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Table of Contents>
- Weapons [CP0A0]
- - Quality [CP0A1]
- - Ability Damage [CP0A2]
- Armor [CP0B0]
- - Light Armor [CP0B1]
- - Medium Armor [CP0B2]
- - Heavy Armor [CP0B3]
- - Shields [CP0B4]
- Combat [CP0C0]
- - Auto Attack [CP0C1]
- - Roll Dodge [CP0C2]
- - Break Free [CP0C3]
- - Blocking [CP0C4]
- - Bashing [CP0C5]
- - Strafing [CP0C6]
- Traits [CP0D0]
- - Aggressive [CP0D1]
- - Augmented [CP0D2]
- - Bolstered [CP0D3]
- - Focused [CP0D4]
- - Prolific [CP0D5]
- - Shattering [CP0D6]
- - Soothing [CP0D7]
- - Vigorous [CP0D8]
- - Quickened [CP0D9]
- Mechanics [CP0E0]
- Damage Comparison [CP0F0]
- Target Dummy [CP0G0]
- Player Sets [CP0H0]
- Player Abilities [CP0I0]
- - Player Buffs [CP0I1]
- - Player Heals [CP0I2]
- Companion Abilities [CP0J0]
- - Two-Handed [CP0J1]
- - One-Hand and Shield [CP0J2]
- - Dual-Wield [CP0J3]
- - Bow [CP0J4]
- - Destruction Staff [CP0J5]
- - Restoration Staff [CP0J6]
- - Fighters Guild [CP0J7]
- - Mages Guild [CP0J8]
- - Undaunted [CP0J9]
- Bastian [CP0K0]
- - Ardent Warrior [CP0K1]
- - Draconic Armor [CP0K2]
- - Radiating Heart [CP0K3]
- - Ultimate [CP0K4]
- - Builds [CP0K5]
- Mirri [CP0L0]
- - Deadly Assassin [CP0L1]
- - Living Shade [CP0L2]
- - Soul Thief [CP0L3]
- - Ultimate [CP0L4]
- - Builds [CP0L5]
- Ember [CP0M0]
- - Lightning Caller [CP0M1]
- - Mischievous Caster [CP0M2]
- - Playful Schemer [CP0M3]
- - Ultimate [CP0M4]
- - Builds [CP0M5]
- Isobel [CP0N0]
- - Blazing Might [CP0N1]
- - Brilliant Shield [CP0N2]
- - Healing Grace [CP0N3]
- - Ultimate [CP0N4]
- - Builds [CP0N5]
- Azandar [CP0O0]
- - Quill Knight [CP0O1]
- - Revitalizing Researcher [CP0O2]
- - Scholar of Apocrypha [CP0O3]
- - Ultimate [CP0O4]
- - Builds [CP0O5]
- Sharp-as-Night [CP0P0]
- - Beasts of the Hunt [CP0P1]
- - Verdant Growth [CP0P2]
- - Winter's Bite [CP0P3]
- - Ultimate [CP0P4]
- - Builds [CP0P5]
< Weapons > [CP0A0]
- Tank: One-Hand and Shield or Frost Staff.
- Melee: Sword, Axe, Mace, or Dagger; Two-Handed or Dual-Wield.
- Ranged: Bow, Restoration Staff, Flame Staff, or Lightning Staff.
Quality: One-Hand / Two-Hand [CP0A1]
Common: 300 / 600 damage
Uncommon: 350 / 700 damage
Superior: 400 / 800 damage
Epic: 450 / 900 damage
In the case of melee weapons, the type used does not affect their damage or status effects as they are all the same. Having a companion with Dual-Wield Daggers has no difference than using a Sword, Axe, or Mace; only the appearance is different.
Ability Damage [CP0A2]
The formula for what I name Base Power
For a level 20 Companion:
Base Power = 1.5 x tooltip Weapon Damage + 3000
An Auto Attack without racial or other Damage Buffs and before Armor Resistance is then for a two-handed epic weapon:
Damage = 1.5 x 900 + 3000 = 4350
And for example the Damage Shield of Bastian is then also 4350, that same base power.
Abilities are in general a factor times that base power:
For example Sniping Silver Damage is 2*BP and with for example two handed purple without buffs 8700
With one-hand and shield using an epic sword (weapon damage 450) the BP becomes 1.5*450 + 3000 = 3675 and Sniping Silver 7350
(and with for example the 3% damage buff of Bastian for epic one-hand and shield the damage is 1.03*7350 = 7571
The same math for common, uncommon, superior weapons with 600, 700, 800 as weapon damage (or 300, 350, 400 for one-hand and shield or dual-wield)
That 3000 is companion level related (NOT weapon related) and from my notes the formula is:
Lvl Comp * 75 + 1500
At level 20 this becomes 3000.
Health buffs like Vigorous do not change those values.
< Armor > [CP0B0]
- The maximum armor a companion needs to reach 50% damage reduction is 25,000.
- Maximum armor rating a companion can achieve on their own is 23,200 with 7 Epic heavy armor and a shield.
- Restoration staff ability Blessing of Protection and its morphs can add Minor Resolve to companions for 2974 Physical and Spell Resistance.
In order to level an armor type on a companion they must wear at least 5 pieces to gain experience with that armor type. While you can mix-match if you want to, they won't gain any experience with any armor type unless they have 5 of the same equipped.
Light Armor [CP0B1]
Common: 600 Armor
Uncommon: 700 Armor
Superior: 800 Armor
Epic: 900 Armor
- Flow: Increases healing done by 1-7% and reduces the cooldown of Break Free by 5-35%.
- Haste: Companion focuses their Magical energies inward, resetting the cooldown of all their other abilities.
Requires 5 pieces of Light Armor equipped.
Medium Armor [CP0B2]
Common: 1600 Armor
Uncommon: 1700 Armor
Superior: 1800 Armor
Epic: 1900 Armor
- Flexibility: Increases damage done by 1-7% and reduces the cooldown of Roll Dodge by 5-35%.
- Vanish: Companion disappears in a puff of smoke, healing to full health and becoming invisible for 6 seconds.
Used when Companion is below 50% Health.
Requires 5 pieces of Medium Armor equipped.
Heavy Armor [CP0B3]
Common: 2600 Armor
Uncommon: 2700 Armor
Superior: 2800 Armor
Epic: 2900 Armor
- Firmness: Increases healing received by 1-7% and increases the amount of damage blocked by 1-7%.
- Bulwark: Companion becomes an unstoppable defender, blocking and reflecting all attacks for 5 seconds.
Used when Companion is below 75% health and is fighting a difficult monster.
Requires 5 pieces of Heavy Armor equipped.
(Possible Bug: Bulwark only seems to work with One-hand and Shield? Need more testing.)
Shields [CP0B4]
Common: 2600 Armor
Uncommon: 2700 Armor
Superior: 2800 Armor
Epic: 2900 Armor
< Combat > [CP0C0]
Auto-Attack [CP0C1]
When all their abilities are on cooldown or no active conditions can be met, your companion will auto attack with their weapon. This action generates ultimate points.
Roll Dodge [CP0C2]
Roll Dodge is the highest prioritized action the companion will perform above all else and have two charges, base cooldown is 8 seconds while with 7 Medium armor equipped reduces it to 5.2 seconds. When they Roll Dodge is dependent on what weapons they have equipped.
- Tank weapons will not Roll Dodge until they are critical =< 25% health and the target they are focused on attacking is close to them.
- Melee weapons will not Roll Dodge until they drop to =< 50% health and the target they are focused on attacking is close to them.
- Ranged weapons will Roll Dodge immediately when the target they are focused on attacking comes close to them. They can be surrounded by enemies and not make a move, but once the target they are focused on attacking comes close to them they will take action.
Break Free [CP0C3]
Break Free base cooldown is 12 seconds while with 7 Light armor equipped it is reduced to 7.8 seconds.
Blocking [CP0C4]
Companions will perform a block when the target they are focused on attacking is performing a Heavy Attack directed at them. Companions also will not block an attack from an enemy who are not the focused target they are attacking and will eat the Heavy Attack.
Bashing [CP0C5]
Companions will perform a bash/interrupt when the target they are focused on attacking is casting (flashing red) and are in melee range to do so. They will ignore all other enemies around them that are casting if they aren't the focused target they are attacking.
Strafing [CP0C6]
"
All Companions will now occasionally dynamically strafe in both melee and ranged combat."
What this means is they will take 3 steps either to the left or right moving in a semi-circle around their target. They will periodically move around, whether or not they are standing in a damage area effect. There is a cooldown, but I haven't figured out what it is or how they decide which direction to move, if at all. They can even move into a damage area effect when they weren't standing in one before if its cast at someone else and they happen to be close to it.
< Traits > [CP0D0]
Aggressive: [CP0D1]
Increases damage done by your companions.
Uncommon: 1.2% / 14.4%
Superior: 1.4% / 16.8%
Epic: 1.7% / 20.4%
Augmented: [CP0D2]
Increases duration of all companion buffs and debuffs. (Updated 11/4/2023)
Uncommon: 1.8% / 21.6%
Superior: 2.2% / 26.4%
Epic: 2.6% / 31.2%
Some abilities true durations are lower than stated such as Scorching Strike, Blessed Sacrament, Sunder, Viper's Bite are 7.5 seconds, but listed as 8 seconds in-game. Not all abilities with durations are affected by Augmented such as Holy Ground, Ritual of Salvation, and Crimson Font. Damage are listed with full epic, two-handed weapon, and 7 Medium Armor. Weapon Damage numbers are not including 3% increased damage from racial passives.
Bastian
Unleashed Rage: Deals 14,355 damage, 3588 damage, stuns for (4) 5.2 seconds
Fiery Flail: Deals 9570 damage, sets off balance for (7) 9.2 seconds
Scorching Strike: Deals 9570, 14,352 damage over (7.5) 9.9 seconds
Drake's Blood: 20% reduced damage for (8) 10.5 seconds
Crushing Claws: Deals 4785 damage, Immobilizes for (4) 5.2 seconds
Basalt Barrier: 4350 damage absorb for (6) 7.9 seconds
Searing Weapons: 15% weapon damage for (8) 10.5 seconds
Mirri
Impeccable Shot: 20% more damage for (3) 3.9 seconds, does not overlap with second effect
Shadow Slash: Deals 9570 damage and sets off balance for (7) 9.2 seconds
Ghostly Evasion: 20% reduced damage for (8) 10.5 seconds
Masque of Torment: Fear for (4) 5.2 seconds
Twilight Mantle: Unaffected
Blood Transfusion: 16,122 healing over (8) 10.5 seconds
Ember
Raging Storm: Unaffected
Shocking Burst: Deals 4785 damage, 6567 damage over (8) 10.5 seconds
Entomb: Immobilizes for (4) 5.2 seconds, 15,950 heal over (8) 10.5 seconds
Hurricane Visage: 20% reduced damage, 5841 damage over (8) 10.5 seconds
Trickster's Trap: Stun for (3) 3.9 seconds
Shared Ward: 4350 damage absorb for (6) 7.9 seconds, 5313 healing over (8) 10.5 seconds
Isobel
Baneslayer: Unaffected.
Sunbrand: Deals 9309 damage, 8720 damage over (7.8) 10.2 seconds
Divine Destruction: Deals 41,892 damage over (3) 3.9 seconds
Solar Ward: 20% reduced damage, damage absorb for (6) 7.9 seconds
Gallant Blitz: Sets off balance for (7) 9.2 seconds
Spear of Light: Deals 4655 damage and knocks down for (4) 5.2 seconds
Blessed Sacrament: 4350 direct heal, 1631 healing every 2 seconds for (7.5) 9.9 seconds
Holy Ground: Unaffected
Beam of Reproach: Unaffected
Azandar
Vigorous Tentacular Eruption: Deals 13,964 damage, Stuns for (3) 3.9 seconds. Major Vulnerability for (4) 5.2 seconds
Scathing Rune: Taunts and applies Minor Maim for (15) 19.7 seconds
Abor's Augmented Ward: 25% Max Health Shield for (6) 7.9 seconds
Fear of the Unknown: Fear for (4) 5.2 seconds
Shields of Erudition: 8700 damage shield for (6) 7.9 seconds
Zone of Recuperation: Unaffected
Tendrils of the Colorless Sea: Deals 4655 damage, applies Minor Vulnerability for (6) 7.9 seconds
Fate Omen's Inspiration: Minor Berserk for (8) 10.2 seconds
Sharp-as-Night
Gore: Deals 27,927 damage, Stuns for (3) 3.9 seconds
Swoop: Deals 9309 damage, sets Off Balance for (7) 9.2 seconds
Char: Unaffected
Infest: Deals 16752 damage, applies Minor Vulnerability over (8) 10.5 seconds
Perennial Bloom: Unaffected
Petals of the Hunter: Unaffected
Sleetmail: 20% reduced damage, applies Major Resolve for (6) 7.9 seconds
Cold Snap: Immobilizes for (3) 3.9 seconds, damage portion unaffected
Snow Squall: Heals 2183 every 2 seconds over (7.5) 9.9 seconds
Two-Handed
Staggering Swing: Deals 9309 damage and stuns for (2.5) 3.3 seconds
Sunder: Deals 4655 damage, 4652 damage over (7.5) 9.9 seconds
One-Hand and Shield
Provoke: Taunts for (15) 19.7 seconds
Bashing Bulwark: Stuns for (4) 5.2 seconds
On Guard: 25% Absorb for (6) 7.9 seconds
Dual-Wield
Swift Assault: Deals 1862 damage over (0.6) 0.8 seconds
Razor Cape: 20% reduced damage, deals 1862 damage every 2 seconds over (8) 10.5 seconds
Bow
Trick Shot: Deals 4655 damage and Immobilizes for (4) 5.2 seconds
Viper's Bite: Deals 4655 damage, 13,960 damage over (7.5) 9.9 seconds
Destruction Staff
Destructive Blast: Deals 9309 damage, Flame Stun (2.5) 3.3 seconds, Frost taunts for (15) 19.7 seconds
Elemental Barricade: Deals 11,363 damage over (8) 10.5 seconds
Restoration Staff
Rejuvenation: 10,440 healing over (8) 10.5 seconds
Mending Incantation: 7000 resistance for (8) 10.5 seconds
Mystic Fortress: 26,100 absorb for (6) 7.9 seconds
Heavy Armor
Bulwark: 6.6 seconds, description unaffected
Fighters Guild
Ritual of Salvation: Unaffected
Biting Trap: Lasts 8 seconds, Immobilizes for (4) 5.2 seconds
Mages Guild
Reverse Entropy: 15,654 healing over (8) 10.5 seconds
Undaunted
Crimson Font: Unaffected
Savage Instincts: Deals 4655 damage and taunts for (15) 19.7 seconds
Skeletal Aegis: 30% damage shield for (6) 7.9 seconds
Bolstered: [CP0D3]
Reduces damage taken by companions.
Uncommon: 1.2% / 14.4%
Superior: 1.4% / 16.8%
Epic: 1.7% / 20.4%
You can never be too careful when sudden unexpected damage happens; however, with Quickened making abilities such as On Guard, Solar Ward, Hurricane Visage, Razor Cape, or Drake's Blood active nearly all the time with 1-3 seconds of downtime in between casts is nearly the same as Bolstered. The difference is up to you as this does free up one ability slot with around 6-8 seconds of downtime between stacking with an ability or using two abilities that share the same effect overlapping more frequently.
Focused: [CP0D4]
Increases companion critical strike chance.
Uncommon: 394 (1.8%) / 4728 (21.9%)
Superior: 481 (2.2%) / 5772 (26.4%)
Epic: 569 (2.6%) / 6828 (31.2%)
The problem with this stat is their base critical strike chance is 0% and their critical damage modifier is base 1.50% which cannot be raised. There are no major or minor force buffs that can affect companions that I know. Critical chance works in increments of 5% and any amount below that has no effect. Ember's racial passive grants her 3% critical chance also does nothing by itself, without any additional Focused she will not critical strike. Ember needs a minimum of 438 Focused to activate critical strike while other companions need a minimum of 1095.
any purple focused armor/jewelry/1-h weapons gives 569 crit. 2-h weapons gives double that, 1138 crit. So for all intents and purposes, equipping entirely Focused sets gives a total of 569 x12 = 6828 crit.
Disclaimer: I'm not great at math.
If Focused numbers work the same as +crit numbers for players, we can grab Alcast's 219 player Critical = 1% crit chance. You didn't like his companion breakdown, but presumably he understands player numbers.
6828 / 219 = ~31.18 crit chance.
Prolific: [CP0D5]
Increases companion ultimate generation.
Uncommon: 9% / 108%
Superior: 11% / 132%
Epic: 13% / 156%
Companions ultimate is generated from core combat actions such as Auto Attack, Roll Dodge, and Blocking. Abilities do not generate ultimate points with the exception of Parallel which gives 50 on use, but is not affected by Prolific. Auto Attacking generate small amounts of ultimate and continues to generate for a few ticks afterwards. The fastest way to generate ultimate on a companion is with weapon auto-attacks with an ability-free (no attack spells) action bar except for Parallel, then Second Wind and/or Haste to refresh Parallel; fill in the remaining slots with self-heals, executes, or defensive abilities. The optimal amount achievable with weapons and 7 armor pieces in epic, jewelry has no armor rating so those can be superior for 150%.
Shattering: [CP0D6]
Increases Companion armor penetration.
Uncommon: 900 / 10,800
Superior: 1100 / 13,200
Epic: 1300 / 15,600
If you're only doing Overland, Delves, and Public Dungeons all you need is 7 pieces (9100) without any source of Major or Minor Breach needed, you can add 5 Aggressive (8%) to fill out the rest for maximum damage output. If you're doing Group Dungeon, Trial, and Arena then full stacked 12 still requires a Minor Breach debuff for companions to reach maximum penetration. You can stick with the 7 piece (9100) if you have a reliable source of Minor Breach, Major Breach, and Crushing Enchant for Group Dungeon, Trial, and Arena.
Soothing: [CP0D7]
Increases healing done by companions.
Uncommon: 1.2% / 14.4%
Superior: 1.4% / 16.8%
Epic: 1.7% / 20.4%
It's not that this stat is bad per se, the problem lies with the companion's conditions and ai script behavior that can make it a bad stat. Unlike with players who can spam their healing abilities, move around to hit multiple targets, or choose when to use their abilities; companions aren't that complex. Companions cast their healing spells when it's off cooldown, conditions are met (target =< 75%, 50%, 25% health), and is next on queue whether or not anyone needs the healing. They usually exhaust all their spells in one chain salvo, everything is on cooldown, and spend the rest of the time auto attacking. You cannot directly control them to heal on demand when you need it, only that they will do it when its available.
Vigorous: [CP0D8]
Increases maximum health of companions.
Uncommon: 1.8% / 21.6%
Superior: 2.2% / 26.4%
Epic: 2.6% / 31.2%
Companions at level 20 have 30,000 max health; Bastian and Azandar have an extra 3% from their racial passive and have 30,900 max health. 31.2% Vigorous for Sharp-as-Night, Mirri, Ember, and Isobel would have 39,359 max health, with Minor Toughness raises it to 43,295 max health. Bastian and Azandar would have 40,540 max health, with Minor Toughness raises it to 44,476 max health. Abilities affected by max health: Solar Ward, Cold Snap, Snow Squall, Abor's Augmented Ward, Drake's Blood, Twilight Mantle, On Guard, and Skeletal Aegis.
For comparison, pets have
Twilight Matriarch: 15,889 max health.
Twilight Tormentor: 15,889 max health.
Unstable Clannfear: 20,656 max health.
Volatile Familiar: 16,683 max health.
Eternal Guardian: 25,820 max health.
Wild Guardian: 25,820 max health.
Quickened: [CP0D9]
Reduces companion ability cooldowns.
Uncommon: 1.8% / 21.6%
Superior: 2.2% / 26.4%
Epic: 2.6% / 31.2%
If it's helpful,
I've also made a calculator in Desmos here that can help you calculate uneven loadouts of Quickened gear, i.e. any loadout that uses some configuration other than 12 Quickened of the same quality.
Remember to include the ability's cast time in the final number. For example at 31% Drake's Blood has a duration of 8 seconds, a cooldown of 8.3 seconds, and a cast time of 0.4 seconds; he'll have at most a downtime of 0.7 seconds should he need to recast when the buff expires. I'm biased towards Quickened as I see it as the best overall stat for all roles. For me its about having the companion at their most active with as little downtime as possible, all other stats will always have a long dead space of auto attacking while waiting for the next cooldown to finish. I'll include summaries in the spoilers below.
Tanking
There is a benefit to all 3 stats with Bolstered you always have 20% damage reduction active at all times. Vigorous gives them more health to survive one-hit kills should they take more than 30k in a single attack like a dragon's overhead breath. Quickened increases the frequency at which they cast buffs, healing, and defensives when they may need to recast earlier thus keeping their buffs rolling with less downtime being defenseless. Which is the better tanking stat Vigorous, Quickened, or Bolstered? My preferences are Quickened (26%) / Vigorous (5%) for Overland, Delves, and Public Dungeons; Vigorous (23-26%) / Bolstered (3-5%) for Group Dungeons and Dragons; Bolstered (20%) if you're unsure which direction to go, its always on.
Healing
As I mentioned with Soothing about companion's ai script and conditions, Quickened can overcome the problem by increasing the frequency of the casts thus increasing the odds they will be active and ready to cast again when you need the heal. The downside is the amount healed would be smaller, the upside is that spells with a duration buff will have more uptime and they spend less time auto attacking.
Damage
Aggressive and Shattering are still in the top spots when it comes to straight damage without much else on your part. Quickened has a theoretical increase in power over them, but requires extreme precision to pull it off and without extensive testing can be difficult to prove which is better. The Quickened method is about sacrificing raw damage for more rapid casts, this means instead of going 7 medium you go with 7 Light armor and Haste giving you an opening salvo of 8 spells per chain instead of 5, repeating every 25.4 seconds with also far less time spent auto attacking. As long as nothing interrupts their cast chain they would do more damage in long, single target boss fights than their Aggressive or Shattering companions.
Support
Bastian: Crimson Font, Ritual of Salvation, Basalt Barrier, Searing Weapons, Skeletal Aegis. If you have absolutely no other use for companions then a support build might be your style. This combination gives you two sources of Undaunted Command Synergy bonus, one heal over time effect, 3 damage reduction effects, and one weapon damage buff. You might think Augmented, but no its better with Quickened for reduced downtime between casts over increased uptime on buffs with long cooldowns of them doing nothing.
Special thanks to:
@hrothbern for companion damage calculations.
@Fennwitty for companion critical chance math.
@Erickson9610 for companion Quickened values.
Resource for companion data:
https://elderscrollsonline.wiki.fextralife.com/Companion+Skills