The Elder Scrolls Online Companion Guide

Companions Make Powerful Allies

When the Blackwood DLC was introduced in 2021, The Elder Scrolls Online treated us to the ability to have a NPC (non-player character) to become an ally.  Companions are available for ‘use’ during most PVE activities but are not available in PVP areas.  

Each companion has a particular skill set true to their character but can be used in any of the three ESO roles – Damage, Healer, or Tank.  Each companion can also use any armor and weapon you’d like.  Additional customizations are available not only in their role and abilities, but also in mounts, costumes, and outfits.

To level a companion you only need to use them during combat.  Companions level to 20.  Leveling is 15% of the player xp earned through combat.  In the beginning, each companion has 2 usable abilities.  A third ability is unlocked at level 2.  A fourth ability is unlocked at level 7.  A fifth ability is unlocked at level 12.  The companion’s ultimate ability is unlocked at level 20.  As the companion’s combat levels increase, their health and overall power (including weapon and spell damage) increase automatically.  

To activate a weapon skill line, you simply need to equip that weapon.  The following is a summary of all the weapon skill lines of Companions.

Weapon Skill – Bow

Trick Shot

The companion fires a burst of arrows to pin enemies in front of them, dealing 2625 Physical Damage and immobilizing them for 4 seconds.

Piercing Arrow

the companion plants a masterfully aimed arrow in an enemy’s vital spot, dealing 5250 Physical Damage.

Viper’s Bite

The companion shoots an arrow covered in Baandari poison at an enemy, dealing 2625 Poison Damage and an additional 7872 Poison Damage over 8 seconds.

Weapon Skill – Destruction Staff

Destructive Blast

The companion blasts an enemy with magic, dealing 5250 Magic Damage. Flame Blast knocks them back 8 meters and stuns them for 2.5 seconds. Frost Blast taunts them for 15 seconds. Shock Blast deals an additional 2625 Shock Damage to all other enemies around them.

Elemental Barricade

The companion slams their staff down to create an elemental wall in front of them, dealing 5238 Magic Damage over 8 seconds.

Arcane Nova

The companion releases a surge of magic to enemies around them, dealing 5250 Magic Damage. Fire Nova applies the Burning status effect for 4 seconds. Frost Nova applies the Chill status effect for 4 seconds. Shock Nova applies the Concussion status effect for 4 seconds.

Weapon Skill – Dual Wield

Swift Assault

The companion floods an enemy with steel, battering them with five consecutive attacks that each deal 1050 Physical Damage.

Spinning Steel

The companion launches themselves in a lethal spin, dealing 2625 Physical Damage to nearby enemies. Deals triple damage to enemies below 25% Health.

Razor Cape

The companion envelops themselves in a ring of floating razors, dealing 1050 Physical Damage to nearby enemies every 2 seconds for 8 seconds. The razors also shield them from attacks, reducing their damage taken by 20%.

Weapon Skill – One Hand and Shield

Provoke

The companion thrusts their weapon with disciplined precision at an enemy, dealing 2625 Physical Damage and taunting the enemy to attack them for 15 seconds. This is used when the enemy is not already taunted.

Bashing Bulwark

The companion rushes an enemy and rams them, stunning them for 4 seconds.

On Guard

The companion bolsters their defenses, granting a damage shield that absorbs up to 25% of their Max Health for 6 seconds.

Weapon Skill – Restoration Staff

Rejuvenation

The companion shares their staff’s life-giving energy, healing themselves and a nearby ally for 5250 Health over 8 seconds.

Mending Incantation

The companion slams their staff down to activate its blessings, healing themselves and allies in front of them for 2625 Health. The blessing also grants 7000 Spell and Physical Resistance for 8 seconds.

Mystic Fortress

The companion calls on their staff’s strength to protect themselves or the lowest health ally around them, granting a damage shield that absorbs 15750 damage over 6 seconds. This is used when the companion or an ally is below 25% Health.

Weapon Skill – Two Handed

Staggering Swing

The companion slams an enemy with an upward swing and sends them flying, dealing 5250 Physical Damage, stunning them for 2.5 seconds, and knocking them back 4 meters.

Sunder

The companion slices all enemies in front of them with a mighty swing, dealing 2625 Physical Damage and an additional 2624 Physical Damage over 6 seconds.

Sever

The companion spins around and strikes an enemy down, dealing 15750 Physical Damage. This is used when the enemy is below 25% Health.

Companion Armor And Gear

Companion armor has no gear level however it can be found in different equipment qualities like green (fine quality), blue (superior quality), and purple (epic quality).

Gear can be obtained through merchants like weaponsmiths, woodworkers, armorers, leatherworkers, and tailors.  You can also purchase gear from guild traders.  While using your companion, companion gear may also drop with enemy defeats.

Companion gear is different than player gear in that it cannot be crafted, improved, transmuted, reconstructed, or enchanted.  Companion gear never needs repair.

Companions have their own gear traits with each offering benefits.

  • Aggressive – this trait increases the damage done by 1.7%
  • Augmented – this trait increases the duration of buffs and debuffs by 2.6%
  • Bolstered – this trait reduces the damage taken by 1.7%
  • Focused – this trait increases the critical strike rating by 569
  • Prolific – this trait increases the ultimate regeneration by 13%
  • Quickened – this trait reduces the ability cooldowns by 2.6%
  • Shattering – this trait increases the penetration by 1300
  • Soothing – this trait increases the healing done by 1.7%
  • Vigorous – this trait increases the max health by 2.6%
You need THREE items of your chosen weight gear for your companion to start the companion Armor skill line.  Armor skill lines increase through combat experience based on the equipped weight of the armor.  The following reviews all the skills and abilities available in the companion’s armor lines.

Companion Heavy Armor

Bulwark

The companion becomes an unstoppable defender, blocking and reflecting all attacks for 5 seconds. This is used when Companion is below 75% Health and is fighting a difficult monster.

Firmness

Increases healing received by 1% for each piece of Heavy Armor equipped. Increases the amount of damage blocked by 1% for each piece of Heavy Armor equipped.

Companion Medium Armor

Vanish

The companion disappears in a puff of smoke, healing to full Health and becoming invisible for 6 seconds. This is used when Companion is below 50% Health.

Flexibility

Increases damage done by 1% for each piece of Medium Armor equipped. Decreases the cooldown of Roll Dodge by 5% for each piece of Medium Armor equipped. Current cooldown: 8 seconds.

Companion Light Armor

Haste

The companion focuses their magical energies inward, resetting the cooldown of all their other abilities.

Flow

Increases healing done by 1% for each piece of Light Armor equipped. Decreases the cooldown of Break Free by 5% for each piece of Light Armor equipped.  Current cooldown: 12 seconds.

Companion Guild Skill Lines

Companions also have three guild skill lines that include the Fighters Guild, the Mages Guild, and the Undaunted.  These guild skill lines increase through completing specific solo daily quests associated with the guild.  The following reviews all the skills and abilities available in the companion’s guild skill lines.

Companion Fighters Guild

Sniping Silver

The companion fires a Dawnguard Vampire Hunter’s crossbow bolt at an enemy, dealing 5250 Physical Damage. Deals double damage if the enemy is an Undead, Daedra, or Werewolf.

Ritual Of Salvation

The companion brands the earth underneath them with a rune of protection for 8 seconds. Standing within the rune reduces the damage they and their allies take by 20%. If the attacker is an Undead, Daedra, or Werewolf the rune reduces damage taken by an additional 20%.

Biting Trap

The companion sets a sharpened blade trap in front of them, which takes 1.5 seconds to arm and lasts for 6.5 seconds. When an enemy triggers the trap, they are immobilized for 4 seconds. If the enemy is an Undead, Daedra, or Werewolf they take 2625 Physical Damage.

Companion Mages Guild

Starfall

The companion calls a comet down from the constellations to blast an enemy, dealing 5250 Flame Damage.

Reverse Entropy

The companion envelops an ally with stabilizing magic, healing them for 7870 Health over 8 seconds.

Parallel

The companion barters with Oblivion for power, generating 50 Ultimate.

Companion Undaunted Guild

Crimson Font

The companion conjures a fountain of blood to sustain themselves and allies around it, healing for 308 Health every 1 second for 16 seconds. Allies near the fountain can activate the Crimson Funnel synergy, healing for 50% of their Max Health.

Skeletal Aegis

The companion surrounds themselves with a whirlwind of bones, granting a damage shield for 30% of their Max Health for 6 seconds. While the damage shield holds, an ally near them can activate the Bone Aegis synergy, granting them a damage shield for 50% of their Max Health for 6 seconds.

Savage Instinct

The companion ignites the fires of hate in an enemy’s heart, dealing 2625 Magic Damage and taunting the enemy to attack them for 15 seconds. An ally targeting the enemy can activate the Savage Implosion synergy, causing the enemy to implode after 2 seconds dealing 2625 Magic Damage to them and other nearby enemies.  This is used when the enemy is not already taunted.

Setting Up Your Companion’s Abilities

Companion abilities are used in priority order: 1 – 5.  As you have more abilities open, you may want to consider putting lesser-used abilities first as they are bypassed if the requirements are not met ie:  if an ability can only be used at 25% health – having it in the first position increases the chances of that ability being used when the criteria has been met.  

You can target an enemy with your companion (holding ‘Y’ on the keyboard and left- or right-clicking OR pressing the L3+R3 buttons along with the left or right bumper) or if you heavy attack an enemy, they become the target automatically.

Companions will utilize their ultimate when it is available and conditions are met by default.  However, you can choose to have the companion wait until directed to use it.  If you visit the settings-gameplay menu, you can set the companion to not ‘auto-cast ultimate’. 

Building Companion Rapport

All companions have a rapport status.  Based on the activities you perform with your companion and their individual likes/dislikes, the rapport will either increase or decrease.  At higher rapport levels, the companion may share with you some of their personal histories and ask for your help with personal quests.  At lower rapport levels, the companion may decide to part ways with you for a period of time.

Each companion has associated personal side quests which will become available to you once you’ve established sufficient rapport.  Completing the second Companion quest will unlock a houseguest collectible for the companion allowing them to be placed and utilized similarly to any of the other houseguest collectibles.  Completing any companion side quest will result in a large rapport boost.

Each companion has a unique associated non-combat perk that benefits you when the companion is present.  By completing meta-achievements associated with each companion, you can also unlock a keepsake collectible which provides the benefits of the non-combat perk even while the companion isn’t active.

Activities that increase or decrease rapport also may have individual cooldown timers.  Visit each companion tab for their individual preferences.

Take An Individual Look At Each Companion

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