Stamina Dragonknight Solo
Update 50
Magicka Dragonknight Solo
Update 50
Breath Dragonknight Solo
Update 49
One Bar Breath Dragonknight Solo Build - ESO Guide
One Bar Breath Dragonknight Solo Build for ESO Update 49, 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's a simpler One Bar version of the Breath Dragonknight.
Capable of soloing every Veteran dungeon that doesn't have a mechanic requiring multiple people, including Veteran Hard Mode Cradle of Shadows and Veteran Moongrave Fane. Parses 49.2k in the Regular setup, going up to 58.2k in a Full Damage setup and down to 45.2k in a Tanky setup, with a bonus Sword and Shield parse at 45.5k.
Looking for more damage? Check out the two bar Breath Dragonknight Solo Build which uses the same gameplay with a second skill bar for more DPS and survivability.
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: Molten Whip |
| Slot 2: Incinerate | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Elemental Susceptibility | |
| Slot 5: Ulfsild's Contingency | |
| Ultimate: Take Flight |
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.
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.
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
Elemental Susceptibility - an extremely powerful ability. 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%.
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
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.
Molten Whip - a spammable which we'll slot on back-bar only 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.
If you need to slot something situational, replace
Ulfsild's Contingency if you don't need survivability, or
Incinerate otherwise.
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
Igneous Weapons - a source of Major Brutality which unlike the Major Sorcery from Spell Power potions will stack with the Minor Brutality from
Elder Dragon passive, which makes it the best skill if you want more damage. It also improves your Stamina sustain, since it allows you to replace Spell Power potions with either Tri-Stat or Heroism potions
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
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 won't be as big of a DPS loss, because it provides Minor Force, which is absent in this build unless you're using
Velothi Ur-Mage's Amulet
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 reduces 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
Inside of your
Take Flight window you can freely cancel
Engulfing Dragonfire to refresh DoTs. Outside of
Take Flight, you want to finish
Engulfing Dragonfire and refresh DoTs after it ends.
You ideally want to start a cast of
Engulfing Dragonfire when
Take Flight has 2-3 seconds left, so that the initial weak phase of
Engulfing Dragonfire gets bypassed by
Take Flight's buff, because the later phase deals high damage regardless.
- 1.
Elemental Susceptibility - 2. (if
Take Flight is active)
Engulfing Dragonfire - 3.
Shatterspike Mantle - 4.
Incinerate - 5.
Ulfsild's Contingency - 6.
Take Flight - 7.
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: Molten Whip |
| Slot 2: Incinerate | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Razor Caltrops | |
| Slot 5: Chains of Dominance | |
| Ultimate: Take Flight |
What Changes
Razor Caltrops replaces
Elemental Susceptibility, so that you can apply Major Breach in AoE
Chains of Dominance replaces
Ulfsild's Contingency
A setup that sacrifices survivability for damage
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing Dragonfire | Slot 1: Molten Whip |
| Slot 2: Incinerate | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Elemental Susceptibility | |
| Slot 5: Igneous Weapons | |
| Ultimate: Take Flight |
What Changes
Igneous Weapons replaces
Ulfsild's Contingency
Additional Info
Igneous Weapons allow you to use Tri-Stat or Heroism potions instead of Spell Power 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: Molten Whip |
| Slot 2: Revealing Flare | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Elemental Susceptibility | |
| Slot 5: Ulfsild's Contingency | |
| Ultimate: Take Flight |
What Changes
Revealing Flare replaces
Incinerate
A setup which you could use if you want to play with a Sword and Shield. It parsed ≈7% less than a similar setup with Lightning Staff and
Elemental Susceptibility
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing Dragonfire | Slot 1: Molten Whip |
| Slot 2: Incinerate | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Pierce Armor | |
| Slot 5: Ulfsild's Contingency | |
| Ultimate: Take Flight |
What Changes
Pierce Armor replaces
Elemental Susceptibility
Additional Info
Pierce Armor is a Taunt which won't matter since this is a Solo build. If you decide to use this build in group content (which you shouldn't do anyway) you absolutely cannot use
Pierce Armor
Passives
Some trees are only needed when using situational skills, for example Psijic Order provides nothing without
Precognition
Class
Weapon
Armor
Guild
Alliance War
Racial
Craft
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 - 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 - 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 |
Medium | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Lightning Staff |
Gear that can be stronger than the setup from the table in specific situations or when specific circumstances are present
Velothi Ur-Mage's Amulet - a replacement for
Ring of the Pale Order if you want to sacrifice survivability for a lot more damage. You'll usually need to use
Reaving Blows to survive with it
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.
Additional tips
- Use more Light Armor pieces if you can't sustain Magicka
- If you want to use a Sword and Shield, the One Handed Weapon should be
Charged with
Absorb Magicka and the Shield should be
Divines with
Magicka
Final Setups
A few examples of final setups you could end up with after applying the situational rules to the base setup
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Lightning 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
This is a setup you should use in Instanced content (Arenas and Dungeons). Enemies in instanced content have 18,200 armor, while Overland enemies have only 9,100, so this setup will need much more penetration.
| 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 |
Lightning 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- Weight composition goes from 4 Medium 3 Light to 2 Medium 5 Light, so that we can benefit a bit more from the
Concentration passive - Weapon trait changes from
Charged to
Sharpened, in order to get enough penetration - Weapon enchant changes from
Absorb Magicka to
Absorb Stamina, because with more Light Armor pieces we don't need
Absorb Magicka to sustain
Additional Info
Champion Points
Race
For solo 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
-
DefaultThe Thief
5.53% Critical Chance(9.04% with 7
Divines)
Use in all Overland content and most situations. It increases Critical Chance -
Difficult ContentThe Lady
2744 Armor(4489 with 7
Divines)
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.
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.
-
DefaultArtaeum Pickled Fish Bowl
Max Health +5,414 Max Magicka +4,938The default option for most content. Provides Max Health and Max Magicka without any recovery.Cheaper alternative
Solitude Salmon-Millet Soup
Difference Max Health +5,395 −19 Max Magicka +4,936 −2 -
SustainOrzorga's Red Frothgar
Max Health +5,395 Magicka Recovery +493Switch to this if you find yourself running low on Magicka. -
SustainOrzorga's Smoked Bear Haunch
Max Health +4,312 Health Recovery +406 Stamina Recovery +369 Magicka Recovery +369The best choice for hard content where you need both additional Stamina and Magicka sustain.Cheaper alternative
Jewels of Misrule
Difference Max Health +3,927 −385 Health Recovery — −406 Stamina Recovery +357 −12 Magicka Recovery +357 −12
Potions
Use Spell Power potions most of the time. Using
Igneous Weapons
enables you to use Tri-Stat or Heroism potions instead.
-
DefaultSpell Power Potion
Restore Magicka
Major Sorcery
Major Prophecy
The default option which improves your Magicka sustain and grants you Major Sorcery, which will increase your Spell Damage by 20%. It does not stack with Minor Brutality from
Elder Dragon
, but it still ends up being the best default option, since you wouldn't be able to sustain Weapon Power potions -
SituationalTri-Stat Potion
Restore Health Restore Stamina Restore MagickaUse these if you're already getting Major Brutality/Sorcery from
Igneous Weapons
. Just like Spell Power potions they'll improve your Magicka sustain and they'll improve Stamina sustain on top of that -
ExpensiveHeroism Potion
Restore Magicka Restore Stamina
Minor Heroism
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
, but they're expensive
Parses
All parses are recorded on the 6 million Target Dummy
Gameplay
Fashion
| Slot | Style | Dyes |
|---|---|---|
| Head |
Legate's Black
Legate's Black
|
|
| Shoulders |
Legate's Black
|
|
| Chest |
Legate's Black
Legate's Black
Legate's Black
|
|
| Hands |
Legate's Black
Legate's Black
Legate's Black
|
|
| Belt |
|
|
| Legs |
Legate's Black
Legate's Black
Legate's Black
|
|
| Feet |
Legate's Black
Legate's Black
Legate's Black
|
|
| Frontbar Main Hand |
Empty
Legate's Black
Legate's Black
|
|
| Frontbar Off Hand |
Empty
Legate's Black
Legate's Black
|
|
| Slot | Collectible |
|---|---|
| Skin | |
| Personality |
FAQ
If you want a simpler build that doesn't require bar swapping. The one bar version still solos Veteran Hard Mode dungeons and is built around the same
Engulfing Dragonfire gameplay. If you want more damage, check out the two bar Breath Dragonknight.
This build uses a Lightning Staff for
Elemental Susceptibility (Major Breach). You can switch to an Inferno Staff with minimal loss, or an Ice Staff with a bit more loss. This guide also includes a Sword and Shield setup that parsed ≈7% less, using
Pierce Armor for Major Breach instead. Any other weapon type would need
Razor Caltrops for Major Breach, which would be a bigger DPS loss.
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
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.
Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand