Be as the landslide. Let nothing stop you.
Improves your passive to increase the potency of your damage done, healing done, and damage shield strength by 1% per stack.
Breath Dragonknight DPS
Update 51
Stamina Dragonknight DPS
Update 50
One Bar Stamina Dragonknight DPS
Update 44
One Bar Magicka Dragonknight DPS Build built around the reworked
Engulfing Dragonfire ability, a channeled fire breath attack that ramps up in damage over 4.8 seconds and synergizes with the
Take Flight ultimate. Same core as the full Breath Dragonknight build, just condensed to one bar.
Obviously weaker than the two bar version, but still competitive for a One Bar build in ESO Update 51. This is the version you should use if you hate bar swapping.
This build parses 135.3k DPS with the Medium Armor setup on the Iron Atronach dummy.
Looking for more damage? Check out the two bar Breath Dragonknight DPS Build which parses 163k DPS.
Works in normal and veteran dungeons, trials, hard modes, Dragonstar Arena, and Blackrose Prison.
Simulated DPS is up by 1.0% with the Base Setup and 0.9% with the Medium Armor setup compared to U50.
Skills
Dragonknight
Consumables
I built a simulator that takes the current setup from the guide and plays it through the listed rotation. It uses the listed gear, skills, Champion Points, race, food, potions, target armor and target health. It tracks skill casts, light attacks, DoT ticks, cooldowns, execute scaling, crits and status effect rolls. It assumes 100% of light attacks hit and a 0.025 second weave average.
Every comparison table in this guide is the average of 10 deterministic sims, with the trial dummy's health spread between 20 and 22 million HP. A single sim on exactly 21 million HP can be off by up to 0.6%, because the result depends on when the killing hit lands. The Medium Armor setup is treated as the default.
For comparison tables I keep the setup identical and change one thing at a time. That makes the tables better for comparing options than random dummy parses, where one run can get better crits, different status effects or a better execute window.
| Run | DPS | Notes |
|---|---|---|
| Deterministic sim (20-22m average) |
133.4k DPS
|
Used for comparison tables in this guide |
| 100 random 21m sims |
Lowest 129.2k DPS
Highest 137.9k DPS
|
This is why random parses are unreliable when crits and status effects roll differently |
The real parse was recorded with the Full Damage setup: Medium Armor setup,
Tomato Garlic Chutney replaces
Artaeum Pickled Fish Bowl
| Run | DPS |
|---|---|
| Deterministic sim (20-22m average) |
134.6k DPS
|
| Real 21m CMX parse |
135.3k DPS
|
| 100 random 21m sims |
Lowest 130.1k DPS
Highest 138.3k DPS
|
Class Masteries are a system where each class picks 2 of 5 passive bonuses (Class Mastery Points, not Skill Points). Activating subclassing disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.
Use
Inexorable Descent and
Wildfire Embers.
Be as the landslide. Let nothing stop you.
Improves your passive to increase the potency of your damage done, healing done, and damage shield strength by 1% per stack.
Simply the best damage option.
Fire forged within can never be extinguished. Fan the flames.
When your Dragonknight damage over time effects end, you apply Wildfire Embers to the target, dealing Flame Damage over 12 seconds. This effect stacks up to 12 times and increases in damage by 25% per stack.
| Total Coefficient | 7.01% Max Stamina/Magicka + 73.95% Weapon/Spell Damage | ||
|---|---|---|---|
| Tick Rate | Every 2s (6 ticks) | ||
| Status Chance | 3% | ||
| Tags | FlameSingle TargetDoT | ||
Simply the best damage option.
Let others be swept along in the wake of your flame.
Activating rank 2 of grants you and group members within 28 meters of you and for 1 second per 15 Ultimate spent, increasing damage done and reducing damage taken by 10%.
6.8% less damage than
Wildfire Embers but provides your group with roughly 41%
Major Berserk and
Major Protection uptime. Worth running if your group doesn't have another source of
Major Berserk.
You are as unyielding as a mountain.
Each second you remain Bracing, you increase the amount of damage you block by 6%, up to 5 times.
Blocking damage has a 20% chance to restore 500 Stamina. This effect can occur once every block cost.
Not useful for this setup.
Let your voice echo across the peaks.
Activating rank 2 of now also grants 5 Health, Magicka, and Stamina Recovery for every Ultimate spent for 10 seconds after a delay of 15 seconds.
Not useful for this setup.
| Class Mastery | Simulated Parse | Damage Change |
|---|---|---|
| |
133.4k DPS
|
Baseline |
| |
124.3k DPS
|
-6.8% |
A base setup that will work for most situations and which should be your starting point when making situational setups
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing DragonfireMorph of Dragonfire Breath | |
| Slot 2: Searing ClawMorph of Searing Strike | |
| Slot 3: Shatterspike MantleMorph of Earthspike Mantle | |
| Slot 4: IncinerateMorph of Inferno | |
| Slot 5: Banner Bearer | |
| Ultimate: Take FlightMorph of Dragon Leap |
If you need to slot something situational, replace
Searing Claw.
| Rotation | Simulated Parse | Damage Change |
|---|---|---|
| Priority List |
133.4k DPS
|
Baseline |
| Static Rotation |
131.9k DPS
|
-1.1% |
Priority List
This is just a list of priorities. Simply recast abilities when they run out and follow this list of priorities when there are multiple things to refresh.
Inside of your
Take Flight window you can freely cancel
Engulfing Dragonfire to refresh DoTs. Outside of
Take Flight, you want to finish
Engulfing Dragonfire and refresh DoTs after it ends.
When
Take Flight has about 3 seconds left, cancel
Engulfing Dragonfire and cast it again, even if you just started it.
Take Flight makes it deal max damage anyway, so the weak start of the new cast doesn't matter, and it's already ramped up when
Take Flight ends.
Static Rotation
This might be easier for some players, but it is weaker than the priority list.
Take Flight stays outside this repeating Static Rotation. Cast it when it's ready.
Light Attacks
Don't light attack after
Engulfing Dragonfire. Cast your next skill right away instead, it goes out about 250ms faster than if you wait for the 1 second global cooldown.
The only exception is casting
Engulfing Dragonfire twice in a row (outside of the
Take Flight window). Light attack between those two, because there's a bug where if you cast
Engulfing Dragonfire right after another
Engulfing Dragonfire without any break in between, the second one starts at 0% and only ramps up to 45%, instead of starting at 5% and ramping up to 50%.
Pre-buff
These abilities can be pre-cast before entering combat
A few examples of final setups you could end up with after applying the situational skills to the base setup
A setup for trash packs
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing Dragonfire | |
| Slot 2: Quick Cloak | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Incinerate | |
| Slot 5: Banner Bearer | |
| Ultimate: Take Flight |
Some trees are only needed when using situational skills, for example Fighters Guild provides nothing without
Barbed Trap
Class
Weapon
Armor
Guild
Alliance War
Racial
Craft
Class - Ardent Flame
Combustion - High Priority
Traumatic Burns - High Priority
Fan the Flames - High Priority
A Soul Ablaze - High Priority
Class - Draconic Power
Burnished Scales - High Priority
World in Ruin - High Priority
Elder Dragon - High Priority
The Storm Voice - High Priority
Class - Earthen Heart
Heart of Stone - High Priority
Landslide - High Priority
Blessing at the Peak - High Priority
Mountain Giant - High Priority
Weapon - Dual Wield
The tooltips for
Focused Killer and
Ruffian are misleading. They also buff Light and Heavy Attacks.
Focused Killer - High Priority
Ambidextrous - High Priority
Controlled Fury - High Priority ?
Ruffian - Medium Priority
Twin Blade and Blunt - High Priority
Armor - Light Armor
Grace - Low Priority
Evocation - High Priority
Spell Warding - High Priority
Prodigy - High Priority
Concentration - High Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - High Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - High Priority
Guild - Fighters Guild
Intimidating Presence - High Priority
Slayer - High Priority
Banish the Wicked - High Priority
Skilled Tracker - High Priority
Bounty Hunter - Not needed
Guild - Undaunted
Undaunted Command - High Priority
Undaunted Mettle - High Priority
Alliance War - Support
Magicka Aid - Medium Priority
Combat Medic - Not needed
Battle Resurrection - Not needed
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Solvent Proficiency - Not needed
Keen Eye: Reagents - Not needed
Medicinal Use - High Priority
Chemistry - Not needed
Laboratory Use - Not needed
Snakeblood - Not needed
A base setup that will work for most situations and which should be your starting point when making situational setups. It assumes your group provides
Major Breach,
Minor Breach,
Infused
Crusher and nothing more
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
Light Armor gives penetration through the
Concentration passive, so it doesn't depend on your group composition. Medium Armor can be stronger but needs your group to provide penetration, for example through
Roar of Alkosh. Use Light Armor if you don't know what your group brings, Medium Armor if you do.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup parses 135,282 DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Changes compared to the Base Setup
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup does 110.6k DPS
Changes compared to the Base Setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup does 111.9k DPS
Changes compared to the Base Setup
When using it, replace
Searing Claw with
Barbed Trap since this setup doesn't get Minor Force from
Velothi Ur-Mage's Amulet.
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing DragonfireMorph of Dragonfire Breath | |
| Slot 2: Barbed TrapMorph of Trap Beast | |
| Slot 3: Shatterspike MantleMorph of Earthspike Mantle | |
| Slot 4: IncinerateMorph of Inferno | |
| Slot 5: Banner Bearer | |
| Ultimate: Take FlightMorph of Dragon Leap |
This is a setup you should use if you don't have access to any Trial gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup does 121.8k DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Changes compared to the Base Setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup does 126.6k DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
Changes compared to the Base Setup
This is a setup you should use in trash packs
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
Changes compared to the Base Setup
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
Changes compared to the Base Setup
Use the Penetration Calculator to fine-tune your penetration for different content. Overland enemies have 9,100 armor while Instanced enemies (Arenas and Dungeons) have 18,200.
Damage comparison for the set options.
Body (Light)
Compares X Light set +
Slivers of the Null Arca weapons and jewelry, with
Fighting Finesse slotted.
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| |
Crafted |
3 Stacks 130.3k DPS
0 Stacks 125.3k DPS
|
+0.3%
-3.5%
|
| |
Trial - Dreadsail Reef |
129.9k DPS
|
Baseline |
| |
Crafted |
127.2k DPS
|
-2.1% |
| |
Crafted |
126.4k DPS
|
-2.7% |
| |
Overland - Deshaan |
126.3k DPS
|
-2.8% |
| |
Class Set - Infinite Archive |
125.9k DPS
|
-3.0% |
| |
Crafted |
125.1k DPS
|
-3.7% |
| |
Crafted |
123.7k DPS
|
-4.7% |
Body (Medium)
Compares X Medium set +
Whorl of the Depths weapons and jewelry, with
Untamed Aggression slotted.
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| |
Trial - Sanity's Edge |
Interrupt 135.4k DPS
No Interrupt 126.8k DPS
|
+1.5%
-4.9%
|
| |
Trial - Lucent Citadel |
133.4k DPS
|
Baseline |
| |
Crafted |
3 Stacks 133.3k DPS
0 Stacks 128.5k DPS
|
-0.1%
-3.6%
|
| |
Trial - Rockgrove |
Soul 132.4k DPS
No Soul 123.9k DPS
|
-0.7%
-7.1%
|
| |
PvP - Cyrodiil |
132.2k DPS
|
-0.9% |
| |
Dungeon - Unhallowed Grave |
130.7k DPS
|
-2.0% |
| |
Class Set - Infinite Archive |
129.3k DPS
|
-3.1% |
| |
Dungeon - Frostvault |
129.0k DPS
|
-3.3% |
| |
Dungeon - Falkreath Hold |
128.4k DPS
|
-3.8% |
| |
Crafted |
128.3k DPS
|
-3.8% |
| |
Crafted |
128.0k DPS
|
-4.0% |
| |
Crafted |
127.8k DPS
|
-4.1% |
| |
Crafted |
126.8k DPS
|
-5.0% |
| |
Overland - Wrothgar |
126.6k DPS
|
-5.1% |
Weapons + Jewelry
Compares
Whorl of the Depths body + X weapons and jewelry set, with
Fighting Finesse slotted.
| Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| |
Trial - Sanity's Edge |
Interrupt 132.2k DPS
No Interrupt 122.7k DPS
|
+1.7%
-5.5%
|
| |
Trial - Lucent Citadel |
129.9k DPS
|
Baseline |
| |
Crafted |
3 Stacks 129.6k DPS
0 Stacks 124.4k DPS
|
-0.2%
-4.2%
|
| |
PvP - Cyrodiil |
128.7k DPS
|
-0.9% |
| |
Trial - Rockgrove |
Soul 128.7k DPS
No Soul 120.0k DPS
|
-0.9%
-7.6%
|
| |
Dungeon - Unhallowed Grave |
126.9k DPS
|
-2.3% |
| |
Crafted |
126.4k DPS
|
-2.7% |
| |
Class Set - Infinite Archive |
125.3k DPS
|
-3.5% |
| |
Overland - Deshaan |
125.0k DPS
|
-3.8% |
| |
Dungeon - Frostvault |
124.9k DPS
|
-3.9% |
| |
Crafted |
124.5k DPS
|
-4.2% |
| |
Dungeon - Falkreath Hold |
124.4k DPS
|
-4.2% |
| |
Crafted |
124.1k DPS
|
-4.4% |
| |
Crafted |
122.7k DPS
|
-5.5% |
| |
Overland - Wrothgar |
122.6k DPS
|
-5.6% |
Damage comparison for front bar weapon options.
| Front Bar Weapon | Simulated Parse | Damage Change |
|---|---|---|
| Dual Wield Daggers |
133.4k DPS
|
Baseline |
| Bow |
131.6k DPS
|
-1.4% |
| Greatsword |
131.1k DPS
|
-1.7% |
| Lightning Staff |
130.0k DPS
|
-2.5% |
| Inferno Staff |
126.9k DPS
|
-4.9% |
| Ice Staff |
124.0k DPS
|
-7.0% |
| One Handed and Shield |
122.7k DPS
|
-8.0% |
| Restoration Staff |
122.4k DPS
|
-8.2% |
Daggers use
Nirnhoned
Poison and
Precise
Flame. Every one-weapon option uses a
Precise
Poison weapon. One Handed and Shield uses a
Precise
Poison one handed weapon plus a
Divines
Magicka shield.
The difference between best and worst race is up to 4.7% of DPS and there is no content in the entire game that you'd be blocked from completing because of choosing a bad race.
| Race | Simulated Parse | Damage Change |
|---|---|---|
| High Elf |
133.5k DPS
|
Baseline |
| Dark Elf |
133.4k DPS
|
-0.1% |
| Orc |
131.6k DPS
|
-1.4% |
| Breton |
129.4k DPS
|
-3.0% |
| Argonian |
128.4k DPS
|
-3.8% |
| Khajiit |
128.2k DPS
|
-3.9% |
| Wood Elf |
127.8k DPS
|
-4.2% |
| Redguard |
127.2k DPS
|
-4.7% |
| Imperial |
127.2k DPS
|
-4.7% |
| Nord |
127.2k DPS
|
-4.7% |
You should always put all 64 attribute points into Magicka.
Your sustain can vary greatly because it's impacted by your race, the amount of synergies provided by your teammates, and by your armor type. Choose the food with more Magicka Recovery if you can't sustain.
| Setup | Simulated Parse | Damage Change |
|---|---|---|
| |
134.4k DPS
|
+0.8% |
| |
133.4k DPS
|
Baseline |
| |
131.7k DPS
|
-1.3% |
All parses are recorded on the 21 million Target Dummy
If you hate bar swapping. The one bar version parses 135k DPS with Medium Armor, and is built around the same
Engulfing Dragonfire gameplay. If you want more damage, check out the two bar Breath Dragonknight DPS Build.
Yes, you can replace the Dual Wield Daggers with other weapons. Bow and Greatsword have the smallest DPS loss (about 1-2%). Lightning Staff is about 2%, Inferno Staff about 5%, Ice Staff about 7%, and Sword and Shield and Restoration Staff are around 8%. The regular setup doesn't use any Dual Wield skills, but the trash setup uses
Quick Cloak which you'd need to replace - for example with
Carve when switching to Greatsword, or
Soul of Flame with any weapon.