ESO Champion Point System Guide

Welcome to our ESO Champion Point System Guide!  This is a guide for players in the Elder Scrolls Online who are looking for easy-to-understand information about the ESO Champion Point System. 

ESO Champion Point System Guide

This guide assumes you have very little understanding of the system and will discuss the basic mechanics of CP, which ones you should take, and how to earn CP quickly.  For specific builds and champion points per character and playstyle, click  HERE.  Also come check me out live on TWITCH if you want to see my play specific builds or ask me questions. Thanks for reading!

Last updated for Necrom Chapter, June 1, 2023

Table of Contents

Champion Point Overview

The champion point system is an alternative form of progression and is a bit confusing for a lot of new or returning players. I’m going to give you some bullet points on how the system works and show you how you can use CP effectively.

  • You start earning champion points at level 50.
  • Champion points are account bound, so any character beyond level 50 earns points for your entire account and other character(s).
  • Champion points are earned the exact same way as levels, through experience points.
  • The system has both passive perks and active perks (or what I call slottables) that increase your characters performance and convenience.
  • The system has three constellations.
  • The green Craft tree is comprised of perks that provide increases to quality of life and mainly non-combat related benefits.
  • The blue Warfare tree is the most important for role dependent builds like Tank, Healer, Damage Dealer.
  • The red Fitness tree provides perks focusing on defensives, PvP, resources and unique perks like movement.
  • Each constellation allows for only four slottables, so you’ll need to make decisions carefully.
  • The system is uncapped at 3,600 points but has a soft cap on performance at or around 1,500 CP; beyond this you won’t an increase in performance.
  • That’s due to the limited number of passive perks so beyond the four slottables per character, you won’t see any advantage over other players because there is a limit to the passive advantage you gain and this is what keeps the playing field level.
  • CP has both a catchup mechanic and diminishing returns, so if you’re a new player debating if it’s worth playing the game, I reached 1,000 CP on PC EU very easily with little effort in comparison to other MMOs I’ve played.
  • CP structure has path-based advancements that looks like a spider web requiring you to take points in the path in order to move in a direction towards other perks.
  • The system also has unconnected slottables which can be taken independently and do not require any path.

Now you have a sense for what the system is, let’s break it down further into specifics.

CP System

Unfilled bar
Slottables filled

The three-constellation system limits you to four slottables per constellation which is shown on the top of your bar.  Consider the active perks the most impactful performance perks and what distinguishes your build from another player.  You can highlight and see what are slotted and/or take them out for a cost of 3,000 gold.  You can also save presets via the Armory system.  If you leave a blank armor slot, you can have a free respec.

This addon I have on PC called Dynamic CP shows the names of the CP ‘stars’ which can be helpful when navigating.  An example of an active perk or slottable is Arcane Supremacy which Increases Max Magicka per stage.  Consider only taking active perks if you have enough points per stage.  If one costs 25 for stage one, don’t spend 18 points and receive zero benefit. It’s much better to spend points elsewhere.

Now you have the passive perks, which add power to your character but do not require a slot on your CP bar. This is the real advantage to having a lot of CP.  A good example is Eldritch Insight which grants 260 Max Magicka per stage from Blue Warfare.  You can get a decent boost to max magicka on top of the active CP perk Arcane Supremacy.  The actual appearance of the slottable is noticeable and if you read the tooltip of each, the CP will tell you if it needs to be slotted for power or if it’s passive.

Now, if you scroll through the CP system, you’ll start to notice a limited number of passives and the majority of the system is slottables for specific roles like healing, tanking, and damage dealing.

Take the left portion of the blue Warfare tree. This is mainly for healers. The bottom of the Warfare tree, mainly tanking. Then the upper middle and right tree, mainly for DPS.  The reality is this, what seems like a complex system is very easy to understand once you realize, almost all roles for both PvE and PvP take nearly the same CP slottables with little variation.  (Green of healer, yellow for tank, red for DPS).

Now, let’s say you start earning some CP, and you can use or equip them by stages.  You need to take the minimum of one stage to move along the constellation to get the next passive or slottable.  Some have 1 to 5 stages.  These stages can be anywhere from 8 to 120 points. Once you start navigating, you’ll also notice stars which are a purpleish color and these are called sub constellations.  Think of them like a drop-down menu for CP.  You can go in here and find more slottables and a few additional passives.

Drop Down Menu
Sub-constellation

An important tip here is what I call independent or unconnected slottables in your constellation. This is especially helpful for new players because you won’t have to move along the CP tree in order to start using them, assuming you have the CP.   There are also CP slottables without stages and each point increases your power. Ideal for new players – example would be CP Boundless Vitality which increases Max Health per point spent.

Important Slottables

In the green tree, I’d recommend taking the independent slottable Steed’s Blessing which increases your out of combat Movement Speed. Now make your way through the constellation up to Treasure Hunter, which Increases the quality of items you find in treasure chests. This will dramatically increase your ability to find weapons and jewelry in chests and help fill out your sticker book.

Performance Based slottables to consider

  • Gifted Rider increases your Mount Speed.
  • War Mount improves your mastery with mounts, removing all mount Stamina costs outside of combat.

Gold Savings slottables to consider

  • Rationer – Adds 10 minutes to the duration of any eaten food or drink.
  • Liquid Efficiency – Whenever you use a potion or poison you have a % chance to not consume it.
  • Plentiful Harvest – You have a % chance to gain double the yield from normal resource nodes per stage.

Next up is the blue Warfare constellation, your go-to for damage, healing, and tanking.  The most important passive to consider for new players in PvE is Preparation which Reduces your damage taken from non-player attacks by up to 10%. Follow the path along, taking the minimum CP to move on the spider web and drop down into the sub constellation Staving Death, at first using the least possible amount of points to get access to this and max it out straight away.  You can also select the unconnected active perk like Untamed Aggression straight away which can help your damage and/or healing. When I started over on PC EU, this was the first thing I did to dramatically increase my survivability and damage.

Here are some other active perks to consider and why:

Damage Dealers

  • Wrathful Strikes – Grants Weapon and Spell Damage to your damaging abilities.
    • Great because it effects every attack vs one type.
  • Backstabber – Increases your Critical Damage done.
    • This is useful if playing with coordinated tanks that can turn bosses away from you. The value is higher, but if you’re front facing or solo, it’s not worth taking.
  • Fighting Finesse – Increases your Critical Damage and Critical Healing.
    • This is useful if playing solo or in none coordinated groups because you’ll be facing the mob and not see the benefit of backstabber in comparison.
  • Master-at-Arms – Increases your damage done with direct damage attacks by 2% per stage.
    • Great because it increases the damage of almost all your important attacks.

There are plenty more like damage over time, AoE damage, and direct damage. I almost always take a damage producing active perk that effects my main spammable. My magplar uses Puncturing Sweeps and I want to ramp that ability up greatly, so Biting Aura might be best. If you want to know if an active perk increases your damage, check your tooltip on the ability, take the slottable and see if it went up.  For example, a magplar DPS loadout might looks like this:

Tanks want to take each damage reduction slottable because well, less damage = good.  A simple tank loadout would look like this:

  • Duelist’s Rebuff – Reduces your damage taken by single target attacks.
  • Unassailable – Reduces your damage taken by area of effect attacks.
  • Enduring Resolve – Reduces your damage taken by damage over time attacks.
  • Ironclad – Reducing damage taken from direct damage attacks.

Healers

Similar to tanks, you can take the default increasing healing from area of effect, single target, and over time.  But there’s an additional CP that I love and that is:

  • Rejuvenator – Grants 33 Weapon and Spell Damage to your healing abilities per stage.
    • Good because it’s any type of heal.

The other healing ones are

  • Focused Mending – Increases your Healing Done with single target heals.
  • Soothing Tide – Increases your Healing Done by area of effect heals.
  • Swift Renewal – Increases your Healing Done with healing over time effects.

Miscellaneous slottables

  • Reaving Blows – When you deal Direct Damage you heal for % of the damage done.
    • Great for brand new players who struggle with survivability and lack the Pale Order ring.
  • Occult Overload – Whenever you kill an enemy under the effect of a status effect, they violently explode for Oblivion Damage per stage to all other enemies in a 4-meter radius.
    • Makes a mini bomber in PvP regardless of class.
  • Untamed Aggression – Increase your Weapon and Spell damage by 3 per point.
    • Useful because you can access it right away without a lot of champion points. You’ll also get the benefit per point as there’s no stages.

Now moving on to Fitness or red constellation.  Consider this the resource sustain, movement and PvP’ish tree.  This tree has three very useful unconnected active perks you can access straight away:

Tanking

  • Bracing Anchor – While in combat, increase the amount of damage, but reduces your Movement Speed.
    • Incredible for tanks or anyone with a back bar ice staff or sword and shield.
  • Celerity – Increases your Movement Speed.
    • All around a go to PvP slottable on almost all my builds.
  • Pain’s Refuge – Reduces your damage taken by 2% for every 2 negative effects active on you, up to a maximum of 20%.
    • This is another meta damage reduction CP slottable for PvP and I use it on nearly all builds.
  • Slippery – When you are affected by a disabling effect, you automatically Break Free for no cost.
    • This CP is great in lag Cyrodiil and gives you a free break-free, saving stamina.
  • Sustained by Suffering – Increases your Health, Magicka, and Stamina Recovery by 30 per stage while under the effects of a negative effect.
    • Consider this one a PvP sustain slottable.
  • Siphoning Spells – Restore 300 Magicka per stage, whenever you kill an enemy.
    • PvE sustain and usually my fourth slottable.
  • Bloody Renewal – Restore 300 Stamina per stage, whenever you kill an enemy.
    • PvE sustain and usually my fourth slottable.

Content Per CP

Now people constantly ask me at what Champion Point level should I be doing dungeons, vet dugeons, hard mode dungeons, trials, vet trials etc.?  Here are general recommendations for PvE:

  • Normal dungeons – start at level 10 and are the easiest in the game for group content.
  • Base Game Veteran dungeons – start at CP level 160 so you can collect the gear, specifically the monster helms. You can do them earlier, but you’ll just have to recollect or reconstruct the gear.
  • DLC Veteran dungeons – Random DLC Vet dungeons are punishing because some can be done in 10 minutes very easily while others are a slog. Start queuing between 400-600 CP depending on your skill level, gear, and experience.  If you get Veteran Lair of Maarselok with blue gear and one 5pc set, you’re going to kicked from the group.
  • DLC Dungeon Hard Modes – at around 800 CP with optimal gear for your role this shouldn’t be an issue. Remember, it’s more about optimal gear than raw CP so prioritize the correct gear sets.
  • Normal Trials – at CP 160 or higher. We’ve had level 30’s in our group before but it doesn’t really make sense to complete normal trials sub CP 160 so a good target would be between 200-400 CP, higher if you’re a DPS because it’s a math race.  ESO has done a much better job making the Normal trials MUCH easier than Veteran so don’t be afraid to try them. The gear sets from normal to vet are a 2% difference or less which makes it much easier to have close to min-max gear without all the sweat.
  • Veteran Trials – at CP 800 – 1,000 or so depending on all the factors listed previously.
  • Veteran Hard Mode Trials – 1,500+, you’ll need every ounce of performance with min-max gear. Can people complete it sooner? Sure, but don’t be that person, get a fully optimized build ready.

Now let’s break it down for PvP:

  • Battlegrounds = BGs are zero CP and almost ENTIRELY gear and skill dependent. I would say your best bet is to start at or around level 30 to get the hang of the combat and pace.  Once at max level, you need a strong gear set with monsters and mythics especially the longer you play and the higher your match making gets (also called MMR).  BGs are a great place to play PvP and get the combat down but it’s entirely gear/skill dependent.
  • Cyrodiil = there are CP and Non-CP campaigns. Treat the Non-CP campaigns like BGs, very gear dependent though unlike BGs, they don’t have “proc” enabled.  Meaning, the super high burst damage sets, monsters, mythic, etc. are mostly turned off and this is a more stat based environment.  The upside, you won’t have to get super sweaty mythics or procs. The downside is there’s nothing to break up what we call “ball groups” so unless you’re in a huge clump of players, it’ll be trouble.  Now for CP based campaigns, I started doing more serious stuff at 400 CP on PC EU.  I was at a huge disadvantage especially without having all the red passives that help stamina sustain. Therefore, I’d recommend right around 800 or so depending on your skill level and if you’re playing solo or following a zerg.
  • Imperial City = consider IC almost exactly like Cyrodiil. The difference here is IC heavily favors Nightblades who can cloak and Sorcerers who can streak away.  I recommend experimenting in No CP IC first because the population is so small. Then the same 800 CP or so for IC and expect to get ganked constantly.

Earning CP Quickly

Great Deltia, I’m fired up to earn 3,600 CP, but how do you do this quickly.  Step one is to increase the amount of CP you earn per hour with boosters or modifiers.  Here’s a list if you’re unaware:

  • 10% from Each Armor & Weapon piece (purple quality)
  • 10% ESO Plus Membership
  • 10% from Marriage (need to equip ring with partner)
  • 10% for being in a group of two
  • 100% ESO in game Events (Witches & New Life Festival etc.)
  • Scroll or a drink only one be active:
    • 50% from Psijic Ambrosia Drink or EXP Scroll
    • 100% from Aetherial Ambrosia Drink or EXP Scroll
    • 150% from Mythic Aetherial Ambrosia Drink or EXP Scroll

Now you have the modifiers, there’s a couple of ways to grind out XP and CP.  The “fastest” way to earn CP is by grinding mobs. I prefer instanced based grinds with one other player because the XP is reduced the more players you have in your group.

Skyreach Catacombs Grind Location Craglorn
Skyreach Catacombs Grind Location Craglorn

There are two great spots currently, Skyreach Catacombs in Northern Craglorn and normal mode Blackrose Prison (or BRP) in Murkmire.  Skyreach is base game, you can earn fighters guild and is good XP but is less than BRP.  In Skyreach you’ll do a lap around the instanced based public dungeon with a friend and/or a companion.  At various intervals you’ll stop, kill all the mobs and move on. I have a grind video on this for more details, check out my CP grind video here.

Normal BRP is mathematically the best but is a bit more difficult to do and is best with a lot of DPS and a partner.  The new strategy for this is to complete up to round 2.  Finish all the mobs but the last enemy and one player die to it. Then the other player grabs the resurrection sigil (wing looking) and the other player dies.  Next the person instantly activates the resurrection sigil popping both players back to life, respawing the ads and keeping the XP flowing.  This is the densest and XP heavy stage so bring some repair kits and watch the CP fly. For a more indepth video on the BRP grind, click here.

Blackrose Prison Grind Location Murkmire
Blackrose Prison Grind Location Murkmire

The best overall method in my opinion is doing random daily dungeon and battleground dailies.  These reward massive XP per character and can be done on any character over 50. Thus, it helps to have alts and rotating through each getting heaps of XP.  Another way is crafting writs on each and every character.  Do these on multiple toons and you’ll earn a lot of XP, gold, items and gear sets.  This is the preferred method by far.

Champion Point List

Craft Green Tree

Name Description
Angler’s Instincts Increases your chance of catching higher quality fish, akin to fishing with another player. This effect can stack with other similar bonuses.
Breakfall Reduces your fall damage taken by 7% per stage.
Cutpurse’s Art Increases the chance to get higher-quality loot when pickpocketing.
Fade Away Escaping from a Guard wipes 25% of your current Heat, but not Bounty.
Fleet Phantom Reduces the Movement Speed penalty of Sneak by 5% per stage.
Fortune’s Favor Increases the amount of gold you find in treasure chests and safeboxes by 10% per stage.
Friends in Low Places Removes 1000 gold from your bounty once per day when committing a crime where bounty is added. You must be level 50 for this passive to activate, and your current bounty must be at or greater than 1000 gold.
Gifted Rider Increases your Mount Speed by 2% per stage.
Gilded Fingers Increases your gold gained by 2% per stage.
Homemaker You have a 10% chance to find a second furnishing plan whenever you find a furnishing plan in the world.
Infamous Increases the value of fenced items by 25%.
Inspiration Boost Increases your crafting inspiration gained by 10% per stage.
Liquid Efficiency Whenever you use a potion or poison you have a 10% chance to not consume it.
Master Gatherer Reduces the time it takes to harvest by 10% per stage.
Meticulous Disassembly Improves the chances of extracting Woodworking, Blacksmithing, Clothing, and Jewelry Crafting ingredients and allows the refining of more powerful resins, tempers, tannins, and platings from raw materials.
Out of Sight Reduces the radius you can be detected while Sneaking by 1 meter per stage.
Plentiful Harvest You have a 10% chance to gain double the yield from normal resource nodes per stage.
Professional Upkeep Reduces the cost of repairing your armor by 1% per stage.
Rationer Adds 10 minutes to the duration of any food or drink that increases your character’s stats per stage.
Reel Technique Decreases the time it takes for a fish to bite by 25%.
Shadowstrike When you kill an enemy with Blade of Woe, you become invisible for 5 seconds after a short delay while distracting nearby enemies or potential witnesses. While under this effect you can cast Blade of Woe.
Soul Reservoir When you resurrect yourself or another player you have a 33% chance to not consume a Soul Gem.
Steadfast Enchantment Your Weapon Enchantments have a 10% chance to not consume a charge when activated per stage.
Steed’s Blessing Increases your out of combat Movement Speed by .4% per stage.
Sustaining Shadows Reduces the cost of Sneak by 1% per stage.
Treasure Hunter Increase the quality of items you find in treasure chests.
Wanderer Reduces the cost of Wayshrine usage by 10% per stage.
War Mount Improves your mastery with mounts, removing all mount Stamina costs outside of combat.

Warfare Blue Tree

Name Description
Arcane Supremacy Increases Max Magicka by 26 per stage.
Backstabber Increases your Critical Damage done by 3% per stage against enemies you are flanking.
Battle Mastery Increases your chance to apply a Martial status effect by 30% per stage.
Biting Aura Increases your damage done with area of effect attacks by 2% per stage.
Blessed Increases your Healing Done by 1% per stage.
Bulwark While you have a Shield or Frost Staff equipped, your Spell and Physical Resistance is increased by 1900.
Cleansing Revival Healing a target under 25% Health removes all harmful effects from them. This effect can occur once every 24 seconds.
Cutting Defense You deal 292 Magic Damage to attackers whenever they damage you with a Direct Damage attack within 7 meters. This effect scales off your Max Health and can activate your Weapon Enchantments and Poisons.
Deadly Aim Increase your damage done with single target attacks by 2% per stage.
Duelist’s Rebuff Reduces your damage taken by single target attacks by 2% per stage.
Eldritch Insight Grants 260 Max Magicka per stage.
Elemental Aegis Reduces the damage you take from Magical attacks by 1% per stage. Affects Magic, Flame, Frost, and Shock Damage.
Endless Endurance Increases your Max Stamina by 26 per stage.
Enduring Resolve Reduces your damage taken by damage over time attacks by 2% per stage.
Enlivening Overflow Overhealing yourself or an ally grants them Health, Magicka, and Stamina Recovery equal to .5% of your Max Magicka, up to a cap of 150, for 6 seconds. This effect can occur once every 12 seconds per target.
Fighting Finesse Increases your Critical Damage and Critical Healing done by 2% per stage.
Flawless Ritual Increases your chance to apply a Magical status effect by 30% per stage.
Focused Mending Increases your Healing Done with single target heals by 2% per stage.
Foresight After you drink a potion, the cost of your Magicka and Stamina healing abilities used within 6 seconds are reduced by 75%.
From the Brink Whenever you heal yourself or an ally under 25% Health, you grant them a damage shield that absorbs up to 2200 damage per stage, for 6 seconds. This effect can occur once every 30 seconds per target.
Hardy Reduces the damage you take from Martial attacks by 1% per stage. Affects Physical, Poison, Disease, and Bleed Damage.
Hope Infusion Healing yourself or an ally under 50% Health grants them Minor Heroism for 1 second for every 300 Magicka Recovery you have. This effect can occur once every 10 seconds per target. Current duration: 1.5 seconds
Ironclad Reduces your damage taken by direct damage attacks by 2% per stage.
Last Stand When you take damage below 20% Health you gain Major Heroism, granting 3 Ultimate every 1.5 seconds for 9 seconds. This effect can occur once every 9 seconds.
Master-at-Arms Increases your damage done with direct damage attacks by 2% per stage.
Mighty Grants 100 Weapon and Spell Damage to Martial attacks. Affects Physical, Poison, Disease, and Bleed Damage.
Occult Overload Whenever you kill an enemy under the effect of a status effect, they violently explode for 2000 Oblivion Damage per stage to all other enemies in a 4 meter radius.
Piercing Grants 350 Offensive Penetration per stage.
Precision Grants 160 Critical Chance per stage.
Preparation Reduces your damage taken from non-player attacks by 5% per stage.
Quick Recovery Increases your Healing Taken by 1% per stage.
Reaving Blows When you deal Direct Damage you heal for 7% of the damage done.
Reinforced When you begin Bracing, you gain a damage shield that absorbs 5140 damage for 3 seconds. This effect can occur once every 10 seconds.
Rejuvenator Grants 33 Weapon and Spell Damage to your healing abilities per stage.
Resilience Grants 132 Critical Resistance per stage.
Riposte When you block an attack from an enemy within 7 meters, you deal 4800 Physical Damage back to the attacker. This effect can occur once every 5 seconds.
Salve of Renewal Whenever you remove a harmful effect from yourself or an ally, you sanctify the ground beneath them and heal them and allies within 8 meters for 1280 Health per stage. This effect can occur once every 10 seconds.
Soothing Tide Increases your Healing Done by area of effect heals by 2% per stage.
Swift Renewal Increases your Healing Done with healing over time effects by 2% per stage.
Thaumaturge Increases your damage done with damage over time effects by 2% per stage.
Tireless Discipline Grants 260 Max Stamina per stage.
Unassailable Reduces your damage taken by area of effect attacks by 2% per stage.
Untamed Aggression Increases your Weapon and Spell Damage by 3 per stage.
War Mage Grants 100 Weapon and Spell Damage to Magical attacks. Affects Magic, Flame, Frost, and Shock Damage.
Weapons Expert Increases your damage done with Light and Heavy Attacks by 3% per stage.
Wrathful Strikes Grants 33 Weapon and Spell Damage to your damaging abilities per stage.

Fitness Red Tree

Name Description
Arcane Alacrity While under the effects of a damage shield your dodge roll costs 160 less stamina per stage.
Bashing Brutality Increases your Bash damage by 60 per stage.
Bastion Increases the effectiveness of your damage shields and damage against shielded enemies by 3% per stage.
Bloody Renewal Restore 300 Stamina per stage, whenever you kill an enemy.
Boundless Vitality Grants 28 Max Health per stage.
Bracing Anchor While in combat, increase the amount of damage you can block by 4% per stage, but reduces your Movement Speed by 16% at all stages.
Celerity Increases your Movement Speed by 2% per stage.
Defiance Reduces the cost of Break Free by 110 Stamina per stage.
Expert Evasion Your next Roll Dodge is free of cost. After consuming this effect, you cannot gain it again for 30 seconds.
Fortification Increases the amount of damage you can block by 2% per stage.
Fortified Grants 34.6 Armor per stage.
Hardened Increases the duration of Crowd Control Immunity by 3% per stage.
Hasty Increases your movement speed when Sprinting by 2% per stage.
Hero’s Vigor Grants 280 Max Health per stage.
Juggernaut While under the effects of Crowd Control Immunity, you take 1% less damage per stage.
Mystic Tenacity Reduces the duration of Elemental Status Effects applied to you by 5% per stage.
Nimble Protector Increases your Movement Speed while Bracing by 3% per stage.
On Guard While under the effects of Crowd Control Immunity, increases the amount of damage you block by 2% per stage.
Pain’s Refuge Reduces your damage taken by 2% for every 2 negative effects active on you, up to a maximum of 20%.
Peace of Mind Increases Magicka and Health Recovery while under the effects of Crowd Control Immunity by 40 per stage.
Piercing Gaze Increases your Stealth Detection by 1 meter per stage.
Refreshing Stride While Sprinting you gain 100 Health and Magicka Recovery per stage.
Rejuvenation Grants 1.8 Health, Magicka, and Stamina Recovery per stage.
Relentlessness Being Stunned or Feared causes you to gain Major Protection for 3 seconds, reducing your damage taken by 10%.
Rousing Speed Reduces the cost of Sprint by 50 Stamina per stage, while under the effects of Crowd Control Immunity.
Savage Defense Reduces the cost of Bash by 45 Stamina per stage.
Shield Master Reduces the cost of your damage shield abilities by 2% per stage.
Siphoning Spells Restore 300 Magicka per stage, whenever you kill an enemy.
Slippery When you are affected by a disabling effect, you automatically Break Free for no cost. After using this effect, you become Winded and cannot trigger this effect or others like it for 21 seconds.
Soothing Shield When you successfully block an attack you have a 15% chance to restore 147 Health per stage.
Spirit Mastery Decreases the time it takes to resurrect an ally by 33%.
Sprinter Reduces the cost of Sprint by 20 Stamina per stage.
Strategic Reserve Gain 30 Health Recovery for every 10 Ultimate you have.
Survival Instincts While afflicted with a Status Effect, your core combat skills cost 5% less per stage.
Sustained by Suffering Increases your Health, Magicka, and Stamina Recovery by 30 per stage while under the effects of a negative effect.
Tempered Soul Return to life after resurrection with 5% more resources per stage.
Thrill of the Hunt Whenever you kill an enemy you gain Major Expedition for 3 seconds per stage, increasing your Movement Speed by 30%.
Tireless Guardian Reduces the cost of Block by 20 Stamina per stage.
Tumbling Reduces the cost of Roll Dodge by 120 Stamina per stage.
Unchained When you use Break Free, the cost of your next Stamina ability used within 5 seconds is reduced by 11% per stage.
Ward Master Reduces your damage taken by 2% per stage while Blocking and under the effects of a Damage Shield.

Summary

Hope you got something out of this guide.  Don’t forget to check out my builds HERE and interactive with me live on TWITCH.  The TLDR summary of CP:

  • You start earning champion points at level 50.
  • Champion points are account bound, so any character beyond level 50 earns points for your entire account and other character(s).
  • Champion points are earned the exact same way as levels, through experience points.
  • The system has both passive perks and active perks (or what I call slottables) that increase your characters performance and convenience.
  • The system has three constellations.
  • The green Craft tree is comprised of perks that provide increases to quality of life and mainly non-combat related benefits.
  • The blue Warfare tree is the most important for role dependent builds like Tank, Healer, Damage Dealer.
  • The red Fitness tree provides perks focusing on defensives, PvP, resources and unique perks like movement.
  • Each constellation allows for only four slottables, so you’ll need to make decisions carefully.
  • The system is uncapped at 3,600 points but has a soft cap on performance at or around 1,500 CP; beyond this you won’t an increase in performance.
  • That’s due to the limited number of passive perks so beyond the four slottables per character, you won’t see any advantage over other players because there is a limit to the passive advantage you gain and this is what keeps the playing field level.
  • CP has both a catchup mechanic and diminishing returns, so if you’re a new player debating if it’s worth playing the game, I reached 1,000 CP on PC EU very easily with little effort in comparison to other MMOs I’ve played.
  • CP structure has path-based advancements that looks like a spider web requiring you to take points in the path in order to move in a direction towards other perks.
  • The system also has unconnected slottables which can be taken independently and do not require any path.

Looking For More About ESO?

Thank you for reading ESO Champion Point System Guide. We provide the latest news and create guides for ESO. Also, watch me play games on Twitch or visit my YouTube channel!