The ESO Update 51 Breath Dragonknight is a DPS build centered on Engulfing Dragonfire, a channeled fire attack that increases its damage with each tick. The build combines strong single-target damage, useful area-of-effect abilities, and a relatively simple playstyle. It reportedly reaches around 163K DPS on the trial dummy, making it an interesting option for players who want high damage without relying on an overly complicated rotation.
The build has also been tested in Veteran Dreadsail Reef and Veteran Rockgrove. Its performance depends on gear, group buffs, and execution, but the core setup offers a solid starting point for both trial encounters and other PvE content.
Engulfing Dragonfire is the centerpiece of the build. It channels for 4.8 seconds, dealing damage in 10 ticks, with each tick increasing in strength. During the channel, incoming damage is reduced by 15%. Its damage reaches the maximum level while Take Flight's damage buff is active, making ultimate timing an important part of the rotation.
Several supporting abilities keep damage consistent. Searing Claw deals an initial hit and applies a damage-over-time effect, while Quick Cloak provides movement speed, Major Evasion, and additional damage that can trigger weapon enchantments. Camouflaged Hunter helps maintain Minor Berserk and activates the Slayer passive, adding weapon and spell damage.
Banner Bearer provides further offensive support through its selected scripts. The recommended Magic, Cavalier's Charge, and Heroism combination increases magical damage, adds weapon and spell damage based on movement speed, and improves ultimate generation. Take Flight is the main ultimate because it increases damage against monsters and allows Engulfing Dragonfire to deal maximum damage throughout its buff window.
Other useful abilities include Shatterspike Mantle for Major Resolve and additional damage, Incinerate for recurring fire damage, and Igneous Weapons for Major Brutality. Stampede is the standard back-bar option when using a greatsword, while Flawless Dawnbreaker can be slotted on the back bar for its passive weapon and spell damage bonus.
The base setup can be adjusted to suit different fights. If resource sustain becomes a problem, Soul of Flame can help restore resources. Barbed Trap is useful when the build lacks Velothi Ur-Mage's Amulet, as it provides Minor Force and applies the Hemorrhaging status effect. Proximity Detonation is particularly effective against groups of enemies because it can be cast before entering a pack.
For fights that require additional survivability, Resolving Vigor provides a self-heal, while Burning Embers offers healing through its damage-over-time effect. Players using a destruction staff instead of a greatsword can replace Stampede with Elemental Blockade, which is easier to sustain and remains a reasonable alternative before obtaining the Merciless Charge set.
These adjustments allow the build to handle both single-target encounters and trash packs without changing its overall identity. In most cases, situational skills replace Igneous Weapons first, with other slots adjusted according to the encounter and the buffs provided by the group.
The build offers two rotation options: a priority-based rotation and a static rotation. The priority approach deals more damage, while the static version is slightly weaker but may be easier to learn. With the priority method, refresh abilities as they expire and follow the recommended skill order when several effects need to be reapplied at once.
Take Flight timing is crucial. During its damage-buff window, Engulfing Dragonfire can be canceled to refresh damage-over-time effects without losing its maximum-damage benefit. When Take Flight has roughly three seconds remaining, cancel the current channel and begin another one so the new channel is already ramped up when the ultimate buff expires.
Outside the Take Flight window, finish the full Engulfing Dragonfire channel before refreshing damage-over-time abilities. Avoid inserting a light attack after the channel; cast the next skill immediately instead. One exception is when casting Engulfing Dragonfire twice consecutively outside the ultimate window: a light attack between casts avoids a reported ramp-up bug that can reduce the second channel's damage.
Players using the static rotation should cast Take Flight whenever it is ready and refresh Igneous Weapons separately because of its longer duration. Shatterspike Mantle, Incinerate, Quick Cloak, and Igneous Weapons can also be pre-cast before combat when appropriate.
The recommended trial setup uses Whorl of the Depths, Slivers of the Null Arca, Velothi Ur-Mage's Amulet, one piece of Slimecraw, and Merciless Charge. With the stated group-buff assumptions, the light-armor version reaches approximately 151K DPS on the trial dummy, while the medium-armor version reaches around 157K.
Light armor gains penetration through the Concentration passive and is a reliable choice when group penetration is limited. Medium armor can perform better when the group already supplies sufficient penetration through sets or other effects. The right choice therefore depends on group composition rather than damage numbers alone.
Players without the recommended trial gear can use alternatives. A crafted setup built around Tide-Born Wildstalker, Order's Wrath, and Highland Sentinel provides an accessible starting point. For players without trial sets, alternatives such as Aegis Caller, Pyrebrand, and Deadly Strike can help maintain competitive damage. Gear for trash packs can also be adjusted with sets such as Sul-Xan's Torment, although swapping equipment for every pack may not be worthwhile without a gear-swap add-on.
Daggers are the default front-bar weapon choice, but other weapons can remain viable. The bow, for example, performs only slightly below daggers in the comparison provided by the build creator, so players can choose an alternative if it better suits their preferences.
For the blue Champion Point tree, the recommended setup includes Master-at-Arms, Biting Aura, Wrathful Strikes, and Fighting Finesse. Fighting Finesse can be replaced by Untamed Aggression if group buffs already bring critical damage to the cap. Reaving Blows is another option when additional healing is needed.
The red tree uses Boundless Vitality, Fortified, Celerity, and Rejuvenation for health, armor, movement speed, and recovery. Bloody Renewal and Siphoning Spells can replace Celerity and Rejuvenation in add-heavy encounters where sustain is more important. Steed's Blessing is the key green-tree passive for out-of-combat movement speed.
For Class Masteries, Inexorable Descent and Wildfire Embers are the recommended damage choices. Lead From the Front is a possible group-support alternative when the team needs more Major Berserk and Major Protection uptime. The Thief Mundus is the standard choice, while The Lover can help medium-armor setups that lack sufficient penetration. All 64 attribute points should go into Magicka.
Race choice has a measurable impact on damage, but it should not prevent players from using the build. The best option depends on personal preference and existing character choices, and a less optimal race does not automatically make endgame content impossible.
Artaeum Pickled Fish Bowl is the usual food choice because it increases maximum health and Magicka. Solitude Salmon-Millet Soup is a cheaper alternative. If resource sustain is a problem, Clockwork Citrus Filet or Witchmother's Potent Brew can provide additional Magicka Recovery. For encounters where maximum health is less important, Tomato Garlic Chutney or Ghastly Eye Bowl may be suitable.
Magicka Force potions are the standard option for maintaining offensive buffs. Bi-Stat Power potions are useful when Igneous Weapons is removed from the skill setup and another source of Major Brutality is needed. Heroism potions can support ultimate generation and allow a different Banner Bearer script to be used. Other options, including Magicka Speed, Tri-Stat, or armor potions, can be considered depending on group buffs, resource needs, and survivability requirements.