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.
Stamina Dragonknight (StamDK) DPS Build for ESO Update 50. Magma Fist is the spammable. It builds stacks of Seething Fury that you spend with Molten Whip for a lot of damage. Magma Fist also applies a unique damage taken debuff that benefits your entire group. Soul of Flame makes sustain a non-issue, letting you use armor potions instead of resource potions.
Dragonknight brings a lot of group utility for a DPS class. Magma Fist and Igneous Weapons increase everyone's damage, and Standard of Might reduces everyone's damage taken, so your group gets noticeably stronger just by having a DK DD in it.
Parses 165.9k in the Single Target setup.
This is a group build for Dungeons and Trials. If you're looking for a Solo build, check out the Stamina Dragonknight Solo Build.
I built a simulator that takes the current setup from the guide and plays it through the listed priority rotation. It uses the listed gear, skills, Champion Points, race, Mundus, food, potions, target armor and target health. It tracks skill casts, light attacks, bashes, DoT ticks, cooldowns, execute scaling, crits and status effect rolls. It assumes 97% of light attacks hit, a 0.025 second weave average, and bash weaving.
Comparison tables in this guide use the deterministic sim on the 21 million HP Iron Atronach trial dummy. The Base 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 |
|---|---|
| 21m deterministic sim | |
| 100 random 21m sims |
The real parse was recorded with the Single Target setup: Slivers of the Null Arca replaces Whorl of the Depths , Huntsman's Warmask replaces Shattered Paths Signet , Untamed Aggression replaces Fighting Finesse , Heroism Potion and Hearty Garlic Corn Chowder
| Run | DPS |
|---|---|
| 21m deterministic sim | |
| Real 21m CMX parse | |
| 100 random 21m sims |
Class Masteries are a new U50 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 | |||
Wildfire Embers' damage does not benefit from some Weapon Damage sources like or .
Simply the best damage option.
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.
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%.
Not useful for this setup.
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: Magma FistMorph of Superheated Ward | Slot 1: Shatterspike MantleMorph of Earthspike Mantle |
| Slot 2: Molten WhipMorph of Lava Whip | Slot 2: IncinerateMorph of Inferno |
| Slot 3: Searing ClawMorph of Searing Strike | Slot 3: Barbed TrapMorph of Trap Beast |
| Slot 4: Disintegrating DragonfireMorph of Dragonfire Breath | Slot 4: StampedeMorph of Critical Charge |
| Slot 5: Soul of FlameMorph of Core of Flame | Slot 5: Igneous WeaponsMorph of Molten Weapons |
| Ultimate: Flawless DawnbreakerMorph of Dawnbreaker | Ultimate: Standard of MightMorph of Dragonknight Standard |
If you need to slot something situational, replace Barbed Trap first, then Searing Claw in AoE fights or Disintegrating Dragonfire in single target fights.
| Rotation | Simulated Parse | Damage Change |
|---|---|---|
| Priority List | Baseline | |
| Static Rotation | -3.4% |
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.
Static Rotation
This might be easier for some players, but it is weaker than the priority list.
Igneous Weapons stays outside this repeating Static Rotation because it lasts 60 seconds. Refresh it separately when Major Brutality runs out.
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
| Front Bar | Back Bar |
|---|---|
| Slot 1: Whirling BladesMorph of Whirlwind | Slot 1: Shatterspike MantleMorph of Earthspike Mantle |
| Slot 2: Molten WhipMorph of Lava Whip | Slot 2: IncinerateMorph of Inferno |
| Slot 3: Burning TalonsMorph of Dark Talons | Slot 3: Spell SymmetryMorph of Equilibrium |
| Slot 4: Disintegrating DragonfireMorph of Dragonfire Breath | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Soul of FlameMorph of Core of Flame | Slot 5: Igneous WeaponsMorph of Molten Weapons |
| Ultimate: Flawless DawnbreakerMorph of Dawnbreaker | Ultimate: Elemental RageMorph of Elemental Storm |
Changes compared to the Base Setup
Some trees are only needed when using situational skills, for example Mages Guild provides nothing without Spell Symmetry
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
Slaughter
- High Priority
Dual Wield Expert
- High Priority
Controlled Fury
- High Priority
Ruffian
- Medium Priority
Twin Blade and Blunt
- High Priority
Weapon - Two Handed
Forceful
- Medium Priority
Heavy Weapons
- High Priority
Balanced Blade
- High Priority
Follow Up
- Low Priority
Battle Rush
- Low Priority
Weapon - Destruction Staff
Tri Focus
- Low Priority
Penetrating Magic
- Low Priority
Elemental Force
- High Priority
Ancient Knowledge
- High Priority
Destruction Expert
- Low 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 - Mages Guild
Persuasive Will
- Not needed
Mage Adept
- Low Priority
Everlasting Magic
- Low Priority
Magicka Controller
- Low Priority
Might of the Guild
- Not needed
Guild - Undaunted
Undaunted Command
- High Priority
Undaunted Mettle
- High Priority
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 |
Slimecraw | Medium | Divines | Stamina |
Shoulders |
Whorl of the Depths | Light | Divines | Stamina |
Chest |
Berserking Warrior | Heavy | Divines | Stamina |
Hands |
Whorl of the Depths | Light | Divines | Stamina |
Belt |
Whorl of the Depths | Light | Divines | Stamina |
Legs |
Whorl of the Depths | Light | Divines | Stamina |
Boots |
Whorl of the Depths | Light | Divines | Stamina |
Necklace |
Berserking Warrior | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Shattered Paths Signet | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Berserking Warrior | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Berserking Warrior | Dagger | Charged | Poison |
Frontbar Off Hand |
Berserking Warrior | Dagger | Charged | Absorb Stamina |
Backbar Main Hand |
Merciless Charge | Greatsword | Infused | Weapon Damage |
This setup does 154.8k DPS
Fallback Gear
If you don't have it, use in order
If you don't have it, use in order
Alternative (same bonus)
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Highland Sentinel | Medium | Divines | Stamina |
Shoulders |
Order's Wrath | Light | Divines | Stamina |
Chest |
Tide-Born Wildstalker | Medium | Divines | Stamina |
Hands |
Order's Wrath | Light | Divines | Stamina |
Belt |
Order's Wrath | Light | Divines | Stamina |
Legs |
Order's Wrath | Light | Divines | Stamina |
Boots |
Order's Wrath | Light | Divines | Stamina |
Necklace |
Highland Sentinel | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Tide-Born Wildstalker | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Tide-Born Wildstalker | Dagger | Charged | Poison |
Frontbar Off Hand |
Tide-Born Wildstalker | Dagger | Charged | Absorb Stamina |
Backbar Main Hand |
Tide-Born Wildstalker | Greatsword | Infused | Weapon Damage |
This setup does 119.1k DPS
Changes compared to the Base Setup
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 |
Slimecraw | Medium | Divines | Stamina |
Shoulders |
Pyrebrand | Light | Divines | Stamina |
Chest |
Aegis Caller | Medium | Divines | Stamina |
Hands |
Pyrebrand | Light | Divines | Stamina |
Belt |
Pyrebrand | Light | Divines | Stamina |
Legs |
Pyrebrand | Medium | Divines | Stamina |
Boots |
Pyrebrand | Light | Divines | Stamina |
Necklace |
Aegis Caller | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Shattered Paths Signet | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Aegis Caller | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Aegis Caller | Dagger | Charged | Poison |
Frontbar Off Hand |
Aegis Caller | Dagger | Charged | Absorb Stamina |
Backbar Main Hand |
Merciless Charge | Greatsword | Infused | Weapon Damage |
This setup does 149.1k 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 |
Valkyn Skoria | Light | Divines | Stamina |
Shoulders |
Tide-Born Wildstalker | Light | Divines | Stamina |
Chest |
Sul-Xan's Torment | Medium | Divines | Stamina |
Hands |
Tide-Born Wildstalker | Light | Divines | Stamina |
Belt |
Tide-Born Wildstalker | Light | Divines | Stamina |
Legs |
Sul-Xan's Torment | Medium | Divines | Stamina |
Boots |
Sul-Xan's Torment | Medium | Divines | Stamina |
Necklace |
Velothi Ur-Mage's Amulet | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sul-Xan's Torment | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Tide-Born Wildstalker | Dagger | Charged | Disease |
Frontbar Off Hand |
Tide-Born Wildstalker | Dagger | Charged | Absorb Stamina |
Backbar Main Hand |
Crushing Wall | Inferno Staff | Infused | Weapon Damage |
Changes compared to the Base Setup
The best setup for Single Target damage. It parses a tiny bit behind Shattered Paths Signet , but it doesn't require you to hold your Ultimate, so the support you'll provide for your group makes it a better setup if the fight is Single Target enough to get away with Huntsman's Warmask .
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Huntsman's Warmask | Medium | Divines | Stamina |
Shoulders |
Slimecraw | Medium | Divines | Stamina |
Chest |
Whorl of the Depths | Light | Divines | Stamina |
Hands |
Whorl of the Depths | Light | Divines | Stamina |
Belt |
Whorl of the Depths | Light | Divines | Stamina |
Legs |
Whorl of the Depths | Light | Divines | Stamina |
Boots |
Whorl of the Depths | Light | Divines | Stamina |
Necklace |
Berserking Warrior | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Berserking Warrior | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Berserking Warrior | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Berserking Warrior | Dagger | Charged | Poison |
Frontbar Off Hand |
Berserking Warrior | Dagger | Charged | Absorb Stamina |
Backbar Main Hand |
Merciless Charge | Greatsword | Infused | Weapon Damage |
This setup does 152.9k DPS
Changes compared to the Base Setup
Damage comparison for the set options.
Body (Light)
Compares X Light set + Berserking Warrior weapons and jewelry.
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Whorl of the Depths | Trial - Dreadsail Reef | Baseline | |
| Highland Sentinel | Crafted |
-1.2%
-5.1%
|
|
| Pyrebrand | Class Set - Infinite Archive | -1.4% | |
| Tide-Born Wildstalker | Crafted | -4.1% | |
| Hunding's Rage | Crafted | -5.4% | |
| Mother's Sorrow | Overland - Deshaan | -5.4% | |
| Order's Wrath | Crafted | -5.5% | |
| Law of Julianos | Crafted | -6.7% |
Body (Medium)
Compares X Medium set + Berserking Warrior weapons and jewelry, with Untamed Aggression replacing Fighting Finesse .
| Body Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Ansuul's Torment | Trial - Sanity's Edge |
+2.6%
-3.9%
|
|
| Slivers of the Null Arca | Trial - Lucent Citadel | Baseline | |
| Sul-Xan's Torment | Trial - Rockgrove |
-0.8%
-6.1%
|
|
| Highland Sentinel | Crafted |
-2.4%
-5.9%
|
|
| Pyrebrand | Class Set - Infinite Archive | -3.2% | |
| Aegis Caller | Dungeon - Unhallowed Grave | -3.4% | |
| Tzogvin's Warband | Dungeon - Frostvault | -5.4% | |
| Tide-Born Wildstalker | Crafted | -5.9% | |
| Pillar of Nirn | Dungeon - Falkreath Hold | -6.0% | |
| Order's Wrath | Crafted | -6.2% | |
| Hunding's Rage | Crafted | -6.2% | |
| Deadly Strike | PvP - Cyrodiil | -6.7% | |
| Law of Julianos | Crafted | -7.4% | |
| Roar of Alkosh | Trial - Maw of Lorkhaj | -8.0% |
Weapons + Jewelry
Compares Whorl of the Depths body + X weapons and jewelry set.
| Set | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Ansuul's Torment | Trial - Sanity's Edge |
+1.5%
-5.7%
|
|
| Berserking Warrior | Trial - Hel Ra Citadel | Baseline | |
| Highland Sentinel | Crafted |
-0.3%
-4.1%
|
|
| Sul-Xan's Torment | Trial - Rockgrove |
-1.0%
-7.7%
|
|
| Pyrebrand | Class Set - Infinite Archive | -1.2% | |
| Slivers of the Null Arca | Trial - Lucent Citadel | -1.4% | |
| Aegis Caller | Dungeon - Unhallowed Grave | -2.5% | |
| Tzogvin's Warband | Dungeon - Frostvault | -3.2% | |
| Pillar of Nirn | Dungeon - Falkreath Hold | -4.1% | |
| Mother's Sorrow | Overland - Deshaan | -4.1% | |
| Order's Wrath | Crafted | -4.6% | |
| Hunding's Rage | Crafted | -5.3% | |
| Tide-Born Wildstalker | Crafted | -5.3% | |
| Deadly Strike | PvP - Cyrodiil | -5.5% | |
| Law of Julianos | Crafted | -5.9% |
Mythic + Monster
Compares X mythic or monster setup + Whorl of the Depths body and Berserking Warrior weapons and jewelry.
| Setup | Source | Simulated Parse | Damage Change |
|---|---|---|---|
| Shattered Paths Signet | Mythic | Baseline | |
| Huntsman's Warmask | Mythic | -1.7% | |
| Velothi Ur-Mage's Amulet | Mythic | -10.5% |
Daggers are the default weapon. Bow is the best ranged weapon for when mechanics make melee annoying, with Lightning Staff, Inferno Staff and Greatsword close behind.
| Front Bar Weapon | Simulated Parse | Damage Change |
|---|---|---|
| Dual Wield Daggers | Baseline | |
| Bow | -2.4% | |
| Lightning Staff | -3.2% | |
| Inferno Staff | -3.2% | |
| Greatsword | -3.2% | |
| Ice Staff | -6.3% | |
| Sword and Shield | -6.8% | |
| Restoration Staff | -7.6% |
Only the front bar weapon changes. Daggers use Charged Poison and Charged Absorb Stamina . Every one-weapon option uses a Charged Poison weapon and keeps the same backbar Greatsword. Sword and Shield uses a Charged Poison sword plus a Divines Stamina shield.
Alternative setups for different goals and content types
Content-Specific Swaps
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.
The difference between best and worst race is about 4% 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 |
|---|---|---|
| Dark Elf | Baseline | |
| Orc | -0.5% | |
| High Elf | -1.2% | |
| Khajiit ? | -1.7% | |
| Wood Elf | -2.7% | |
| Redguard | -2.7% | |
| Imperial | -2.7% | |
| Nord | -2.8% | |
| Argonian | -3.6% | |
| Breton | -4.1% |
You should always put all 64 attribute points into Stamina.
This build doesn't have sustain issues so you only need to choose between damage and survivability
| Setup | Simulated Parse | Damage Change |
|---|---|---|
| Braised Rabbit with Spring Vegetables | Baseline | |
| Hearty Garlic Corn Chowder | +1.1% |
If you're keeping up Soul of Flame consistently you don't need sustain from potions, so Armor potions give you 5280 extra armor instead.
Soul of Flame handles most of your sustain, but Tri-Stat potions help if you're not keeping it up perfectly, and they're useful in trash where sustain is rough with all the Magicka costing abilities.
Heroism potions can provide 100% uptime on Minor Heroism, so they're the best option for pure damage. They're extremely expensive though.
All parses are recorded on the 21 million Target Dummy.
The Single Target setup parses 165.9k DPS and brings a lot of group utility through Magma Fist , Igneous Weapons and Standard of Might .
Magma Fist is the Dragonknight spammable added in Update 49. Each cast puts a stack of Heat Shock on the enemy, increasing its damage taken for your whole group, and builds Seething Fury stacks that you spend with Molten Whip for a lot of damage.
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.
Yes, you can replace the Dual Wield Daggers with other weapons. Replacing the backbar Greatsword is not recommended because of the Merciless Charge set which requires a Two Handed weapon.
Dark Elf is the best race for Dragonknight DPS in 12-man Trials, and Khajiit is the best for 4-man Dungeons. The difference between best and worst race is about 4% - see the Race section for more details.
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