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Stamina Dragonknight DPS Build | 166k DPS | ESO Guide

DPS Two Bar Stamina Pure Class Dragonknight
Up to date for: Update 50 - 23rd June 2026
Last changed: Update 50 - 23rd June 2026

Stamina Dragonknight (StamDK) DPS Build for ESO Update 50. is the spammable. It builds stacks of Seething Fury that you spend with for a lot of damage. Magma Fist also applies a unique damage taken debuff that benefits your entire group. 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. and increase everyone's damage, and 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.

Simulated Parse Tables

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.

Base Setup

Run DPS
21m deterministic sim
154.8k DPS
100 random 21m sims
Lowest 152.1k DPS
Highest 160.1k DPS

Single Target Setup

The real parse was recorded with the Single Target setup: replaces , replaces , replaces , and

Run DPS
21m deterministic sim
162.6k DPS
Real 21m CMX parse
165.9k DPS
100 random 21m sims
Lowest 157.7k DPS
Highest 167.9k DPS
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Class Mastery

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 and .

Not worth it

Resolute Defense

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.

Notes

Not useful for this setup.

Booming Voice

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.

Notes

Not useful for this setup.

Lead From the Front

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%.

Notes

Not useful for this setup.

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 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
  • - 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
  • - a spammable which in this build we'll use only as a spender. It gains 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 by 33% per stack, stacking up to 3 times. The damage done buff does not disappear when you use the empowered whip.
  • - deals direct damage and applies a 10 second DoT which deals 10% more damage every 2 seconds. The initial hit is guaranteed to proc status effect.
  • - deals direct damage in a cone in front of you and applies a 10 second DoT to all enemies hit and debuffs them with , reducing their armor by 5948. This is your AoE spammable.
  • - 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
  • - an ultimate we'll keep slotted to activate the and 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
  • - applies a 20 second DoT to enemies around you and grants you a buff which adds 100 damage to all of your damage ticks. Also gives you
  • - 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 status effect. Having it slotted passively grants you and .
  • - a DoT that applies the status effect at the start and grants , increasing your Critical Damage by 10%.
  • - 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 set
  • - a 60 second buff which grants and to you and your entire group, and causes your Light Attacks to deal additional damage up to once every 2 seconds.
  • - an ultimate which calls down a standard that gives everyone in it 300 Weapon and Spell Damage and 10% damage reduction, and gives you an additional 300 Weapon and Spell Damage and 15% damage reduction on top of that. With , you shouldn't be spending your Ultimate. It can still be useful near the end of a fight or when your group needs damage mitigation. You can spend it when using though

If you need to slot something situational, replace first, then in AoE fights or in single target fights.

  • - the other morph of . 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. A 0.8% DPS loss compared to .
  • - the other morph of . Use it with if your team already has enough Dragonknights using Standard of Might. A 1.3% DPS gain compared to .
  • - a self-heal you'll need for some fights.
  • - a gap closer which can be useful in fights where you have to move around a lot.
  • - a good AoE ability for trash packs which immobilizes enemies and deals damage over time
  • - can replace in AoE fights if you use .
  • - 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
  • - a replacement for whenever you're using a Destruction Staff instead of a Greatsword on your backbar. It's much easier to sustain than and until you obtain the set they're both similar in strength, which makes better.
  • - the best ultimate for trash packs
  • - converts Health into Magicka. The trash setup has lots of Magicka skills so this helps you sustain them
Rotation Simulated Parse Damage Change
Priority List
154.8k DPS
Baseline
Static Rotation
149.5k DPS
-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.

  • 1. if you're at 3 stacks and there's less than 2 seconds remaining
  • 2.
  • 3.
  • 4. if it's at 3 stacks
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10. if it's not at 3 stacks
  • 11.
  • 12.

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 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

What Changes

Changes compared to the Base Setup

  • replaces
  • replaces
  • replaces
  • replaces
  • replaces

Passives

Some trees are only needed when using situational skills, for example Mages Guild provides nothing without

Class

Weapon

Armor

Guild

Racial

Craft

Class - Ardent Flame

Combustion - High Priority

Traumatic Burns - High Priority

Fan the Flames - High Priority

A Soul Ablaze - High Priority

Gear

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 , , 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 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 . Use Light Armor if you don't know what your group brings, Medium Armor if you do.

Gear Slot Set Weight/Type Trait Enchantment
HeadHead Medium
ShouldersShoulders Light
ChestChest Heavy
HandsHands Light
BeltBelt Light
LegsLegs Light
FeetBoots Light
NeckNecklace Jewelry
RingRing Jewelry
RingRing Jewelry
MainhandFrontbar Main Hand Dagger
OffhandFrontbar Off Hand Dagger
MainhandBackbar Main Hand Greatsword

This setup does 154.8k DPS

Body (Light)
Whorl of the Depths - Trial Set (Dreadsail Reef)

If you don't have it, use in order

  1. - Class Set (Infinite Archive)
  2. - Crafted
  3. - Crafted
Weapons and Jewelry
Berserking Warrior - Trial Set (Hel Ra Citadel)

If you don't have it, use in order

  1. - Class Set (Infinite Archive)
  2. - Trial Set (Lucent Citadel)
  3. - Dungeon Set (Unhallowed Grave)
  4. - Overland Set (Deshaan)
  5. - Crafted
  6. - Crafted
Monster Helm
Slimecraw - Monster Set (Wayrest Sewers I)

Alternative (same bonus)

  1. - Direfrost Keep
  2. - Scalecaller Peak
  3. - Moongrave Fane
  4. - Stone Garden
  5. - Bedlam Veil
  6. - Night Market

Gear Set Comparisons

Damage comparison for the set options.

Body (Light)

Compares X Light set + weapons and jewelry.

Source
Body Set Source Simulated Parse Damage Change
Trial - Dreadsail Reef
154.8k DPS
Baseline
Crafted
3 Stacks 152.9k DPS
0 Stacks 146.9k DPS
-1.2% -5.1%
Class Set - Infinite Archive
152.6k DPS
-1.4%
Crafted
148.4k DPS
-4.1%
Crafted
146.5k DPS
-5.4%
Overland - Deshaan
146.4k DPS
-5.4%
Crafted
146.3k DPS
-5.5%
Crafted
144.5k DPS
-6.7%

Front Bar Weapons

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
154.0k DPS
Baseline
Bow
150.4k DPS
-2.4%
Lightning Staff
149.1k DPS
-3.2%
Inferno Staff
149.1k DPS
-3.2%
Greatsword
149.1k DPS
-3.2%
Ice Staff
144.3k DPS
-6.3%
Sword and Shield
143.6k DPS
-6.8%
Restoration Staff
142.3k DPS
-7.6%

Only the front bar weapon changes. Daggers use and . Every one-weapon option uses a weapon and keeps the same backbar Greatsword. Sword and Shield uses a sword plus a shield.

Situational Swaps

Alternative setups for different goals and content types

  • Use in AoE fights

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.

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Champion Points

WarfareWarfare
6% Direct Damage
Because more than 60% of your damage is Direct
6% Single Target
Because more than 60% of your damage is Single Target
205 Weapon and Spell Damage
Next strongest CP damage-wise
8% Critical Damage and Healing
Next strongest CP damage-wise
Critical Damage Cap
Replace with if your supports are providing enough Critical Damage for you to reach the 125% cap without
More Healing
is a decent Champion Point if you need more HPS
FitnessFitness
1400 Max Health
Survivability
1731 Armor
Survivability
10% Movement Speed
Movement Speed
90 Health, Stamina and Magicka Recovery
Sustain
CraftCraft
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 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.

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 1910 Max Stamina & Magicka
Resist Flame 4620 Flame Resistance
Ruination 258 Weapon & Spell Damage
Khajiit
Best for 4-Man
Khajiit
Why pick this
Khajiit's Critical Damage is more valuable than 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 12% Critical Damage
Lunar Blessings 915 Max Health, Stamina and Magicka
Robustness 90 Health, Stamina, Magicka Recovery
Race Simulated Parse Damage Change
Dark Elf
154.8k DPS
Baseline
Orc
154.0k DPS
-0.5%
High Elf
152.9k DPS
-1.2%
Khajiit
152.1k DPS
-1.7%
Wood Elf
150.6k DPS
-2.7%
Redguard
150.6k DPS
-2.7%
Imperial
150.6k DPS
-2.7%
Nord
150.4k DPS
-2.8%
Argonian
149.1k DPS
-3.6%
Breton
148.5k DPS
-4.1%

Mundus

The Thief
Default
5.53% Critical Chance (9.04% with 7 Divines)
When to use
Use in all content
The Lover
Situational
2744 Penetration (4489 with Divines)
When to use
An option if you're using Medium Armor and your group isn't providing enough penetration, but a Light Armor set with The Thief Mundus is always going to be stronger

Attributes

You should always put all 64 attribute points into Stamina.

Health
0
Stamina
64
Magicka
0
All points into Stamina

Food

This build doesn't have sustain issues so you only need to choose between damage and survivability

Braised Rabbit with Spring Vegetables
Default
Max Health Max Stamina
Use for most content.
Hearty Garlic Corn Chowder
Full Damage
Max Stamina
Max Stamina only. Use for content where you can get away without Max Health.
Setup Simulated Parse Damage Change
154.8k DPS
Baseline
156.4k DPS
+1.1%

Potions

Armor Potion
Default
Restore Health +5280 Armor

If you're keeping up consistently you don't need sustain from potions, so Armor potions give you 5280 extra armor instead.

Tri-Stat Potion
Sustain
Restore Health Restore Stamina Restore Magicka

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 Potion
Full Damage
Minor Heroism Restore Stamina Restore Magicka

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.

Single Target, Medium
165,933 DPS
Single Target, Medium
165,933DPS
21mil Iron Atronach Dummy
Patch
Update 50
Armor
6 Medium / 1 Light
Gear Setup
Single Target, Medium
Skill Setup
Base
Potion
Food
Mundus
Race
Dark Elf
CMX Parse
CMX Parse - Single Target
CMX Setup
CMX Setup - Single Target
Recording
Parse recording

Gameplay

Lucent Citadel
Trial
Kyne's Aegis
Trial
Earthen Root Enclave
Dungeon
Lucent Citadel
Trial Veteran
Kyne's Aegis
Trial Veteran
Earthen Root Enclave
Dungeon Veteran Hard Mode

FAQ

The Single Target setup parses 165.9k DPS and brings a lot of group utility through , and .

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 for a lot of damage.

Light Armor gives penetration through the 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 . 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 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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