Breath Dragonknight Solo Build - ESO Guide
Breath Dragonknight Solo Build for ESO, built around
Engulfing Dragonfire, a channeled fire breath that ramps up in damage over 4.8 seconds and synergizes with the
Take 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.
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: 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 |
Engulfing 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 Flight's bonus is active. Unlike other channeled abilities, this one doesn't go on cooldown when you get interrupted.
Trample (
Physical,
Lingering Torment,
Heroism) - 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 Flight
Molten Whip - a spammable which we'll slot mostly for its passive effect.
Molten 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 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 Contingency (
Flame,
Lingering Torment,
Resolve) - 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 Controller passive
Barbed 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
Slayer passive
Take Flight - a cheap ultimate which gives you a 20% Damage Done against Monsters buff for 15 seconds. Your
Engulfing Dragonfire always deals maximum damage while
Take Flight's buff is active.
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.
Elemental 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 Blockade
Elemental Blockade - this ability will constantly apply your
Weapon 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 Susceptibility
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.
Flawless Dawnbreaker - since this build revolves around
Engulfing Dragonfire you'll want to always use
Take Flight as your ultimate.
Flawless Dawnbreaker is slotted on backbar to passively provide some Weapon and Spell Damage through
Slayer passive
Ulfsild'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 Trap. When replacing
Barbed Trap you ideally also want to replace
Deadly Strike with
Tzogvin, but even without that set replacing
Barbed Trap is the right call
Resolving Vigor - use it for fights where there's a lot of damage happening in a short burst. The HoT from
Resolving 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 Order or
Reaving Blows
Chains 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 Devastation - a gap closer which can be useful in fights where you have to move around a lot
Razor Caltrops - a source of AoE Major Breach which can be used instead of
Elemental Susceptibility in AoE fights
Soul Burst (
Pull,
Class Mastery,
Breach) - 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 Contingency (
Flame,
Gladiator's Tenacity,
Resolve) - a different script combination which trades the DoT from
Lingering Torment for the mitigation from
Gladiator's Tenacity. Use it in fights where you need more damage mitigation.
Revealing 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 Aid passive, which increases Magicka Recovery by 10%
Quick 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 Flame - an ability which restores resources based on your missing resources. Use it if you can't sustain.
Burning 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 Buffet (either morph) - an extremely situational ability which can be useful in fights with lots of projectile damage
Race Against Time - snare removal which will be crucial for some fights. It replaces
Barbed Trap because it also provides Minor Force
Precognition - 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 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 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 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
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 Mantle and
Ulfsild's Contingency, even if it means wasting
Take Flight's buff
After casting
Take Flight you ideally want to spend the next 15 seconds spamming
Engulfing Dragonfire. If one of your very important buffs/debuffs (
Elemental Susceptibility and
Igneous Weapons) has less than 15 seconds remaining as you're about to
Take Flight, refresh them early before casting your Ultimate
If you're not using Heroism potions you ideally want to also cast another
Trample right before casting
Take Flight, so that you end up with higher Ultimate after the 15-second phase of breathing fire ends
- 1.
Elemental Susceptibility - 2.
Igneous Weapons - 3. (if
Take Flight is active)
Engulfing Dragonfire - 4.
Shatterspike Mantle - 5.
Trample (can be skipped if you're getting lots of Ultimate from kills through
Banish the Wicked passive) - 6.
Incinerate - 7.
Elemental Blockade - 8.
Ulfsild's Contingency - 9.
Barbed Trap - 10.
Take Flight - 11. (if at 3 stacks)
Molten Whip - 12.
Engulfing Dragonfire
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
| 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
Chains of Dominance replaces
Ulfsild's Contingency
Soul Burst replaces
Barbed Trap
Razor Caltrops replaces
Elemental Susceptibility
Channeled Acceleration replaces
Igneous Weapons
Additional Info
- You have to use Spell Power potions if you switch to this setup. Alternatively, you could replace
Trample with
Igneous Weapons and continue using regular potions
A setup which trades damage for more survivability. Use it against harder boss fights or if you simply want a tankier build and don't mind fights taking longer
| 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: Revealing Flare | Slot 5: Igneous Weapons |
| Ultimate: Take Flight | Ultimate: Flawless Dawnbreaker |
What Changes
Revealing Flare replaces
Barbed Trap
Additional Info
- With this setup you ideally want to replace
Deadly Strike with
Tzogvin's Warband but it works without it too
Passives
The only passive you specifically have to skip is
Tri 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
Precognition
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 - Destruction Staff
Tri Focus - Do Not Unlock (only when using Ice Staff)
Penetrating Magic - Low Priority
Elemental Force - Medium Priority
Ancient Knowledge - Medium 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 - Medium Priority
Slayer - High Priority
Banish the Wicked - High Priority
Skilled Tracker - Medium Priority
Bounty Hunter - Not needed
Guild - Mages Guild
Persuasive Will - Not needed
Mage Adept - High Priority
Everlasting Magic - High Priority
Magicka Controller - High Priority
Might of the Guild - Low Priority
Guild - Psijic Order
Clairvoyance - Low Priority
Spell Orb - Not needed
Concentrated Barrier - Low Priority
Deliberation - Not needed
Alliance War - Support
Magicka Aid - Medium Priority
Combat Medic - Not needed
Battle Resurrection - 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
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
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 |
Inferno Staff |
Gear that can be stronger than the setup from the table in specific situations or when specific circumstances are present
Sul-Xan's Torment - the best set for trash packs and for bosses that regularly spawn smaller adds
Whorl of the Depths - a strong proc set which pulls ahead of
Tide-Born Wildstalker in Instanced content where you can benefit from its 3-piece Minor Slayer bonus
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 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
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
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 |
Inferno Staff |
The setup in the table uses only crafted gear, but if you already own parts of the Regular setup like
Ring of the Pale Order you can start using them immediately
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
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 |
Mace | |||
Backbar Main Hand |
Ice Staff |
Explanation
Whorl of the Depths replaces
Tide-Born Wildstalker, because in Instanced content you can benefit from the Minor Slayer buff, which makes it better- 1-piece
Slimecraw is replaced with 1-piece
Valkyn Skoria - One of the Daggers is replaced with a Mace to gain more penetration through the
Twin Blade and Blunt passive - Inferno Staff is replaced with Ice Staff, because an Ice
Elemental Blockade will improve uptime of the Minor Breach debuff - Weight composition goes from 2 Medium 5 Light to 1 Medium 6 Light, so we can benefit a bit more from the
Concentration passive
Additional Info
- Changing a Dagger to a Mace is the exact same trade-off as changing
Slimecraw to
Valkyn Skoria, due to the
Twin Blade and Blunt passive, so using
Slimecraw with 2 Maces would give the same result. Use whichever approach is more convenient for you depending on the gear you own.
Champion Points
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
Mundus
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.
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.
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 potions greatly improve your sustain. They're the default option.
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 Flight. They're not the default option because they're expensive
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.
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
Patch: Update 49
Using the Regular Skill Setup
Patch: Update 49
Tanky Skill Setup + Tzogvin's Warband replacing Deadly Strike
Patch: Update 49
All previous changes + Orzorga's Smoked Bear Haunch food and Armor Potions
Gameplay
Here you can see this build tackling Veteran dungeons and other content
FAQ
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 Dragonfire, pick this. If you want maximum performance, go with one of the regular DK builds.
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 Susceptibility is an extremely powerful skill for solo.
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.
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand