Hyperioxes
Home Solo Breath Dragonknight

Breath Dragonknight Solo Build - ESO Guide

Two Bar Magicka Dragonknight Solo Pure Class
Up to date for: Update 49 - 19th March 2026
Last changed: Update 49 - 13th March 2026

Breath Dragonknight Solo Build for ESO, built around Engulfing DragonfireEngulfing Dragonfire, a channeled fire breath that ramps up in damage over 4.8 seconds and synergizes with the Take FlightTake Flight ultimate.

It has less DPS and survivability than regular Magicka Dragonknight and Stamina Dragonknight, but has better AoE damage, is much easier to play, and is still a good option in ESO Update 49.

Capable of soloing every Veteran dungeon that doesn't have a mechanic requiring multiple people, including Veteran Hard Mode Falkreath Hold and Veteran Castle Thorn. Parses 65.8k in the most offensive setup, and only drops to 57.8k in a defensive setup.

Looking for something simpler? Check out the One Bar Breath Dragonknight Solo Build which can also solo Veteran Hard Mode dungeons with a single skill bar.

Advertisement

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 Trample Molten Whip Ulfsild's Contingency Barbed Trap Take Flight
Shatterspike Mantle Incinerate Elemental Susceptibility Elemental Blockade Igneous Weapons Flawless Dawnbreaker
Front Bar Back Bar
Slot 1: Engulfing Dragonfire Slot 1: Shatterspike Mantle
Slot 2: Trample Slot 2: Incinerate
Slot 3: Molten Whip Slot 3: Elemental Susceptibility
Slot 4: Ulfsild's Contingency Slot 4: Elemental Blockade
Slot 5: Barbed Trap Slot 5: Igneous Weapons
Ultimate: Take Flight Ultimate: Flawless Dawnbreaker
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.
  • TrampleTrample (PhysicalPhysical, Lingering TormentLingering Torment, HeroismHeroism) - a 1.5 second channel which sends your mount forward in a line, dealing damage, applying a 20 second DoT, and most importantly granting you 10 seconds of Major Heroism, which will be crucial for keeping higher uptime on Take FlightTake Flight
  • Molten WhipMolten Whip - a spammable which we'll slot mostly 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. You also gain stacks which empower your next Molten WhipMolten Whip cast, but these are separate from the stacks which give you increased damage done, so using up the "Empowered Whip" does not remove the damage done buff.
  • Ulfsild's ContingencyUlfsild's Contingency (FlameFlame, Lingering TormentLingering Torment, ResolveResolve) - a 22 second DoT which will also grant you Minor Resolve, increasing your armor by 2974. Having it slotted will also increase your Max Magicka and Magicka Recovery through Magicka ControllerMagicka Controller passive
  • Barbed TrapBarbed Trap - a DoT that will also apply Hemorrhage status effect at the start and grant you Minor Force buff, increasing your Critical Damage by 10%. It will also trigger the SlayerSlayer passive
  • 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.
  • 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.
  • Elemental SusceptibilityElemental Susceptibility - an extremely loaded ability that does a multitude of things. It's completely free to cast so it'll help you sustain. It applies Major Breach, which reduces enemies' armor by 5948 which is a massive damage increase. It also applies Burning, Chilled and Concussed status effects at the beginning and then every 7.5 seconds. All of these Status Effects deal decent damage, but Concussed will also apply Minor Vulnerability for 4 seconds, increasing enemies' damage taken by 5%. Chilled will also apply Minor Maim for 4 seconds, reducing enemies' damage done by 5% and it will also apply Minor Brittle for 4 seconds if you were on your Ice Staff bar while the Chilled effect procced, and Ice Staff will be part of the Instanced gear setup. Minor Brittle increases Critical Damage taken by 10%. The Chilled proc will also synergise with our Elemental BlockadeElemental Blockade
  • Elemental BlockadeElemental Blockade - this ability will constantly apply your Weapon DamageWeapon Damage enchantment. If it's the Ice version, it will also constantly apply Minor Breach to enemies who are Chilled, and they'll be Chilled thanks to Elemental SusceptibilityElemental Susceptibility
  • Igneous WeaponsIgneous 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.
  • Flawless DawnbreakerFlawless Dawnbreaker - since this build revolves around Engulfing DragonfireEngulfing Dragonfire you'll want to always use Take FlightTake Flight as your ultimate. Flawless DawnbreakerFlawless Dawnbreaker is slotted on backbar to passively provide some Weapon and Spell Damage through SlayerSlayer passive
SITUATIONAL

Ulfsild's ContingencyUlfsild's Contingency is the first skill that has to go if you need to slot something situational, unless the situational skill specifically says it's replacing something else. If it's a difficult fight where you need all the mitigation you can get, then the skill that has to go is Barbed TrapBarbed Trap. When replacing Barbed TrapBarbed Trap you ideally also want to replace Deadly StrikeDeadly Strike with TzogvinTzogvin, but even without that set replacing Barbed TrapBarbed Trap is the right call

  • Resolving VigorResolving Vigor - use it for fights where there's a lot of damage happening in a short burst. The HoT from Resolving VigorResolving Vigor is short but very strong, so casting it at the right time can help you survive such mechanics. It can also be used in fights with invulnerability phases where you can't heal with Ring of the Pale OrderRing of the Pale Order or Reaving BlowsReaving Blows
  • Chains of DominanceChains of Dominance - a chain ability that you can use to stack enemies. Use it in trash packs or in boss fights with adds that have to be chained. It also applies Major Cowardice which can be useful against hard hitting bosses. It isn't worth slotting just for the Major Cowardice alone, but if you already slotted it to deal with the adds you might as well use it on the boss
  • Chains of DevastationChains of Devastation - a gap closer which can be useful in fights where you have to move around a lot
  • Razor CaltropsRazor Caltrops - a source of AoE Major Breach which can be used instead of Elemental SusceptibilityElemental Susceptibility in AoE fights
  • Soul BurstSoul Burst (PullPull, Class MasteryClass Mastery, BreachBreach) - an 8 meter AoE pull with a 2 second delay which will debuff your enemies with Minor Breach and grant you Weapon and Spell Damage based on number of enemies hit
  • Ulfsild's ContingencyUlfsild's Contingency (FlameFlame, Gladiator's TenacityGladiator's Tenacity, ResolveResolve) - a different script combination which trades the DoT from Lingering TormentLingering Torment for the mitigation from Gladiator's TenacityGladiator's Tenacity. Use it in fights where you need more damage mitigation.
  • Revealing FlareRevealing Flare - slot it for more difficult fights where you need more damage mitigation. It's a skill that passively grants Major Protection, reducing your damage taken by 10%. It will also trigger the Magicka AidMagicka Aid passive, which increases Magicka Recovery by 10%
  • Quick CloakQuick Cloak - an ability which provides Major Evasion, which reduces your AoE damage taken by 20%. Use it in fights with lots of AoE damage.
  • Soul of FlameSoul of Flame - an ability which restores resources based on your missing resources. Use it if you can't sustain.
  • Burning EmbersBurning Embers - a 10 second DoT which heals you for a decent amount on cast and then continues to heal you whenever it ticks. Use it if you need more healing.
  • Wing BuffetWing Buffet (either morph) - an extremely situational ability which can be useful in fights with lots of projectile damage
  • Race Against TimeRace Against Time - snare removal which will be crucial for some fights. It replaces Barbed TrapBarbed Trap because it also provides Minor Force
  • PrecognitionPrecognition - an ultimate that breaks you out of some otherwise unavoidable stuns, you'll need it to get around some mechanics which are otherwise impossible or very difficult to solo, like for example Inferno's Hold in Zaan the Scalecaller fight
  • Corrosive ArmorCorrosive Armor - an ultimate that limits any damage you take to 6% of your max HP for 10 seconds, useful in fights with infrequent hard hitting mechanics
  • Volcanic WardVolcanic Ward - a decent damage shield which also reduce the next instance of damage you take by 10% and heals you after the shield ends. It has a similar use case to Resolving VigorResolving Vigor, but it costs Magicka instead of Stamina, and damage shields will perform better than healing in some fights, where you need to prepare for a bigger hit
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

This rotation is for maximizing damage. In actual content you'll sometimes have different priorities. When under pressure you should always keep up defensive abilities like Shatterspike MantleShatterspike Mantle and Ulfsild's ContingencyUlfsild's Contingency, even if it means wasting Take FlightTake Flight's buff

After casting Take FlightTake Flight you ideally want to spend the next 15 seconds spamming Engulfing DragonfireEngulfing Dragonfire. If one of your very important buffs/debuffs (Elemental SusceptibilityElemental Susceptibility and Igneous WeaponsIgneous Weapons) has less than 15 seconds remaining as you're about to Take FlightTake Flight, refresh them early before casting your Ultimate

If you're not using Heroism potions you ideally want to also cast another TrampleTrample right before casting Take FlightTake Flight, so that you end up with higher Ultimate after the 15-second phase of breathing fire ends

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 Trample Molten Whip Chains of Dominance Wield Soul Take Flight
Shatterspike Mantle Incinerate Razor Caltrops Elemental Blockade Channeled Acceleration Flawless Dawnbreaker
Front Bar Back Bar
Slot 1: Engulfing Dragonfire Slot 1: Shatterspike Mantle
Slot 2: Trample Slot 2: Incinerate
Slot 3: Molten Whip Slot 3: Razor Caltrops
Slot 4: Chains of Dominance Slot 4: Elemental Blockade
Slot 5: Soul Burst Slot 5: Channeled Acceleration
Ultimate: Take Flight Ultimate: Flawless Dawnbreaker

What Changes

Additional Info

  • You have to use Spell Power potions if you switch to this setup. Alternatively, you could replace TrampleTrample with Igneous WeaponsIgneous Weapons and continue using regular potions


Passives

The only passive you specifically have to skip is Tri FocusTri Focus, but it's only important when using an Ice Staff

Some trees are only needed when using situational skills, for example Psijic Order provides nothing without PrecognitionPrecognition

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

SITUATIONAL

Gear that can be stronger than the setup from the table in specific situations or when specific circumstances are present

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

Only listing a single alternative because one of the sets from the Base Setup, Tide-Born WildstalkerTide-Born Wildstalker, is also a crafted set

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 the situational rules to the base setup

The setup in the table uses only crafted gear, but if you already own parts of the Regular setup like Ring of the Pale OrderRing of the Pale Order you can start using them immediately

Advertisement


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
Added to all damaging skills
Fighting Finesse
8% Critical Damage and Healing
Next strongest CP damage-wise
More Mitigation
Replace Wrathful StrikesWrathful Strikes + Fighting FinesseFighting Finesse with 2 mitigation CPs: IroncladIronclad, Duelist's RebuffDuelist's Rebuff, Enduring ResolveEnduring Resolve, or UnassailableUnassailable (depending on the type of damage the Boss deals to you)
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
Rejuvenation
90 Health, Stamina and Magicka Recovery
Sustain
Siphoning Spells
1500 Magicka on kills
Sustain in fights with adds
Block Mitigation
Use Bracing AnchorBracing Anchor in fights where you block a lot
Movement
Use CelerityCelerity in fights where you need to move a lot
Situational Stamina Sustain
Use Bloody RenewalBloody Renewal alongside Siphoning SpellsSiphoning Spells in fights with lots of adds
Situational Sustain
You can use Sustained by SufferingSustained by Suffering in fights with a constant debuff on you
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

For solo PvE you need both damage and survivability, so every race brings something to the table, but these two stand out as the best options for damage and survivability respectively

Khajiit
Best for Damage
Khajiit
Why pick this
The strongest race for solo damage. Critical Damage is one of the most valuable stats in Solo play and Khajiits get 12% of it from Feline AmbushFeline Ambush passive.
Feline Ambush Feline Ambush 12% Critical Damage
Nimble Nimble 915 Max Health, Stamina and Magicka
Robustness Robustness 90 Health, Stamina, Magicka Recovery
Nord
Best for Survivability
Nord
Why pick this
The tankiest race. Nord is also what I use for soloing Veteran Hard Mode DLC Dungeons. RuggedRugged provides around 5-7% damage mitigation (depending on your current armor), making difficult content significantly more forgiving without sacrificing much damage.
Rugged Rugged 2600 armor
Stalwart Stalwart 1500 Max Stamina, 0.5 Ultimate per second
Reveler Reveler 1000 Max Health, 4620 Frost Resistance


Mundus

The Thief
Default
The Thief
5.53% Critical Chance (9.04% with 7 Divines)
When to use
Use in all Overland content and most situations. It increases Critical Chance
The Lady
Difficult Content
The Lady
2744 Armor (4489 with 7 Divines)
When to use
Consider for extremely difficult dungeons

Attributes

For most content you should put all 64 points into Magicka. For difficult content you should devote as many attribute points as necessary to Health - for some content you'll be able to get away with 32 Health 32 Magicka, for the extremely difficult stuff you'll need 64 Health.

Health
0
Stamina
0
Magicka
64
All points into Magicka. Use it for most content
Health
32
Stamina
0
Magicka
32
Split evenly between Health and Magicka. Use this whenever you start to struggle
Health
64
Stamina
0
Magicka
0
All points into Health. Use this for very difficult fights


Food

Your sustain can vary greatly because it's impacted by your armor weight composition, your race and how much blocking/dodge rolling you're required to do in a certain fight. Choose the food with more recoveries if you can't sustain.

Max Health Max Magicka
The default option for most content. Provides Max Health and Max Magicka without any recovery. Solitude Salmon-Millet SoupSolitude Salmon-Millet Soup is a cheaper alternative with slightly lower stats.
Max Health Magicka Recovery
Switch to this if you find yourself running low on Magicka.
Max Health Stamina Recovery Magicka Recovery
The best choice for hard content where you need both additional Stamina and Magicka sustain. Jewels of MisruleJewels of Misrule is a cheaper alternative.


Potions

Heroism potions are the best but they're expensive. Tri-Stat potions are a cheaper alternative. Armor potions can work for difficult content, and Spell Power when running the Trash setup.

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

Tri-Stat potions greatly improve your sustain. They're the default option.

Heroism Potion
Expensive Heroism Potion
Minor Heroism Restore Stamina Restore Magicka

Basically Tri-Stat potions but with Minor Heroism on top of that, which is an extremely powerful buff in this build because of our reliance on Take FlightTake Flight. They're not the default option because they're expensive

Armor Potion
Difficult Content Armor Potion
Restore Health +5280 Armor

In more difficult fights you should use Armor potions. In order to sustain them you'll have to switch your food to Orzorga's Smoked Bear Haunch or Jewels of Misrule.

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

Use this when running the Trash skill setup. You'll need it since that setup drops Igneous Weapon



Parses

All parses are recorded on the 6 million Target Dummy

Regular Setup
65,860DPS
Target: 6mil Skeleton Dummy
Patch: Update 49

Using the Regular Skill Setup

CMX Parse
CMX Parse - Regular Setup
CMX Setup
CMX Setup - Regular Setup
Recording
Parse recording
Tanky + Tzogvin
61,212DPS
Target: 6mil Skeleton Dummy
Patch: Update 49

Tanky Skill Setup + Tzogvin's Warband replacing Deadly Strike

CMX Parse
CMX Parse - Tanky + Tzogvin
CMX Setup
CMX Setup - Tanky + Tzogvin
Armor Potions
57,830DPS
Target: 6mil Skeleton Dummy
Patch: Update 49

All previous changes + Orzorga's Smoked Bear Haunch food and Armor Potions

CMX Parse
CMX Parse - Armor Potions
CMX Setup
CMX Setup - Armor Potions

Gameplay

Here you can see this build tackling Veteran dungeons and other content

Falkreath Hold
Dungeon
Castle Thorn
Dungeon
Oakenclaw
World Boss
The Prime Cataloger
World Boss
Harrowstorm
World Event
Falkreath Hold
Dungeon Veteran Hard Mode
Castle Thorn
Dungeon Veteran
Oakenclaw
World Boss
The Prime Cataloger
World Boss
Harrowstorm
World Event

FAQ

Why play Breath Dragonknight instead of regular Dragonknight?

Breath Dragonknight has better AoE damage and is significantly easier to play than Magicka or Stamina Dragonknight. The tradeoff is less single target DPS and survivability. If you want a relaxed playstyle with strong AoE from Engulfing DragonfireEngulfing Dragonfire, pick this. If you want maximum performance, go with one of the regular DK builds.

Can I use a different weapon?

Yes, you can replace the Dual Wield Daggers with other weapons. Inferno Staff, Lightning Staff, Greatsword and Bow will cause the smallest DPS loss (≈2%), and then support-oriented weapons (Ice Staff, One Handed and Shield) will cause a bigger DPS loss (≈7%). This build doesn't use any Dual Wield skills on the frontbar, so you won't need to change any skills when switching. Replacing the backbar weapon is a lot more troublesome, because Elemental SusceptibilityElemental Susceptibility is an extremely powerful skill for solo.

Do I need a different setup for Maelstrom Arena and Vateshran Hollows?

No, you don't need a different setup. Use the base skills and the Instanced gear setup from this guide for both Maelstrom Arena and Vateshran Hollows.

Advertisement


THANKS FOR READING

Patreon

If you've enjoyed this guide and want to support me, you can do so through Patreon. Your support will help me produce more guides.