Stamina Dragonknight DPS Build - ESO Guide
Stamina Dragonknight (StamDK) DPS Build for ESO.
Magma Fist is the spammable, building stacks of Seething Fury that you spend with
Molten Whip for massive 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.
One of the strongest DPS builds in ESO Update 49. Dragonknight brings a lot of group utility for a DPS class - between
Magma Fist,
Igneous Weapons and
Standard of Might reducing everyone's damage taken, your group gets noticeably stronger just by having a DK DD in it.
Parses 159k 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.
Skill Setups
Base 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 Fist | Slot 1: Shatterspike Mantle |
| Slot 2: Molten Whip | Slot 2: Incinerate |
| Slot 3: Searing Claw | Slot 3: Carve |
| Slot 4: Disintegrating Dragonfire | Slot 4: Stampede |
| Slot 5: Soul of Flame | Slot 5: Igneous Weapons |
| Ultimate: Flawless Dawnbreaker | Ultimate: Standard of Might |
Magma Fist - a spammable which applies a stack of Heat Shock for 7 seconds which increases enemies' damage taken by 66, stacking up to 3 times. If your enemy was already at maximum stacks of Heat Shock it'll instead cause next cast of Magma Fist to do 66% more damage, up to once every 6 seconds
Molten Whip - a spammable which in this build we'll use only as a spender. It grants you a stack of Seething Fury whenever you use another Dragonknight ability. Seething Fury lasts 10 seconds, increases your damage done by 5% and increases damage of your next
Molten Whip by 33% per stack, stacking up to 3 times. The damage done buff does not disappear when you use the empowered whip.
Searing 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.
Disintegrating Dragonfire - deals direct damage in a cone in front of you and applies a 10 second DoT to all enemies hit and debuffs them with Major Breach, reducing their armor by 5948. This is your AoE spammable.
Soul of Flame - interrupts enemies around you, restores 15% missing Stamina and Magicka every 2 seconds over 4 seconds (ticks 3 times) and deals damage in an AoE at the end
Flawless Dawnbreaker - an ultimate we'll keep slotted to activate the
Slayer and
Banish the Wicked passives which increase Weapon and Spell Damage by 3% and generate Ultimate on kills. You can also use it towards the end of the fight if it's obvious you won't get enough Ultimate for another
Standard of Might
Shatterspike 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
Incinerate - 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.
Carve - AoE attack which applies a 12 second DoT to all hit enemies which gets 10 seconds longer each time you refresh it, lasting up to 32 seconds on third cast. It also grants you a damage shield after casting it.
Stampede - a gap closer which leaves a ground DoT under your target which will constantly proc your Weapon Damage enchantment and increase your Direct Damage done thanks to
Merciless Charge set
Igneous Weapons - a 60 second buff which grants you Major Brutality and Sorcery and causes your Light Attacks to deal additional damage up to once every 2 seconds.
Standard of Might - an ultimate which calls down a standard which increases your Weapon and Spell Damage by 600, increases your damage done by 15% and reduces your damage taken by 25%. It's always a DPS decrease compared to
Take Flight, but it can be used to survive difficult mechanics thanks to the 25% damage reduction
If you need to slot something situational, replace
Carve first, then
Searing Claw in AoE fights or
Disintegrating Dragonfire in single target fights.
Barbed Trap - a very strong DoT which procs the
Slayer passive and grants Minor Force, which is irrelevant while wearing
Velothi Ur-Mage's Amulet. It should be part of your base setup before you obtain
Velothi Ur-Mage's Amulet, or when using the
Huntsman's Warmask mythic.
Burning Embers - the other morph of
Searing 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.
Shifting Standard - the other morph of
Standard of Might. Use it if your team already has enough Dragonknights using Standard of Might
Resolving Vigor - a self-heal you'll need for some fights.
Chains of Devastation - a gap closer which can be useful in fights where you have to move around a lot.
Burning Talons - a good AoE ability for trash packs which immobilizes enemies and deals damage over time
Whirling Blades - an execute spammable for trash packs. It costs Stamina but you only have to switch to it when enemies are low, so it's possible to sustain it
Elemental Blockade - a replacement for
Stampede whenever you're using a Destruction Staff instead of a Greatsword on your backbar. It's much easier to sustain than
Stampede and until you obtain the
Merciless Charge set they're both similar in strength, which makes
Elemental Blockade better.
Elemental Rage - the best ultimate for trash packs
Spell Symmetry - converts Health into Magicka. The trash setup has lots of Magicka skills so this helps you sustain them
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.
- 1.
Carve if it's about to expire - 2.
Magma Fist if you're at 3 stacks and there's less than 2 seconds remaining - 3.
Igneous Weapons - 4.
Stampede - 5.
Molten Whip if it's at 3 stacks - 6.
Standard of Might - 7.
Searing Claw - 8.
Incinerate - 9.
Shatterspike Mantle - 10.
Carve (first cast) - 11.
Disintegrating Dragonfire - 12.
Magma Fist if it's not at 3 stacks - 13.
Soul of Flame - 14.
Magma Fist
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
| Front Bar | Back Bar |
|---|---|
| Slot 1: Whirling Blades | Slot 1: Shatterspike Mantle |
| Slot 2: Molten Whip | Slot 2: Incinerate |
| Slot 3: Burning Talons | Slot 3: Spell Symmetry |
| Slot 4: Disintegrating Dragonfire | Slot 4: Elemental Blockade |
| Slot 5: Soul of Flame | Slot 5: Igneous Weapons |
| Ultimate: Flawless Dawnbreaker | Ultimate: Elemental Rage |
What Changes
Changes compared to the Base Setup
Whirling Blades replaces
Magma Fist
Burning Talons replaces
Searing Claw
Spell Symmetry replaces
Carve
Elemental Blockade replaces
Stampede
Elemental Rage replaces
Standard of Might
| Front Bar | Back Bar |
|---|---|
| Slot 1: Magma Fist | Slot 1: Shatterspike Mantle |
| Slot 2: Molten Whip | Slot 2: Incinerate |
| Slot 3: Searing Claw | Slot 3: Barbed Trap |
| Slot 4: Disintegrating Dragonfire | Slot 4: Stampede |
| Slot 5: Soul of Flame | Slot 5: Igneous Weapons |
| Ultimate: Flawless Dawnbreaker | Ultimate: Standard of Might |
What Changes
Changes compared to the Base Setup
Barbed Trap replaces
Carve
Passives
Some trees are only needed when using situational skills, for example Destruction Staff provides nothing without
Elemental Blockade
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
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
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
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 |
Heavy | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Greatsword |
This setup parsed 142,206 DPS
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
| 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 | |||
Backbar Main Hand |
Greatsword |
What Changes
Changes compared to the Base Setup
Tide-Born Wildstalker replaces
Berserking Warrior (weapons, jewelry, chest)
Order's Wrath replaces
Whorl of the Depths
Highland Sentinel replaces
Slimecraw and
Velothi Ur-Mage's Amulet- Backbar is also
Tide-Born Wildstalker (double barred) since
Merciless Charge is not crafted
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 |
Medium | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Greatsword |
What Changes
Changes compared to the Base Setup
Tide-Born Wildstalker replaces
Berserking Warrior (weapons, jewelry, belt)
Order's Wrath replaces
Whorl of the Depths
This is a setup you should use in trash packs
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Inferno Staff |
What Changes
Changes compared to the Base Setup
Valkyn Skoria replaces
Slimecraw
Tide-Born Wildstalker replaces
Berserking Warrior (weapons, shoulders, hands, belt)
Sul-Xan's Torment replaces
Whorl of the Depths (chest, legs, boots, jewelry)- Backbar switches to
Crushing Wall Inferno Staff - Frontbar enchant changes from
Poison to
Disease
The best setup for Single Target damage
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Medium | |||
Chest |
Light | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger | |||
Backbar Main Hand |
Greatsword |
What Changes
Changes compared to the Base Setup
Huntsman's Warmask replaces
Velothi Ur-Mage's Amulet (mythic swap)
Valkyn Skoria replaces
Slimecraw (shoulders)
Berserking Warrior moves from chest to necklace,
Whorl of the Depths fills the chest slot
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.
Champion Points
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.
Other decent options
Mundus
Attributes
You should always put all 64 attribute points into Stamina.
Food
This build doesn't have sustain issues so you only need to choose between damage and survivability
Potions
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.
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.
Heroism potions can provide 100% uptime on Minor Heroism, so they're the best option for pure damage. They're extremely expensive though.
Parses
All parses are recorded on the 21 million Target Dummy
Gameplay
Here you can see this build in action
FAQ
Yes, Dragonknight is one of the strongest DPS classes in ESO Update 49. It parses 159k in the Single Target setup and brings a lot of group utility through
Magma Fist,
Igneous Weapons and
Standard of Might.
Yes, you can replace the Dual Wield Daggers with other weapons. For example Sword and Shield parses 145.3k compared to Dual Wield's 154k - about a 6% loss but still very playable. You can see the Sword and Shield parse in the Parses section. 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 5% - see the Race section for more details.
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand