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One Hand and Shield Stamina Dragonknight Solo Build - ESO Guide

Solo Two Bar Stamina Pure Class Dragonknight
Up to date for: Update 45 - 28th April 2025
Last changed: Update 45 - 28th April 2025
Archived Build

This build is archived. Use the current Stamina Dragonknight Solo build with a Sword and Shield if you want the same playstyle.

This is a roleplay build where I'm not always choosing the most optimal option

While One Hand and Shield isn't usually the ideal weapon type for Solo, it has its niche, and that niche are fights with a lot of blockable direct damage, like for example Anthelmir in Oathsworn Pit or basically any fight in the Bal Sunnar dungeon. And even outside of that niche, it's not that far behind Dual Wield in terms of DPS.

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.

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Skill Setups

Base Setup

A base setup that will work for most situations and which should be your starting point when making situational setups

Shield Throw Burning Embers Noxious Breath Barbed Trap Flames of Oblivion Flawless Dawnbreaker
Soul Burst Eruption Elemental Susceptibility Elemental Blockade Molten Whip Standard of Might
Front Bar Back Bar
Slot 1: Shield Throw Slot 1: Soul Burst
Slot 2: Burning Embers Slot 2: Eruption
Slot 3: Noxious Breath Slot 3: Elemental Susceptibility
Slot 4: Barbed Trap Slot 4: Elemental Blockade
Slot 5: Flames of Oblivion Slot 5: Molten Whip
Ultimate: Flawless Dawnbreaker Ultimate: Standard of Might
  • Shield Throw - a spammable that will also interrupt enemies who are channeling and grant you Major Resolve for 10 seconds, which increases your armor by 5984 and is a crucial defensive buff
  • Burning Embers - a DoT that will heal you for 100% of its damage done. It applies the Burning status effect at the beginning which will also proc the Combustion passive if it's off cooldown. It's also going to grant you a stack of Molten Whip
  • Noxious Breath - an AoE DoT that applies the Major Breach debuff, which reduces enemies' armor by 5948 and is crucial for any non-overland content, though in this build we're also getting Major Breach from Elemental Susceptibility so Noxious Breath is used just because it's a strong AoE DoT, not because of its Major Breach. You can also use it as a spammable when facing multiple enemies. It will also grant you a stack of Molten Whip
  • 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 Major Savagery buff, which increases your Critical Chance by 12%, though it's less important because you'll already have that buff from your potion. 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%
  • Soul Burst - an AoE DoT that will grant your Minor Courage buff, increasing your Weapon and Spell Damage by 215
  • Eruption - a ground DoT that also deals direct damage at the beginning, up to once every 10 seconds. It's crucial for proccing the Mountain’s Blessing passive which will grant you the unique Minor Brutality buff, increasing your 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 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. The Burning status effect will also proc the Combustion passive if it's off cooldown. 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
  • Molten Whip - ability that will cause our other Ardent Flame abilities to grant us 100 Weapon and Spell Damage and empower next Molten Whip by 20%, stacking up to 3 times and lasting 15 seconds. Use it when it's at 3 stacks. Using up the stacks doesn't remove the Weapon and Spell Damage buff
  • Standard of Might - extremely powerful ultimate that deals damage over time, increases all of your damage done and decreases all of your damage taken. It will also grant you a stack of Molten Whip

Molten Whip and Soul Burst are the first skills that have to go when you need to slot something situational, unless the situational skill specifically says that it's replacing something else

  • Resolving Vigor - use it for more difficult fights where the pressure is constant and thus you need the Minor Resolve. It can also be used as your main source of healing before you obtain the Ring of the Pale Order Mythic or in fights with invulnerability phases where you can't heal with Ring of the Pale Order
  • Silver Leash - a chain ability that you can slot in trash packs to stack enemies and get through them faster
  • Ulfsild's Contingency (Flame, Gladiator's Tenacity, Force) - a replacement for Barbed Trap in fights where you need more damage mitigation. It's a delayed AoE damage that also grants you 8% damage reduction for 8 seconds and Minor Force for 22 seconds, which increases your Critical Damage by 10%. You should recast it every 8 seconds when under pressure and every 22 seconds otherwise. Having it slotted on your frontbar will also trigger the Magicka Controller passive which will slightly improve your magicka sustain
  • Temporal Guard - slot it for more difficult fights where you need more damage mitigation. It's an ultimate we can frontbar for the passive Minor Protection which decreases your damage taken by 5%. It will also trigger the Concentrated Barrier passive
  • 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%
  • Venomous Claw - other morph of Burning Embers which deals more damage but doesn't heal you. You can use it when you want to trade survivability for more damage. Since you're switching a Magicka ability for a Stamina one, you should also change your Soul Burst's Bleed script to Flame script so that it costs Magicka instead of Stamina
  • Power Slam - a replacement for Shield Throw in fights where you have to block a lot. Power Slam has decreased cost after blocking so it's the only way to sustain this kind of fights. When swapping out Shield Throw, you have to also swap Molten Whip to Volatile Armor to get your Major Resolve back
  • 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
  • Defensive Stance - use it for fights where you have to block a lot of attacks. This skill will passively increase your Block Mitigation by 10% and reduce your Block Cost by 10%. It can also be used to gain a damage shield and reflect the next ranged attack within 6 seconds
  • Shield Wall (either morph) - a decent ultimate for fights where you have to hold block for a very long period of time, like for example Roksa the Warped fight in Bal Sunnar

Priority List

Use this as a priority list. Recast abilities when they run out and follow this list when there are multiple things to refresh

Thanks to the Deadly Bash passive, this build has potential to utilise "bash-weaving", which means using a bash after each ability. If you want to do that, make sure to set a separate keybind for Bash instead of using the Block+Light Attack combination, as blocking will halt your Stamina Recovery. You should stop bash-weaving once your stamina gets too low.

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 with chains for dealing with trash packs

Shield Throw Burning Embers Noxious Breath Ulfsilds Contingency Flames of Oblivion Flawless Dawnbreaker
Soul Burst Eruption Elemental Susceptibility Elemental Blockade Silver Leash Standard of Might
Front Bar Back Bar
Slot 1: Shield Throw Slot 1: Soul Burst
Slot 2: Burning Embers Slot 2: Eruption
Slot 3: Noxious Breath Slot 3: Elemental Susceptibility
Slot 4: Ulfsild's Contingency Slot 4: Elemental Blockade
Slot 5: Flames of Oblivion Slot 5: Silver Leash
Ultimate: Flawless Dawnbreaker Ultimate: Standard of Might

Passives

The only passive you specifically have to skip is Tri Focus

Class

Weapon

Armor

Guild

Alliance War

Racial

Craft

Class - Ardent Flame

CombustionCombustion - High Priority

WarmthWarmth - Low Priority

Searing HeatSearing Heat - High Priority

World in RuinWorld in Ruin - High Priority

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

Head

Slimecraw Light Divines Stamina
Shoulders

Shoulders

Essence Thief Medium Divines Stamina
Chest

Chest

Ansuul's Torment Medium Divines Stamina
Hands

Hands

Ansuul's Torment Medium Divines Stamina
Belt

Belt

Ansuul's Torment Medium Divines Stamina
Legs

Legs

Ansuul's Torment Medium Divines Stamina
Feet

Boots

Ansuul's Torment Medium Divines Stamina
Neck

Necklace

Essence Thief Jewelry Bloodthirsty Increase Physical Harm
Ring

Ring

Essence Thief Jewelry Bloodthirsty Increase Physical Harm
Ring

Ring

Ring of the Pale Order Jewelry Bloodthirsty Increase Physical Harm
Mainhand

Frontbar Main Hand

Essence Thief Any 1-handed Charged Poison
Offhand

Frontbar Off Hand

Essence Thief Shield Divines Stamina
Mainhand

Backbar Main Hand

Crushing Wall Ice Staff Infused Weapon Damage

If you want to switch to a situational set it's best to replace Ansuul’s Torment, especially since most good situational sets also provide Minor Slayer. Essence Thief provides a lot of sustain so replacing it only makes sense in fights where you can't retrieve the Essence Thief pool, like for example in any Dragon fight. Without Essence Thief you can forget about sustaining bash-weaving and you might have to heavy attack once or twice before Standard of Might will replenish your Stamina with Battle Roar

For example, a default setup for trash packs would replace Ansuul's Torment with Sul-Xan’s Torment

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
  • Arms of Relequen - best for easier Single Target fights. Does a lot of Single Target damage, but this damage doesn't heal you through Ring of the Pale Order
  • Berserking Warrior - replacement for Essence Thief for fights where you can't retrieve the pool. It's a Heavy set, so your weight distribution will change from 6 Medium 1 Light to 1 Heavy 5 Medium 1 Light. The one body armor piece should ideally be on the Chest gear slot as it provides the most armor. You can also use the Reinforced trait instead of Divines on that chest piece if you want more survivability.
  • For overland content, you don't need as much penetration so you can replace Ice Staff with Inferno Staff
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Champion Points

WarfareWarfare
Master-at-Arms
6% Direct Damage
Deadly Aim
6% Single Target Damage
Fighting Finesse
8% Critical Damage and Healing
Wrathful Strikes
205 Weapon and Spell Damage
More Mitigation
When soloing extremely difficult dungeons you should replace Wrathful Strikes and Fighting Finesse with 2 of the 4 mitigation CPs: Ironclad, Duelist's Rebuff, Enduring Resolve, Unassailable
FitnessFitness
Boundless Vitality
1400 Max Health
Sustained by Suffering
150 Health, Stamina and Magicka Recovery when debuffed
Rejuvenation
90 Health, Stamina and Magicka Recovery
Fortified
1731 Armor
Adds
In fights with lots of adds Siphoning Spells and Bloody Renewal can be stronger than Rejuvenation and Sustained by Suffering
Blocking
Use Bracing Anchor in fights where you have to block a lot attacks and where you don't have to move that much
Movement
Use Celerity in fights where you have to move a lot
CraftCraft
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 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 Ambush passive.
Feline Ambush Feline Ambush 12% Critical Damage
Lunar Blessings Lunar Blessings 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. Rugged 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
Resist Frost Resist Frost 1000 Max Health, 4620 Frost Resistance

Mundus

The Thief
Overland
The Thief
5.53% Critical Chance (9.04% with 7 Divines)
When to use
Use for overland content. It increases your Critical Chance
The Lover
Instanced
The Lover
2744 Penetration (4489 with Divines)
When to use
Use for instanced content. It increases your Penetration
The Lady
Difficult Content
The Lady
2744 Armor (4489 with 7 Divines)
When to use
Consider for extremely difficult dungeons. It increases your Armor

Attributes

For most content you should put all 64 points into Stamina. 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 Stamina, for the extremely difficult stuff you'll need 64 Health.

Health
0
Stamina
64
Magicka
0
All points into Stamina. Use it for most content
Health
32
Stamina
32
Magicka
0
Split between Health and Stamina. Use it when you need more Health
Health
64
Stamina
0
Magicka
0
All points into Health. Use it for very difficult fights

Food

Max Health Stamina Recovery Magicka Recovery
You'll need it to sustain. Jewels of Misrule is a cheaper alternative

Potions

Weapon Power Potion
Default Weapon Power Potion
Restore Stamina Major Brutality Major Savagery

Use the Weapon Power potions (Increase Weapon Power, Weapon Critical, Restore Stamina). They'll greatly improve your sustain and provide Major Brutality and Major Savagery which are crucial.

Parses

All parses are recorded on the 6 million Target Dummy

Regular Setup
46.7k DPS
Venomous Claw
47.6k DPS
Relequen
50k DPS
Regular Setup
46.7kDPS
6mil Skeleton Dummy
Patch
Update 45
Armor
1 Light / 6 Medium
Gear Setup
Regular
Skill Setup
Regular
Potion
Weapon Power Potion
Mundus
The Lover
Race
Nord
CMX Parse
One Hand and Shield Stamina Dragonknight CMX parse - Regular setup
CMX Setup
One Hand and Shield Stamina Dragonknight CMX setup - Regular setup
Recording of the 46.7k parse
Parse recording
Venomous Claw instead of Burning Embers
47.6kDPS
6mil Skeleton Dummy
Patch
Update 45
Armor
1 Light / 6 Medium
Gear Setup
Regular
Skill Setup
Venomous Claw instead of Burning Embers
Potion
Weapon Power Potion
Mundus
The Lover
Race
Nord
CMX Parse
One Hand and Shield Stamina Dragonknight CMX parse - Venomous Claw
CMX Setup
One Hand and Shield Stamina Dragonknight CMX setup - Venomous Claw
Relequen instead of Ansuul
50kDPS
6mil Skeleton Dummy
Patch
Update 45
Armor
1 Light / 6 Medium
Gear Setup
Relequen instead of Ansuul
Skill Setup
Regular
Potion
Weapon Power Potion
Mundus
The Lover
Race
Nord
CMX Parse
One Hand and Shield Stamina Dragonknight CMX parse - Relequen
CMX Setup
One Hand and Shield Stamina Dragonknight CMX setup - Relequen

Gameplay

Scalecaller Peak
Dungeon
Bal Sunnar
Dungeon
Scalecaller Peak
Dungeon Veteran Hard Mode
Bal Sunnar
Dungeon Veteran

FAQ

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



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