DRAGONKNIGHT SOLO GUIDE

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Dragonknight Solo


Last updated: Update 44 - 8th February 2025

This build is capable of soloing every Veteran dungeon that doesn’t have a specific mechanic that requires multiple people. It’s also capable of soloing most Hard Mode dungeons, and with some adjustments even the more difficult ones.

In this guide I’ll be regularly using the terms Regular and Difficult. Regular refers to content that is intended to be solo-ed (such as Maelstrom Arena or Vateshran Arena) and to any overland content such as World Bosses, Dolmens, Dragons, Volcanic Vents, Harrowstorms, Mirrormoor Incursions, etc. Majority of dungeon fights will also fall under that category. Difficult refers to extremely difficult dungeon fights.


SKILL SETUPS


Front Bar Back Bar
Slot 1: Molten Whip Slot 1: Volatile Armor
Slot 2: Degeneration Slot 2: Eruption
Slot 3: Venomous Claw Slot 3: Elemental Susceptibility
Slot 4: Barbed Trap Slot 4: Elemental Blockade
Slot 5: Flames of Oblivion Slot 5: Engulfing Flames
Ultimate: Flawless Dawnbreaker Ultimate: Standard of Might

INFO:

  • Molten Whip - a strong spammable that will deal more damage after using other Ardent Flame skills (in this skill setup it's going to be Venomous Claw, Flames of Oblivion, Engulfing Flames and Standard of Might) and will also grant you 300 Weapon and Spell Damage
  • Degeneration - a DoT that will grant you crucial Major Brutality buff, which increases your Weapon Damage by 20%. Having it slotted on your frontbar will also trigger the Magicka Controller passive which will slightly improve your damage and sustain
  • Venomous Claw - a strong DoT that will empower your Molten Whip. It is also guaranteed to proc the Poisoned status effect which will proc Combustion, improving your sustain
  • 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
  • Flames of Oblivion - an ability that deals lots of damage per cast and passively grants you crucial Major Savagery buff, which increases your Critical Chance by 12%. It will also empower your Molten Whip
  • Flawless Dawnbreaker - an ultimate that we won't be using, unless the fight is about to end and it's clear you won't be able to get another Standard of Might. Flawless Dawnbreaker is there just to proc the Slayer passive, which increases your Weapon and Spell Damage by 3%
  • Volatile Armor - a weak DoT but it's a source of Major Resolve buff which increases armor by 5948 which provides a lot of mitigation
  • Eruption - a strong ground DoT that will also proc the Mountain’s Blessing passive which will grant us Minor Brutality, increasing Weapon Damage by 10%
  • Elemental Susceptibility - an extremely loaded ability that does a multitude of things. It’s completely free to cast so it'll helps 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, which is always going to happen at the beginning when you cast Elemental Susceptibility. Minor Brittle increase 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. It will also constantly apply Minor Breach to enemies who are Chilled, and they’ll be Chilled thanks to Elemental Susceptibility
  • Engulfing Flames - an AoE DoT that will empower your Molten Whip and increase enemies' Flame damage taken
  • Standard of Might - an extremely strong ultimate that will deal AoE damage, increase all of your damage done and decrease your damage taken. Try to stack up your DoTs before using it

SITUATIONAL:

  • Resolving Vigor - you can use it instead of Engulfing Flames (in Single Target fights) or Venomous Claw (in AoE fights) for more difficult fights where you need the additional mitigation from Minor Resolve and the heal over time

PASSIVES

You should get all passives except for Tri Focus.


GEAR

This is my suggested setup for regular content, such as Solo Arenas, World Bosses, Dolmens, Dragons, Volcanic Vents, Harrowstorms, Mirrormoor Incursions and majority of the dungeons.

Gear Slot Set Weight/Type Trait Enchantment

Head

Slimecraw Light Divines Magicka

Shoulders

Runecarver's Blaze Light Divines Magicka

Chest

Ansuul's Torment Medium Divines Magicka

Hands

Runecarver's Blaze Light Divines Magicka

Belt

Runecarver's Blaze Light Divines Magicka

Legs

Runecarver's Blaze Light Divines Magicka

Boots

Runecarver's Blaze Light Divines Magicka

Necklace

Ansuul's Torment Jewelry Bloodthirsty Increase Magical Harm

Ring

Ansuul's Torment Jewelry Bloodthirsty Increase Magical Harm

Ring

Ring of the Pale Order Jewelry Bloodthirsty Increase Magical Harm

Frontbar Main Hand

Ansuul's Torment Dagger Nirnhoned Absorb Stamina

Frontbar Off Hand

Ansuul's Torment Dagger Charged Poison

Backbar Main Hand

Crushing Wall Ice Staff Infused Weapon Damage

ADDITIONAL INFO:


CHAMPION POINTS

Warfare

Fitness

ADDITIONAL INFO:


RACE

When it comes to solo PvE, you need both damage and survivability so pretty much all races have useful racials.

The best race for dealing damage is Khajiit. While the Critical Damage from Feline Ambush can sometimes be wasted due to Critical Damage being capped at 125%, it will never happen in solo content, because there will be no tanks or healers providing you with the Major Force buff.

The best race for survivability is Nord. The Rugged racial will provide around 6% damage mitigation.


MUNDUS

You should use The Shadow Mundus, which increases your Critical Damage.

For extremely difficult dungeons you should consider switching to The Lady Mundus, which increases your Armor.


ATTRIBUTES

HEALTH

0

STAMINA

0

MAGICKA

64

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

You'll have to use the Orzorga's Red Frothgar in order to sustain.

Other decent foods:

  • Clockwork Citrus Filet - if your sustain is good enough you can use this food instead, which compared to Orzorga's Red Frothgar will lower your Magicka Recovery and Max Health but it will grant you additional Max Magicka which will increase your damage
  • Orzorga's Smoked Bear Haunch - if a certain fight requires much more blocking and/or dodge rolling you can use this food instead, which compared to Orzorga's Red Frothgar will lower your Magicka Recovery and Max Health but it will grant you additional Stamina Recovery

POTIONS

Most of the time you should use Tri-Stat potions (Restore Health, Restore Stamina, Restore Magicka). They'll greatly improve you sustain. You can craft them by combining Columbine, Bugloss and Mountain's Flower.

There are better potions but they're extremely expensive. Heroism potions (Heroism, Restore Stamina, Restore Magicka) can provide a 100% uptime on Minor Heroism buff which generates ultimate, but they're extremely expensive because they're crafted by combining Dragon Rheum, Dragon's Blood and Columbine.

In situations where you need more damage mitigation and you can spare some sustain, you can instead use the Armor potions, which will increase your armor by 5280. You can craft them by combining Bugloss, Mountain's Flower and Mudcrab Chitin.


GAMEPLAY

Here you can see this build tackling Veteran dungeons


THANKS FOR READING

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CHANGELOG

8th February 2025

Skill Setups - Difficult

  • Engulfing Flames -> Revealing Flare

29th January 2025

Skill Setups - Regular

  • Engulfing Flames -> Barbed Trap
  • Resolving Vigor -> Engulfing Flames

Skill Setups - Difficult

  • Venomous Claw -> Barbed Trap

Gear - Beginner

  • 1 Heavy / 3 Medium / 3 Light -> 1 Heavy / 1 Medium / 5 Light
  • 2 Daggers -> 2 Maces

Gear - Regular

  • 4 Medium / 3 Light -> 1 Medium / 6 Light
  • Main Light Set - Whorl of the Depths -> Runecarver's Blaze
  • Tzogvin added as alternative Medium Set

Gear - Difficult

  • 1 Heavy / 3 Medium / 3 Light -> 1 Heavy / 1 Medium / 5 Light
  • 2 Daggers -> 1 Dagger 1 Mace

Mundus

  • Overland - Thief -> Shadow
  • Instanced - Lover -> Shadow

Food

  • Red Frothgar changed from alternative to main food
  • Clockwork Citrus Fillet changed from main food to alternative
  • Orzorga’s Smoked Bear Haunch added as alternative