for six seconds. These buffs require refreshing even though the spear’s ground effect lasts longer.
  • Balanced Warrior – Increases Armor for each Templar ability slotted and provides additional Weapon and Spell Damage based on your Armor and class skill count.
  • Mending + Light Weaver – Mending improves healing on wounded targets. Light Weaver grants Ultimate to allies you heal below 50% Health with Restoring Light abilities, allowing Extended Ritual to provide additional ultimate support.
  • Restoring Spirit – Reduces the Health, Magicka, Stamina and Ultimate costs of your abilities, supporting sustain. This does not reduce block cost, so blocking still needs to be managed separately.

Radiant Aura – Provides Minor Fortitude, Minor Intellect and Minor Endurance to you while slotted on either bar, increasing Health, Magicka and Stamina Recovery. Casting it extends those buffs to nearby group members for one minute, making it useful when your group does not already have reliable coverage. The Stamina Recovery helps between blocking phases; it does not restore Stamina while you hold block.

Extended Ritual – Cleanses up to five harmful effects from you and places a large healing area for you and nearby allies. Allies can activate its Purify synergy to cleanse themselves and receive an additional heal. Standing inside your own Ritual also activates Sacred Ground, improving healing and block mitigation. Its cleanse only removes effects that can be purged, so it cannot bypass every trial mechanic.

Purifying Light – Used on bosses mainly to activate Illuminate, Bright Harbinger and Prism, providing group armor, Weapon and Spell Damage, and personal Ultimate generation. When its damage mark expires, it leaves a healing effect around the target, adding support for nearby players. Allow the mark to finish before refreshing it, and prioritise maintaining your group buffs over repeatedly casting it for damage.

Restoring Focus – Your main source of Major Resolve, with direct Stamina return and a Max Health–scaling heal. The Stamina return continues while blocking, making it particularly valuable when holding several enemies or managing sustained pressure. Standing inside the rune significantly strengthens its healing and activates Sacred Ground, but the resistance buff and Stamina return remain useful when mechanics require you to move.

Blazing Spear – Included on the bar to activate Spear Wall, granting Minor Protection and Minor Berserk when cast, while also providing an ally with a resource synergy. Its initial hit immobilises susceptible enemies, giving it additional value when used during add phases. Place it near allies who can use Blessed Shards to restore whichever of their maximum resources is higher. You cannot activate your own synergy with this morph. It provides these benefits without moving you away from your assigned position.

Living Dark – A defensive option for add pulls that heals you when you take direct damage, with a short cooldown between healing triggers. This is useful when several enemies are attacking you, although damage-over-time ticks do not trigger the heal. Casting it also activates the same Dawn’s Wrath passive and Mastery benefits as Purifying Light, allowing the add setup to maintain your group buffs while gaining a more defensive skill.

Key passive and Class Mastery interactions:

  • Illuminate + Bright Harbinger – Casting Purifying Light or Living Dark grants nearby group members additional armor through Illuminate. Bright Harbinger adds 300 Weapon and Spell Damage for allies and 600 for you. Maintain this through whichever Dawn’s Wrath skill your current setup uses.
  • Prism – Casting a Dawn’s Wrath ability in combat generates 3 Ultimate, with a six-second cooldown. Purifying Light and Living Dark activate it naturally, but repeated casts inside that cooldown do not generate additional Ultimate.
  • Sacred Ground + Steadfast Candescence – Your own Extended Ritual and Restoring Focus activate Sacred Ground when you stand inside them, granting Minor Mending and increased block mitigation. Steadfast Candescence also activates or refreshes Sacred Ground while blocking and strengthens its block mitigation while you remain stationary. This is especially useful when holding dangerous targets in a fixed position.
  • Spear Wall – Casting Blazing Spear grants Minor Protection and Minor Berserk for six seconds.
  • Balanced Warrior – Provides additional armor based on the number of Templar abilities slotted on your active bar. Your resistance total can therefore change when swapping bars or replacing class skills with general abilities.
  • Mending + Light Weaver – Mending improves healing on wounded targets. Light Weaver grants Ultimate to allies you heal below 50% Health with Restoring Light abilities, allowing Extended Ritual to provide additional ultimate support.
  • Restoring Spirit – Reduces the Health, Magicka, Stamina and Ultimate costs of your abilities, supporting sustain. This does not reduce block cost, so blocking still needs to be managed separately.

Templar Tank Skills Explained

Aedric Spear

Puncturing Strikes
(Unnecessary)

Piercing Javelin
(Not Needed)

Focused Charge
(Unnecessary)
A gap closer that interrupts enemies and grants Major Protection. However, gap closers are not essential for PvE tanking, and Major Protection can be obtained more effectively by slotting Revealing Flare.

Luminous Shards → Morph of Spear Shards
(Situational)
This damage skill provides a synergy that restores Magicka and Stamina to one group member, making it a good sustain tool for them. It’s often not needed by the tank but can be used to place Vestment of Olorime on your group from range.

Blazing Spear → Morph of Spear Shards
(Vital)
This morph offers AoE immobilization for crowd control and grants a synergy to one group member, allowing them to restore either Magicka or Stamina.

Radiant Ward → Morph of Sun Shield
(Vital)
This ability provides a large damage shield that scales with Max Health and costs Magicka and applies Minor Maim to enemies who hit you. Templars lack health-scaling burst heals but have multiple healing over time skills. Using Radiant Ward in combination with these healing over time abilities allows you to absorb damage with the shield while simultaneously healing missing health. This makes it a good survival tool that you can frequently use due to its Magicka cost. Additionally, activating this skill procs the Spear Wall passive, granting you extra mitigation with Minor Protection.

Piercing Spear
(Unnecessary)
This passive increases your damage, which isn’t crucial for Tanks. However, it can be used to improve your DPS once you have all the other important passives.

Spear Wall
(Vital)
Using an Aedric Spear ability grants Minor Protection, which reduces your incoming damage. This works well alongside Radiant Ward to enhance your damage mitigation.

Burning Light
(Unnecessary)
This passive deals extra damage when you use Shards or Ward. If you want to do some additional free damage, this passive will help, but it’s not essential for tanking.

Balanced Warrior
(Vital)
This passive provides extra resistances, which are always beneficial for a Tank.

Dawn's Wrath

Nova
(Unnecessary)
This Ultimate causes Major Maim to enemies, but this can be achieved more easily with Frost Clench or Scribing skills, making it less essential for tanking.

Vampire’s Bane → Morph of Sun Fire
(Situational)
You might use this skill if you are tanking with Encratis’s Behemoth, as it provides a reliable way to apply flame damage over time to proc the set on cooldown.

Solar Flare
(Not Needed)

Power of the Light → Morph of Backlash
(Optional)
This skill is less essential now since Minor Breach can be obtained from Pierce Armor and AoE Minor Breach from Elemental Blockade. However, it is still useful in situations where you are at range or using a taunt skill that doesn’t include this debuff. It also procs the Illuminate passive if needed. If you don’t need Minor Breach, consider using the other morph.

Purifying Light → Morph of Backlash
(Optional)
This skill can be used when Power of the Light is not needed. It’s beneficial to have at least one Dawn’s Wrath skill slotted for passives. This morph provides a small heal and costs Magicka, making it a better option for sustain if you don’t require the Minor Breach from Power of the Light.

Living Dark → Morph of Eclipse
(Situational)
This skill is very effective when dealing with multiple enemies as it provides a heal every half second for 3 seconds. During add pulls, it offers significant healing by potentially ticking 6 times in 3 seconds, making it ideal for situations where you are taking damage while moving. It also snares enemies, although the primary use is for the healing.

Radiant Destruction
(Not Needed)

Enduring Rays
(Optional)
This passive is only worth using if you have Living Dark, as it increases the duration of this skill. If you don’t use Living Dark, this passive is not necessary.

Prism
(Vital)
A valuable passive for increasing Ultimate gain.

Illuminate
(Vital)
The only unique group buff provided by the Templar, adding around 2k DPS to each Spell Damage-focused damage dealer in your group. This buff does not benefit Weapon Damage users. It’s easily maintained by keeping up Living Dark, Backlash, or any Dawn’s Wrath skills.

Restoring Spirit
(Vital)
This sustain passive reduces the cost of all your abilities, including Ultimates, making it easier to manage your resources, provides a benefit to your overall sustain.

Restoring Light

Rushed Ceremony
(Unnecessary)
A burst heal that scales with Spell Damage and Max Magicka, resulting in low healing output for a Tank with high cost but also one of the only burst heal options. It can also target others, making it unreliable for self-healing. Rely on Radiant Ward and healing-over-time abilities that scale with Max Health instead.

Hasty Prayer → Morph of Healing Ritual
(Unnecessary)
A guaranteed AoE heal but with a very high Magicka cost. Can also provide Minor Expedition to your group, but its utility is limited compared to other more cost-effective and targeted healing options.

Radiant Aura → Morph of Restoring Aura
(Vital)
Provides Minor Fortitude, Minor Endurance, and Minor Intellect to your group, boosting health, stamina, and magicka recovery, making it a valuable sustain buff.

Repentance → Morph of Restoring Aura
(Optional)
Provides the same recovery passives as Radiant Aura but only to yourself. It allows you to repent nearby corpses, giving you 3000 Stamina each and healing you and group members for 3000 health per corpse. Great for healing and sustaining in 4-player content, but less effective in boss fights due to the lack of corpses.

Extended Ritual → Morph of Cleansing Ritual
(Vital)
A primary skill for a Templar Tank. Provides a strong group synergy to purge and cleanse negative effects. This skill can also proc gear sets like Symphony of Blades due to its large area and long duration. The heal over time is small but effective when combined with other healing over time abilities. Its large area ensures full coverage, so you don’t need to keep replacing it, making it excellent for sustained healing in most combat scenarios.

Restoring Focus → Morph of Rune Focus
(Vital)
This is your primary tool for Stamina sustain and healing. It’s very cost-effective and provides Stamina even while blocking. You don’t need to remain inside the rune to benefit. It grants Major Resolve and a heal over time that scales with Max Health. This heal is especially effective when combined with other healing sources and is significantly buffed when standing in the rune, which is feasible during many boss fights.

Mending
(Vital)
This passive is crucial as it boosts the healing from your over-time abilities. Restoring Focus and Extended Ritual heals are increased by up to 12%, depending on your health, providing essential support during tough encounters.

Sacred Ground
(Vital)
A key passive for Tanks, it increases the amount of damage you can block and boosts healing from all abilities. Standing inside your Restoring Light abilities, such as Ritual and Rune, enhances your healing and resource management.

Light Weaver
(Vital)
This passive grants Ultimate to all allies, a small but useful boost that will likely proc from your Extended Ritual.

Master Ritualist
(Optional)
Speeds up resurrection and revives allies with full health. While useful, as a Tank, you should rarely need to resurrect others, so this passive is less critical.

Scribed Skills

Scribing greatly improves Templar tanking by adding tools the base class lacks, particularly reliable pulls and immobilises for controlling add waves in dungeons and arenas. It also allows multiple effects to be combined into compact skills, providing additional damage shields, Ultimate generation, and group utility.

Below are the most effective scribed options for dungeon and trial tanking.

Leashing Soul
  • Wield Soul
  • Pull
  • Druid’s Resurgence
  • Cowardice

A highly efficient multi-purpose skill. Primarily used to chain in smaller adds while applying a taunt, it also functions as a strong sustain tool by restoring both Magicka and Stamina when cast. When used on bosses, it applies Major Cowardice, reducing enemy damage output.

Goading Throw
  • Shield Throw
  • Taunt
  • Sage’s Remedy
  • Maim

A compact ranged taunt that scales with Max Health to provide a self-heal. It also applies Major Maim, reducing boss damage dealt. With Major and Minor Breach typically covered elsewhere, this skill allows you to replace traditional options like Pierce Armor or Frost Clench with a more efficient multi-use alternative.

Warding Burst
  • Soul Burst
  • Damage Shield
  • Anchorite’s Potency
  • Courage

Provides a Max Health-scaling group damage shield while granting Minor Courage, increasing group Weapon and Spell Damage. It also consumes a Soul Gem every five seconds to generate additional Ultimate, making it an extremely strong option in Ultimate-driven trial compositions.

Binding Contingency
  • Ulfsild’s Contingency
  • Immobilize
  • Growing Impact
  • Vulnerability

Provides reliable crowd control through immobilisation while applying an AoE Vulnerability debuff to increase group damage during add pulls.

Warding Contingency
  • Ulfsild’s Contingency
  • Damage Shield
  • Gladiator’s Tenacity
  • Intellect and Endurance

Provides a Max Health-scaling group damage shield while granting Minor Intellect and Minor Endurance for improved sustain. For the Main Tank, it also grants an additional 8% damage reduction, making it both a group utility tool and a personal survivability boost.

ESO Scribing, ESO Tank Scribing
Scribing allows Templar Tanks to gain pulls, immobilises, and powerful multi-effect skills.

Champion Points for ESO Templar Tanks

How to Play

These steps apply to every class setup in this guide. Your exact healing, crowd control and sustain skills will change by class, and some gear effects only apply when you have that set equipped. Focus on what the pull needs rather than trying to cast every skill in a fixed order.

Add Pulls

  1. Prepare as you move. Stay slightly ahead of the group so you can choose where the enemies will be stacked. Refresh your defensive buff and any other long-lasting class skills before you engage. If you are wearing Spaulder of Ruin, activate its aura before the pull.
  2. Secure dangerous enemies first. Taunt an elite or other priority target with your ranged taunt, then guide it towards the place you want the group to fight. You do not need to taunt every small enemy, but keep an eye on anything threatening your group.
  3. Bring the pack together. Place Razor Caltrops where enemies will gather to apply AoE Major Breach. If you are using Void Bash, damage an enemy with Power Slam once enough targets are in range to pull them into a stack. Use your class immobilise or another crowd control skill to hold the pack there, then pull in enemies that were missed.
  4. Apply your AoE debuffs. Cast Elemental Blockade across the stack and use Pulsar when appropriate for Minor Mangle and your Ice Staff’s Chilled interactions. Apply any class-specific debuffs the pull benefits from. If you are wearing Turning Tide, block to ready the set, then bash while facing the enemies you want to hit with Major Vulnerability.
  5. Keep the stack safe and useful. Reposition or control enemies that move out, heal or shield when damage builds, and watch for priority enemies that need another taunt. Block heavy attacks and dangerous mechanics, but release block when it is safe so you do not spend Stamina unnecessarily.

You can use an Ultimate during a difficult pull or when it will substantially speed up the group’s damage. If the next boss is close and the pack will die quickly, saving it may offer more value.

Bosses

Prepare and position. Refresh your defensive buffs before the pull and make sure the group is ready. Open with a taunt, move the boss to the required position and usually face it away from your allies. Encounter mechanics take priority over a preferred position: move the boss when the fight calls for it, then settle it somewhere your group can deal damage safely.

Establish your debuffs. Apply Elemental Susceptibility for Major Breach and its status effects, then keep Elemental Blockade active for your weapon enchantment and other Ice Staff interactions. Add the class debuffs and gear effects included in your setup. If another player already covers a particular buff or debuff, you can spend that time on positioning, survival or another useful skill.

Maintain the essentials. Keep taunt active, respond to boss mechanics and refresh your defensive buffs. Reapply damage and support skills as they approach expiry; repeatedly casting them early costs resources without giving the group much extra benefit. Your class skills may also trigger important passives or Class Masteries, so use the skill notes above to understand which effects need active upkeep.

Use Ultimates with purpose. Aim to cast group damage Ultimates when your damage dealers can attack the boss and your gear effects will benefit them. Defensive Ultimates are there for dangerous phases or a run that needs stabilising. The right time depends on the encounter and how quickly your group generates Ultimate.

Manage incoming damage. Block heavy attacks and mechanics that require it, interrupt dangerous casts and move out of harmful areas. Use a heal or shield before predictable high damage where possible, and a burst heal when you need an immediate recovery. Some attacks must be dodged; other mechanics punish moving the boss or changing its target, so learn the requirements of each fight.

Protect your resources. Keep food active and use potions when their resource return and recovery buffs will help you. Avoid holding block through harmless attacks if it is draining your Stamina. Use your class sustain skills, take safe heavy-attack windows when available and avoid refreshing abilities long before they expire. If sustain becomes difficult, check how often you are blocking and recasting skills before changing your gear.

Playing as a Templar Tank in ESO

Templar Tanks now bring stronger group support and defensive tools alongside their established healing and cleansing abilities. Bright Harbinger improves group damage, while Steadfast Candescence strengthens stationary blocking, giving a full-class Templar more value in both dungeon and trial content.

Getting the most from the class means managing resources carefully, maintaining your assigned buffs and using ground effects where they support your positioning. Scribing adds pulls, crowd control and other utility, helping you adapt your bars to each encounter.

Use this guide as a foundation and adjust your setup around your responsibilities and the group’s existing coverage. Templar remains a less common tank choice, but reliable enemy control, well-timed defence and consistent support make it capable of contributing to successful Veteran and Hard Mode clears.

Ready to Improve Your Tanking?

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TC Lee
TC Lee is an experienced MMORPG content creator with over 20 years in the gaming industry. Specializing in tanking, guides, builds, and assisting beginners, TC Lee is dedicated to helping players improve their game and enjoy the best MMORPG experience.
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