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One Bar Breath Dragonknight DPS Build - ESO Guide

DPS Pure Class Magicka One Bar Dragonknight
Up to date for: Update 49 - 19th March 2026
Last changed: Update 49 - 10th March 2026

One Bar Magicka Dragonknight DPS Build built around the reworked Engulfing DragonfireEngulfing Dragonfire ability, a channeled fire breath attack that ramps up in damage over 4.8 seconds and synergizes with the Take FlightTake 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 49. This is the version you should use if you hate bar swapping.

This build parses 125k DPS with Medium Armor and 121k with Light Armor on the Iron Atronach dummy.

Looking for more damage? Check out the two bar Breath Dragonknight DPS Build which parses 148k DPS.

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Skill Setups

Base Setup

A base setup that will work for most situations and which should be your starting point when making situational setups

Engulfing Dragonfire Searing Claw Shatterspike Mantle Incinerate Grimoire Support Take Flight
Molten Whip
Front Bar Back Bar
Slot 1: Engulfing Dragonfire Slot 1: Molten Whip
Slot 2: Searing Claw
Slot 3: Shatterspike Mantle
Slot 4: Incinerate
Slot 5: Banner Bearer
Ultimate: Take Flight
INFO
  • Engulfing DragonfireEngulfing Dragonfire - the main ability of this build, a 4.8 second channeled attack which causes you to breathe fire in front of you (0.3 second windup and then deals damage every 0.5 seconds, 10 ticks in total). Its damage ramps up by 5% each tick up to 50% on the last tick, but it always deals maximum damage while Take FlightTake Flight's bonus is active. Unlike other channeled abilities, this one doesn't go on cooldown when you get interrupted.
  • Searing ClawSearing Claw - deals direct damage and applies a 10 second DoT which deals 10% more damage every 2 seconds. The initial hit is guaranteed to proc Burning status effect.
  • Shatterspike MantleShatterspike Mantle - your source of Major Resolve which also applies a 20 second DoT to enemies around you and grants you a buff which adds 100 damage to all of your damage ticks.
  • IncinerateIncinerate - an ability which releases a fiery wave around you on cast and then every 5 seconds for 15 seconds. It has increased base chance to proc Burning status effect. Having it slotted passively grants you Major Savagery and Prophecy.
  • Banner BearerBanner Bearer (MagicMagic, Cavalier's ChargeCavalier's Charge, HeroismHeroism) - a toggle which will drain your Stamina and Magicka. The Focus script will grant you a 6% bonus to Magical Damage. The Signature script will grant you 6 Weapon and Spell Damage per 1% of bonus movement speed you have, which will always grant you at least 60 thanks to CelerityCelerity, and 180 briefly after casting Quick CloakQuick Cloak (situational skill), with possibly more if your teammates provide other movement speed bonuses. The Affix script will grant you Minor Heroism which will increase your Ultimate generation allowing you to keep up better uptime on Take FlightTake Flight.
  • Take FlightTake Flight - a cheap ultimate which gives you a 20% Damage Done against Monsters buff for 15 seconds. Your Engulfing DragonfireEngulfing Dragonfire always deals maximum damage while Take FlightTake Flight's buff is active.
  • Molten WhipMolten Whip - a spammable which we'll slot on back-bar only for its passive effect. Molten WhipMolten Whip gains up to 3 stacks whenever you use a Dragonknight ability which grant you 15% damage done at maximum stacks. They last 10 seconds and with this many Dragonknight abilities in your rotation you'll never have to pay attention to this timer.
SITUATIONAL

If you need to slot something situational, replace Searing ClawSearing Claw.

  • Barbed TrapBarbed Trap - a very strong DoT which procs the SlayerSlayer passive and grants Minor Force. It should be part of your base setup before you obtain Velothi Ur-Mage's AmuletVelothi Ur-Mage's Amulet.
  • Quick CloakQuick Cloak - an ability that causes AoE explosions around you every 2 seconds for 30 seconds. It will also grant you Major Evasion for the duration, reducing your AoE damage taken by 20%. It will also grant you Major Expedition for 4 seconds after casting, increasing your Movement Speed by 30%. It's a perfect skill for trash packs, because it can be pre-cast before engaging them, giving you more time to channel Engulfing DragonfireEngulfing Dragonfire. It's also a good situational skill for boss fights that have a lot of mechanics dealing AoE damage.
  • Soul of FlameSoul of Flame - an ability which restores resources based on your missing resources. Use it if you can't sustain.
  • Igneous WeaponsIgneous Weapons - a support ability which provides your entire team with Major Brutality and Sorcery and isn't that big of a DPS loss for you to run. Getting Major Brutality through this will also allow you to use different potions.
  • Resolving VigorResolving Vigor - a self-heal you'll need for some fights.
  • Chains of DevastationChains of Devastation - a gap closer which can be useful in fights where you have to move around a lot.
  • Burning EmbersBurning Embers - the other morph of Searing ClawSearing Claw. It deals less damage but heals you for a decent amount on cast and then continues to heal you whenever it ticks. Use it if you need more healing.
  • Banner BearerBanner Bearer (MagicMagic, Cavalier's ChargeCavalier's Charge, other script) - when using Heroism potions you can change the HeroismHeroism script to something else. Usually it would have to be Brutality and SorceryBrutality and Sorcery, but if you're already getting it from Igneous WeaponsIgneous Weapons or from a group member you could instead use BerserkBerserk or CourageCourage scripts, depending on what other buffs your team is providing.
ROTATION

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 FlightTake Flight window you can freely cancel Engulfing DragonfireEngulfing Dragonfire to refresh DoTs. Outside of Take FlightTake Flight, you want to finish Engulfing DragonfireEngulfing Dragonfire and refresh DoTs after it ends.

You ideally want to start a cast of Engulfing DragonfireEngulfing Dragonfire when Take FlightTake Flight has 2-3 seconds left, so that the initial weak phase of Engulfing DragonfireEngulfing Dragonfire gets bypassed by Take FlightTake Flight's buff, because the later phase deals high damage regardless.

Pre-buff

These abilities can be pre-cast before entering combat

Final Setups

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

Engulfing Dragonfire Quick Cloak Shatterspike Mantle Incinerate Grimoire Support Take Flight
Molten Whip
Front Bar Back Bar
Slot 1: Engulfing Dragonfire Slot 1: Molten Whip
Slot 2: Quick Cloak
Slot 3: Shatterspike Mantle
Slot 4: Incinerate
Slot 5: Banner Bearer
Ultimate: Take Flight

What Changes



Passives

Some trees are only needed when using situational skills, for example Fighters Guild provides nothing without Barbed TrapBarbed Trap

Class

Weapon

Armor

Guild

Alliance War

Racial

Craft

Class - Ardent Flame

CombustionCombustion - High Priority

Traumatic BurnsTraumatic Burns - High Priority

Fan the FlamesFan the Flames - High Priority

A Soul AblazeA Soul Ablaze - High Priority

Gear

Base Setup

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

This setup parsed 121,119 DPS

ALTERNATIVE

Gear that is easier to obtain and can be used while you work towards the best gear

Crafted

All of these are tradable and can be bought from other players

No Overland, Dungeon or Trial gear is listed as the Crafted options are superior.

Final Setups

A few examples of final setups you could end up with after applying situational rules to the base setup

This is the crafted gear setup you can start with

The crafted setup parses 103,496 DPS

When using it, replace Searing ClawSearing Claw with Barbed TrapBarbed Trap since this setup doesn't get Minor Force from Velothi Ur-Mage's AmuletVelothi Ur-Mage's Amulet.

Skill Setup
Engulfing Dragonfire Barbed Trap Shatterspike Mantle Incinerate Grimoire Support Take Flight
Molten Whip
Front Bar Back Bar
Slot 1: Engulfing Dragonfire Slot 1: Molten Whip
Slot 2: Barbed Trap
Slot 3: Shatterspike Mantle
Slot 4: Incinerate
Slot 5: Banner Bearer
Ultimate: Take Flight
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Champion Points

WarfareWarfare
Master-at-Arms
6% Direct Damage
Because more than 60% of your damage is Direct
Biting Aura
6% AoE Damage
Because more than 60% of your damage is AoE
Wrathful Strikes
205 Weapon and Spell Damage
Next strongest CP damage-wise
Fighting Finesse
8% Critical Damage and Healing
Next strongest CP damage-wise
Critical Damage Cap
Replace Fighting FinesseFighting Finesse with ExploiterExploiter if your supports are providing enough Critical Damage for you to reach the 125% cap without Fighting Finesse
More Healing
Reaving BlowsReaving Blows is a decent Champion Point if you need more HPS
FitnessFitness
Boundless Vitality
1400 Max Health
Survivability
Fortified
1731 Armor
Survivability
Celerity
10% Movement Speed
Boosts your Cavalier's Charge
Rejuvenation
90 Health, Stamina and Magicka Recovery
Sustain
Sustain in fights with lots of adds
Bloody RenewalBloody Renewal and Siphoning SpellsSiphoning Spells are good sustain CPs for dungeon fights with lots of adds
Craft Craft
Steed's Blessing
20% Movement Speed out of combat
Extremely useful utility
Quality of Life
Green Champion Points don't affect Combat, choose whatever Quality of Life you prefer


Race

The difference between best and worst race is about 5% of DPS and there is no content in the entire game that you'd be blocked from completing because of choosing a bad race.

High Elf
Best for 12-Man
High Elf
Why pick this
Provides Max Magicka and Weapon/Spell Damage. In Trials that's usually stronger than Khajiit's Critical Damage racial, because with 4 supports your team will (usually) provide enough Critical Damage buffs for you to reach the cap regardless
Spell Recharge Spell Recharge ≈104 lower resource per second, 5% less damage taken while channeling
Syrabane's Boon Syrabane's Boon 2000 Max Magicka
Elemental Talent Elemental Talent 258 Weapon & Spell Damage
Dark Elf
Best for 12-Man
Dark Elf
Why pick this
Provides Max Magicka and Weapon/Spell Damage. In Trials that's usually stronger than Khajiit's Critical Damage racial, because with 4 supports your team will (usually) provide enough Critical Damage buffs for you to reach the cap regardless
Dynamic Dynamic 1910 Max Stamina & Magicka
Resist Flame Resist Flame 4620 Flame Resistance
Ruination Ruination 258 Weapon & Spell Damage
Khajiit
Best for 4-Man
Khajiit
Why pick this
Khajiit's Critical Damage is more valuable than High Elf/Dark Elf's Weapon/Spell Damage in 4-man content, because it's unlikely your two supports (or in many cases a single support) will be able to provide enough Critical Damage buffs for you to reach the 125% Critical Damage cap
Feline Ambush Feline Ambush 12% Critical Damage
Nimble Nimble 915 Max Health, Stamina and Magicka
Robustness Robustness 90 Health, Stamina, Magicka Recovery

Other decent options

Orc
Orc
Brawny Brawny 1000 Max Stamina
Unflinching Rage Unflinching Rage 1000 Max Health, ≈531 Healing per Second
Swift Warrior Swift Warrior 258 Weapon & Spell Damage, -12% Sprint Cost, +10% Sprint Speed
Breton
Breton
Gift of Magnus Gift of Magnus 2000 Max Magicka
Spell Attunement Spell Attunement 2310 Spell Resistance (doubled when Burning, Concussed or Chilled), 130 Magicka Recovery
Magicka Mastery Magicka Mastery -7% Magicka Cost


Mundus

The Thief
Default
The Thief
5.53% Critical Chance (9.04% with 7 Divines)
When to use
Use in all content

Attributes

You should always put all 64 attribute points into Magicka.

Health
0
Stamina
0
Magicka
64
All points into Magicka


Food

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.

Max Health Max Magicka
Use for most content. Solitude Salmon-Millet SoupSolitude Salmon-Millet Soup is a cheaper alternative.
Clockwork Citrus Filet
Need Sustain
Max Health Max Magicka Magicka Recovery
Use when you need more sustain. Witchmother's Potent BrewWitchmother's Potent Brew is a cheaper alternative.
Tomato Garlic Chutney
Full Damage
Max Magicka
Max Magicka only. Use for parsing or content where you can get away without Max Health. Ghastly Eye BowlGhastly Eye Bowl adds Magicka Recovery if needed, at the cost of some of the Max Magicka.


Potions

Weapon Power Potion
Default Weapon Power Potion
Restore Stamina Major Brutality Weapon Critical

Most of the time you should use the Weapon Power potions. They'll improve your Stamina sustain and provide Major Brutality which is crucial.

Spell Power Potion
Situational Spell Power Potion
Restore Magicka Major Sorcery Major Prophecy

Spell Power potions are very similar to Weapon Power potions, except they improve your Magicka sustain instead of Stamina sustain. The drawback is that the Major Sorcery they provide doesn't stack with your Minor Brutality from Elder DragonElder Dragon passive, so they're only equivalent to Weapon Power potions if there's someone in your team using the Dawn's Wrath skill line and providing Minor Sorcery with IlluminateIlluminate passive.

Heroism Potion
Full Damage Heroism Potion
Minor Heroism Restore Stamina Restore Magicka

Heroism potions restore both Stamina and Magicka and can provide 100% uptime on Minor Heroism, allowing you to use a different Affix script on your Banner BearerBanner Bearer, however you'll need another source of Major Brutality or Sorcery, like for example yours or a groupmate's Igneous WeaponsIgneous Weapons. You could also put Brutality and Sorcery on your own Banner BearerBanner Bearer, in which case we're back to square one in terms of buffs, but now our potions restore both Stamina and Magicka. This approach is straight up stronger but isn't recommended as part of regular setup because of how expensive Heroism potions are.

Tri-Stat Potion
Situational Tri-Stat Potion
Restore Health Restore Stamina Restore Magicka

Tri-Stat potions are basically Heroism potions without the Minor Heroism, and they're much cheaper. You can use them if you want potions which restore both Stamina and Magicka and you're already getting Major Brutality/Sorcery from somewhere else.

Armor Potion
Survivability Armor Potion
Restore Health +5280 Armor

If you want to greatly improve your survivability you can instead use Armor Potions. You'll need another source of Major Brutality/Sorcery and most likely you'll also have to slot Soul of FlameSoul of Flame, or get more sustain in other ways.



Parses

All parses are recorded on the 21 million Target Dummy

Medium Armor
124,988DPS
Target: 21mil Iron Atronach Dummy

Medium Armor setup

CMX Parse
CMX Parse - Regular
CMX Setup
CMX Setup - Regular
Recording
Parse recording
Regular (Whorl)
121,119DPS
Target: 21mil Iron Atronach Dummy

Regular (Whorl) gear with standard skill setup

CMX Parse
CMX Parse - Whorl of the Depths
CMX Setup
CMX Setup - Whorl of the Depths
No Trial Gear (Tide-Born)
115,264DPS
Target: 21mil Iron Atronach Dummy

No Trial Gear using Tide-Born setup

CMX Parse
CMX Parse - Tide-Born
CMX Setup
CMX Setup - Tide-Born
Crafted
103,496DPS
Target: 21mil Iron Atronach Dummy

Crafted gear only setup

CMX Parse
CMX Parse - Crafted
CMX Setup
CMX Setup - Crafted

Gameplay

Here you can see this build in action

Kyne's Aegis
Trial
Kyne's Aegis
Trial Veteran

FAQ

Why play One Bar Breath Dragonknight instead of the two bar version?

If you hate bar swapping. The one bar version parses 125k DPS which is still competitive, and is built around the same Engulfing DragonfireEngulfing Dragonfire gameplay. If you want more damage, check out the two bar Breath Dragonknight DPS Build which parses 148k.

Can I use a different weapon?

Yes, you can replace the Dual Wield Daggers with other weapons. Lightning Staff, Greatsword and Bow will cause the smallest DPS loss (≈2%), then Inferno Staff (≈4%), and then support-oriented weapons (Ice Staff, One Handed and Shield) will cause a bigger DPS loss (≈7%). The regular setup doesn't use any Dual Wield skills, but the trash setup uses Quick CloakQuick Cloak which you'd need to replace - for example with CarveCarve when switching to Greatsword, or Soul of FlameSoul of Flame with any weapon.

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