ESO Dragonknight Tank Build, ESO Dragonknight Tank Skill Bars

Best ESO Dragonknight Tank Build for Dungeons & Trials 2026

This ESO Dragonknight Tank build is designed for modern dungeon and trial tanking, focusing on strong sustain, reliable survivability, and essential group utility. Updated for 2026, this guide covers gear setups, skills, subclassing, scribing options, and stat priorities to help you tank confidently in both beginner-friendly and endgame content.

Table of Contents

ESO Dragonknight Tank Build – Overview

The Dragonknight Tank has always been the backbone of tanking in The Elder Scrolls Online and in 2026, it’s finally clawing back more of its identity.

With major system shifts like Subclassing and Scribing reshaping how tanks are built, many Dragonknights were reduced to little more than buff platforms. That’s starting to change. The DK’s core kit is being strengthened again, survivability is improving, and its role as a true frontline tank is becoming clearer even if group expectations still demand flexibility.

Scorch is a Dragonknight Tank build designed to thrive in that reality. It focuses on strong fundamentals, intelligent sustain, and adaptable utility, whether you’re running dungeons, trials, or high-pressure endgame content.

ESO Dragonknight
ESO Dragonknight

Why Play a Dragonknight Tank in ESO?

Dragonknights have been one of ESO’s staple tank classes since launch, and for good reason. Their toolkit is naturally built around sustain, survivability, and group utility, three pillars that define effective tanking at all levels of play.

Even through recent system changes, DKs have remained relevant thanks to powerful passives like Battle Roar and Helping Hands, allowing them to convert Magicka skills into Stamina sustain while blocking. Abilities like Igneous Shield and Dragon Blood provide a reliable mix of shielding, healing, and resource return that few other tanks can match.

Where Dragonknight Tanks truly shine is group support. A DK Tank brings unique buffs and debuffs that are rarely covered by damage dealers, meaning they retain high value even in groups already running Dragonknight DPS. This makes DK Tanks one of the safest and most in-demand tank choices for organised content.

In 2026, the Dragonknight’s base kit is receiving welcome improvements but that doesn’t mean tanks can ignore Subclassing or Scribing. Most groups will still expect you to cover key buffs and debuffs, which often means running a hybrid or subclassed setup rather than a “pure” class build. Scorch is built with that expectation in mind, balancing core DK strengths with modern ESO group requirements.

Quick Build Snapshot

Build Focus: Dungeon & Trial Tank
Difficulty: Beginner–Intermediate
Playstyle: High sustain, strong group utility, Ultimate-driven
Best Content: Veteran Dungeons, Trials, Hardmodes
Patch: Update 49 (2026) 

What This Dragonknight Tank Build Covers

This guide breaks down everything you need to play a Dragonknight Tank effectively in today’s ESO:

  • Why DKs remain one of the strongest and most beginner-friendly tank classes
  • Recommended race choices for sustain and survivability
  • Scribing skill options that enhance dungeon and trial tanking
  • Subclassing considerations for modern group composition
  • Multiple build variants tailored for dungeons, trials, and endgame content

Who This Build Is For

This build is ideal if you want a reliable, adaptable Dragonknight Tank that performs well in both dungeons and trials without relying on perfect group compositions.

Who This Build Is Not For

If you’re looking for a one-button tank, refuse to swap gear, or want to ignore group buff responsibilities entirely, this build may feel demanding in organised content.

Dragonknight Tank Strengths, Weaknesses & Group Benefits

Strengths

  • Strong sustain – able to gain Stamina while blocking
  • Using Ultimate returns resources
  • Suitable for players of all experience levels
  • Strong self-healing capabilities
  • Provides unique group buffs and additional group utility
  • High mitigation and resistances, making it a robust Tank class
  • Effective in all content types

Weaknesses

  • Stamina sustain can dip when maintaining high-cost abilities like Stone Giant, especially in extended fights
  • Subclassing pressure – many DK skills are often replaced to meet modern group buff requirements
  • Less flexible in ultra-optimised groups, where other tank classes may provide specific buffs more efficiently
  • Relies on active resource management, making mistakes more punishing for newer tanks in endgame content

Group Benefits

Dragonknight Tank Core Essentials

If you’re unsure, start with Nord, Atronach, Red Frothgar, Tri-Stat potions, and 64 Health, this setup works everywhere.

The Atronach Mundus Stone provides the most reliable value for Dragonknight tanking by increasing Magicka Recovery. Maintaining skill uptime is one of the biggest challenges for tanks, especially in longer pulls and boss fights, and additional Magicka Recovery allows you to cast important abilities more frequently without over-relying on heavy attacks or external support.

Red Frothgar is the strongest all-round Dragonknight tank food, offering increased Max Health alongside Magicka Recovery. This combination makes it ideal for most players and most scenarios.

Smoked Bear Haunch, or the cheaper alternative Jewels of Misrule, trades some Max Health and Magicka Recovery compared to Red Frothgar, for additional Health and Stamina Recovery. These options are best suited to experienced tanks who block less frequently and are comfortable managing incoming damage.

Bewitched Sugar Skulls can be used situationally when additional Max Resources are needed, but it is generally less efficient for tanking compared to recovery-focused foods.

The standard potion choice for dungeon tanking is Essence of Health (Tri-Stat) Potions, which restore all three resources and provide increased recovery across the board. These are reliable, flexible, and work well for every class.

Minor Heroism Potions are a strong alternative for experienced tanks, providing additional Ultimate generation. These are particularly valuable in organised groups or speed-focused runs where frequent Ultimate usage improves group damage or survivability.

Nord is the strongest overall race for dungeon tanking due to its bonus resistances, Max Stamina, and increased Ultimate generation. These benefits are universally useful across all tank classes.

Placing 64 points into Health is the most consistent and reliable choice for Dragonknight tanking across all content. This provides a strong survivability baseline while allowing your other resources to be managed through gear, food, and recovery.

~40,000 Health
Improves survival, makes mechanics more forgiving and prevents deaths during unblocked damage.
Aim for around 40k Health when fully buffed. You can run lower Health in easier content, but for Veteran DLC and Hardmode content, higher Health provides far more breathing room and reduces the risk of sudden deaths.

~20,000 Stamina
Stamina is required for blocking, dodging, breaking free, and certain skills. Around 20k Stamina is a comfortable baseline. More experienced tanks may run less if they block efficiently or have strong Stamina sustain through passives or skills.

~15,000 Magicka
Magicka is the primary resource used for most tank skills. A baseline of 15k Magicka is sufficient, as sustained casting is achieved through Magicka Recovery rather than stacking Max Magicka. Having significantly more Magicka provides diminishing returns for tanking.

25k–33k Resistances
Resistances reduce incoming damage from both direct hits and damage-over-time effects. The resistance cap is 33,100, but you do not need to be capped at all times.

  • Base game content: Resistances are largely unimportant
  • Veteran & DLC content: Aim for 25k+
  • DLC Hardmode content: Aim for 30k+

Resistances can be increased through skills and passives, Reinforced gear, a Defending one-handed weapon, or buffs such as Minor & Major Resolve. Keep in mind that the more you block, the less value resistances provide due to block mitigation, resistances matter most when taking unblocked damage or sustained Damage over Time.

~2,000 Magicka Recovery
To maintain consistent uptime on buffs and debuffs, Dragonknight tanks should aim for around 2,000 Magicka Recovery. Sometime it’s possible to function with slightly less due to alternative sustain tools (such as Dragonknights gaining resources through Ultimate usage), but dropping below this value will noticeably impact uptime and survivability.

Dragonknight Tank Gear Setups

Default Recommendation:
If you only want one setup, use the Dungeon gear configuration, it performs well in most group content and adapts easily.

Armor Traits

  • Divines – Default choice for improved Magicka Recovery
  • Reinforced – Useful in difficult Veteran Hardmodes if resistance cap is hard to reach
  • Sturdy – Viable for tanks with strong sustain or heavy block usage

Jewellery

  • Harmony + Magicka Recovery – Best overall performance
  • Prismatic Cost Reduction – Useful for Stamina-heavy setups
  • Infused – Strong when synergies are less frequent
  • Swift – Situationally valuable for add pulls when using gear-swap addons

Weapons

  • One-Hand & Shield
    • Decisive + Hardening – Strong all-round option
    • Infused + Weakening – Ideal when running without a healer
    • Absorb Stamina – Adds minor sustain when needed
  • Ice Staff
    • Charged – Best for add pulls, reliably applying Chilled
    • Infused + Crusher – Mandatory for bosses to maintain maximum debuff uptime

Monster Sets
Archdruid Devyric is one of the strongest monster sets for dungeon tanking, providing excellent Major Vulnerability uptime, especially when paired with Turning Tide. This combination is particularly effective on bosses. For add pulls, Archdruid is less impactful, making Spaulder of Ruin a better option for consistent group damage. Tremorscale is another strong alternative, especially in groups that benefit from additional armor reduction.

5 Piece Sets
Turning Tide is a core set, greatly improving Major Vulnerability uptime and group DPS. Paired with Saxhleel Champion which grants Major Force regardless of which Ultimate is used and scales naturally with Ultimate uptime, allowing tanks to align their ultimates with high-damage windows for maximum group DPS. Alternatively you could use Powerful Assault, Olorime or War Machine.

Weapon Sets
For add pulls, Void Bash (Vateshran One-Hand and Shield) is best-in-slot, allowing you to stack entire packs with a single cast. For boss fights or encounters with minimal adds, equipping 2 Pieces of the Trainee set just adds some extra Max Health and Magicka.

Monster Set — Nazaray

Nazaray is taken for one job: extending your Major and Minor debuffs on enemies. As the Main Tank, you’re constantly applying key debuffs and standing closest to the boss. Nazaray helps keep those debuff windows active for longer, allowing the group to benefit more consistently during burn phases.

5-Piece Set — Saxhleel Champion

Saxhleel Champion is what makes this setup Main Tank-proof in real trial scenarios. It allows you to provide Major Force even when you’re not using Warhorn meaning you can run a safety Ultimate like Barrier (or other defensive Ultimates depending on class or encounter) without sacrificing a massive portion of group damage.

5-Piece Set — Lucent Echoes

Lucent Echoes adds two things that matter in trials: increased Critical Damage and Critical Healing for the group, and a very real layer of survivability for the Main Tank when pressure spikes. The below-50% health damage reduction effect is exactly the kind of “you’re about to die” buffer that saves pulls when mechanics overlap or mistakes happen.

Monster Set — Baron Zaudrus

Baron Zaudrus provides extremely strong Ultimate generation when combined with Off Tank passives and skills. Activated by simply casting Elemental Susceptibility, this allows near-constant Ultimate usage, which is especially valuable in groups relying on frequent Major Force, Charged Atronach, or Colossus rotations.

In organised trial environments, the ability to generate Ultimates consistently can significantly increase overall group damage.

Monster Set — Archdruid Devyric

Archdruid Devyric offers Major Vulnerability, making it a strong option when the group lacks consistent Colossus uptime. The Off Tank is often well-positioned to apply this debuff during add waves or boss phases.

It requires a fully charged Heavy Attack to activate, which can be situationally risky, but when executed reliably it provides strong group damage amplification.

5-Piece Set — Pearlescent Ward

Pearlescent Ward provides a unique Weapon and Spell Damage buff to the group while also acting as a progression stabiliser. As group members fall, surviving players gain increasing damage reduction, helping prevent full wipes during recovery phases.

This makes it one of the strongest Off Tank sets for both damage amplification and run-saving survivability, particularly in progression or hardmode trials.

5-Piece Set — Powerful Assault

Powerful Assault provides another unique Weapon and Spell Damage group buff. However, it has limited range and requires consistent micromanagement to maintain uptime.

Off Tanks running Powerful Assault must reposition into the group regularly to refresh the buff, making it more demanding but highly rewarding in coordinated trial groups.

Subclassing for Dragonknight Tanks

Subclassing choices may shift as Update 49 balance changes settle, but the principles below will remain relevant.

Subclassing allows Dragonknight Tanks to access additional sustain, survivability, and group utility without sacrificing their core role. In practice, the primary purpose of subclassing on a DK Tank is to cover essential group buffs and debuffs that sit inside more tank-focused skill lines.

This works especially well for tanks, as these skill trees naturally provide mitigation, sustain, and defensive passives, reducing the amount of active resource management required. As a result, your build handles much of the survivability for you, allowing you to focus more on mechanics, positioning, and buff uptime rather than constant resource recovery.

Current Meta Subclassing Options

Earthen Heart

Soldier of Apocrypha

Winters Embrace

The following subclass skill lines are currently the most popular and effective choices for Dragonknight Tanks in dungeon and trial content

For this build:

  • Dungeons & Main Tanking use the standard meta subclass setup listed above.
  • Off Tanking swaps Soldier of Apocrypha and Winter’s Embrace for:
  • Daedric Summoning + Siphoning or Restoring Light, depending on group composition and buff coverage.

These swaps prioritise Ultimate generation, group support, and recovery tools, which are more valuable for Off Tanks than raw mitigation.

If you’re unsure which subclass to run, default to the Dungeon/Main Tank setup, it offers the safest balance of sustain, mitigation, and group value.

Dragonknight Tank Skill Bars

Dragonknight Skills

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Bosses

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Ardent Flame • Winters Embrace • Soldier of Apocrypha

Bosses

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Earthen Heart • Soldier of Apocrypha • Winters Embrace

Bosses

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Earthen Heart • Daedric Summoning • Siphoning

Below is a reference breakdown of commonly used Dragonknight tank skills. You don’t need every skill listed here on your bar at once, use this section to understand what each option provides and when it becomes useful.

  • Goading Throw – Ranged taunt that also heals you and applies Major Maim, reducing enemy damage.
  • Stone Giant – Enemy debuff that makes them receive more damage, boosting group DPS.
  • Hearth and Home (Eruption) – Provides a large group heal over time, Minor Heroism for faster ultimate generation, and Major Protection for yourself.
  • Warding Burst – Group damage shield that also grants Minor Courage and contributes to ultimate generation.
  • Polar Wind – Strong burst heal with a self HoT that also heals an ally.
  • Trample – Grants Major Heroism and applies multiple damage status effects, turning the Dragonknight into an ultimate engine when paired with Saxhleel Champion.
  • Gibbering Shelter – Emergency defensive ultimate that provides strong mitigation, group shielding, and passive resource recovery.
  • Leashing Soul – Pulls enemies together, restores Magicka and Stamina, and applies Major Cowardice to reduce incoming damage.
  • Elemental Susceptibility – Free Major Breach with constant Burning, Chilled, and Concussion procs, enabling Minor Maim, Minor Brittle, Minor Vulnerability, Off Balance, and Minor Breach (with Blockade), while triggering Dragonknight sustain through Burning.
  • Elemental Blockade – Maintains continuous infused Crusher enchant uptime, applies Minor Breach to Chilled enemies, and provides a projectile damage shield for the group.
  • Expansive Frost Cloak – Grants Major Resolve to the entire group.
  • Runeguard of Still Waters – Passive safety tool that grants Minor Resolve and Minor Protection, immobilises nearby enemies, and triggers a heal when under 50% Health.
  • Standard of Might – Primary ultimate that provides a large, unique Spell and Weapon Damage buff to the group. When paired with Saxhleel Champion, it also grants Major Force, massively boosting group damage, while the caster gains 15% reduced damage taken for the duration.

Add Pull Skills

  • Inner Rage – Ranged taunt that provides a strong group synergy, dealing Flame damage over time to the taunted enemy and additional AoE Flame damage to nearby enemies.
  • Razor Caltrops – Applies AoE Major Breach to all enemies in large pulls and snares them.
  • Power Slam – Used to proc Void Bash, pulling all enemies together in one cast while applying Major Maim to reduce incoming damage.
  • Pulsar – Applies AoE Minor Mangle and, when used with a Charged Ice Staff, guarantees AoE Chilled, enabling Minor Maim, Minor Brittle, Minor Breach (with Blockade), and granting Minor Protection to the group.

Dragonknight Skills (No Subclassing)

  • Igneous Shield – Provides a damage shield for yourself and a smaller group shield, grants Major Mending, and should be cast before healing skills to increase self-healing effectiveness.
  • Blood of the Green Dragon – Emergency burst heal that scales based on missing Health, also applies a heal over time and grants Major Fortitude, Major Endurance, and Major Vitality.
  • Magma Fist (Stone Giant) – Applies Heat Shock to enemies, increasing the damage they take and boosting overall group DPS.
  • Earthshield Mantle (Hardened Armor) – Grants Major Resolve, provides a damage shield, and returns Flame damage to enemies that deal direct damage to you.
  • Choking Talons – AoE immobilise used for add control that also applies Minor Maim and provides an Ignite synergy for the group.
  • Chains of Dominance – Pulls and taunts enemies, applies Burning and Major Cowardice, refunds Magicka if the target cannot be pulled, and activates Minor Brutality through the Elder Dragon passive.

Scribed Skills for Dragonknight Tanks

Scribing adds valuable flexibility to the Dragonknight Tank, primarily through additional damage reduction, group utility, and Ultimate generation. Dragonknights benefit strongly from Class Mastery scripts, further reinforcing their already excellent survivability.

Shield Throw is scribed as a ranged taunt that applies Major Maim and provides a small heal, allowing it to replace Pierce Armor since Major Breach is supplied by Elemental Susceptibility and Minor Breach comes from Frost Blockade and Chilled.

Wield Soul can replace Unrelenting Grip, offering either Major Vitality for increased healing received or Major Cowardice to reduce enemy damage, depending on group needs.

Ulfsild’s Contingency is used for a passive 8% damage reduction and can be adjusted to grant Minor Protection or improved sustain.

Soul Burst provides Minor Courage, a damage shield, and additional Ultimate generation, adding both survivability and group DPS value.

Trample is scribed with Major Heroism to significantly increase Ultimate generation, with Frost damage and the Dragonknight Class script used to further reduce incoming damage.

DK Class Script

Signature Script: Class Mastery
For each enemy with 8 meters, up to 6, gain 50 Weapon and Spell Damage and reduce your damage taken by 2% plus 1% per enemy for 5 seconds.

All Dragonknight Skills & Passives (Reference)

This will be fully updated once Update 49 goes live with the new DK rework changes.

Ardent Flame

Dragonknight Standard
(Unnecessary)
This skill is not required for tanking but might be used in solo content.

Lava Whip
(Not Needed)

Burning Embers → Morph of Searing Strike
(Situational)
This skill can be used to proc Encratis’s Behemoth or Elemental Catalyst when there is already a DK in the group using Engulfing Flames. It is about 1k Magicka cheaper to cast, making it a more efficient option in those scenarios.

Venomous Claw→ Morph of Searing Strike
(Unnecessary)
A cost-effective damage skill suitable for Hybrid Tank builds that aim to deal additional damage.

Engulfing Flames → Morph of Fiery Breath
(Situational)
Use this skill when there is no other DK in the group and your teammates are using Flame Staves, Flame Skills, or Flame Enchants. Engulfing Flames provides a unique group benefit by increasing Flame Damage. Achieving the maximum 6% Flame Damage buff can be challenging for a Tank, as it requires careful setup. Even partial gains in Flame Damage will significantly enhance your group’s overall DPS.
To attempt the 6% buff, you can:

  • Use Igneous Weapons
  • Gain Minor Sorcery from a Templar or Minor Brutality from yourself
  • Obtain increased Weapon or Spell Damage from Powerful Assault or Spaulder of Ruin (worn by someone else)
  • Benefit from Major & Minor Courage
  • Increase Max Magicka or Stamina
  • Utilize the Aggressive Horn resource buff
  • Use Weapon or Spell Damage enchants on your Jewellery

Noxious Breath → Morph of Fiery Breath
(Unnecessary)
This skill inflicts Area of Effect Major Breach, making it a viable alternative to Razor Caltrops if you lack that skill.

Unrelenting Grip → Morph of Fiery Grip
(Vital)
Unrelenting Grip pulls and taunts enemies up to 28 meters away, refunding its cost if it can’t pull them. It inflicts damage, can apply the Burning status effect to proc the Combustion passive (granting 1000 Magicka and Stamina), and provides the Major Expedition buff for increased movement speed. Combine it with crowd control skills like Talons to stack enemies for DPS. Note that it doesn’t pull bosses, elite enemies, or recently crowd-controlled enemies, which can be advantageous for free DPS, speed boosts, and resource recovery.

Cauterize → Morph of Inferno
(Unnecessary)
You might possibly use this for a certain Dungeon content if you run in a group without a Healer and want an effortless heal that can hit you or people in your group.

Flames of Oblivion → Morph of Inferno
(Unnecessary)
Scales with your highest offensive stat and it’s a decent damage skill for Hybrid Tank builds.

Combustion
(Vital)
This essential sustain passive for Dragonknight Tanks triggers when Unrelenting Grip applies Burning, restoring 1000 Magicka and Stamina.

Warmth
(Vital)
Applies a snare to enemies after using Unrelenting Grip, aiding in easier enemy control.

Searing Heat
(Optional)
Beneficial if you’re using Engulfing Flames.

World in Ruin
(Optional)
Not essential for a Tank but provides a slight damage increase.

Draconic Power

Dragon Leap
(Unnecessary)
Not required for tanking, but useful in PvP or solo content.

Hardened Armor→ Morph of Spiked Armor
(Vital)
This is your main source of Major Resolve, increasing your resistances and providing a damage shield beneficial for tanking. It also returns damage to enemies, scaling from your highest resistance stat. An alternative is the Mages Guild ability Balance, a fantastic sustain tool, though it requires a grind to obtain.

Choking Talons → Morph of Dark Talons
(Vital)
This crowd control ability roots up to 6 enemies, synergizing well with Unrelenting Grip or the Vateshran Void Bash set to pull and immobilize enemies for easier area damage. It doesn’t root elite or boss targets but still applies Minor Maim, making it a useful AoE debuff if needed, though there are many sources for this in the game.

Green Dragon Blood → Morph of Dragon Blood
(Vital)
This is the main burst heal for a Dragonknight Tank, used as an emergency heal that scales with missing health. It’s most effective when your health is below 30%. Use Igneous Shield first to gain Major Mending for a significantly improved heal. The additional heal over time and Minor Vitality also enhance its usefulness.

Protective Plate → Morph of Protective Scale
(Situational)
Vital for specific situations, this skill reduces incoming projectile damage by 50% and grants immunity to snares and immobilizations. It’s particularly useful in Blackrose Prison, vHoF after the Spider Boss, vCR when tanking Z’Maja’s heavy attack, and vMoL during Rakkhat’s Dark Barrage.

Deep Breath → Morph of Inhale
(Situational)
Not commonly used but invaluable when facing multiple targets with channelled abilities that need interrupting. This AoE interrupt is useful in vKA adds after the 2nd Boss, vHoF adds, vSS Hardmode Last Boss Off Tank, and Blackrose Prison.

Draw Essence → Morph of Inhale
(Unnecessary)
This AoE damage, heal, and Magicka return skill is not essential for tanking but can be useful for healing during add pulls or in a hybrid build.

Iron Skin
(Vital)
Increases Block Mitigation, allowing you to block more damage, making it essential for tanking.

Burning Heart
(Vital)
Increases healing received, which is crucial for survivability and helps in healing-intensive situations.

Elder Dragon
(Vital)

Provides a minor Health Recovery boost every 2 seconds, stacking with other sources like Bewitched Sugar Skulls food, the Steed Mundus, and Major Fortitude from Health Potions.

Scaled Armor
(Vital)
Adds 2.5% mitigation through additional resistances, making it easier for a DK to reach the resistance cap of 33.1k.

Earthern Heart

Magma Shell → Morph of Magma Armor
(Vital)
This Ultimate is essential for high damage or emergency situations, particularly for newer tanks. While you may not always have it slotted, it’s crucial to have access to it for content where it’s incredibly useful. Magma Shell makes you nearly unkillable for 12 seconds, allowing you to skip mechanics or burn bosses without dying. Note that the duration of this Ultimate is increased with the Elf Bane set.

Stone Giant → Morph of Stonefist
(Vital)
A crucial ability for a DK Tank, especially in group content. Maintaining Stone Giant can add approximately 2-4k DPS per Damage Dealer on a target. In a 12-person group with 8 Damage Dealers, this could boost group DPS by 24-32k+. Stone Giant is challenging to maintain for inexperienced Tanks due to its low uptime and frequent stamina cost.
To use it effectively:

  • Cast it 3 times on a target initially to reach the maximum of 3x Stagger stacks, which last for 6 seconds.
  • Recast every 5 seconds to refresh the timer. If it expires, restart the stacks with 3 casts.
  • The first cast drops block, so avoid using it during heavy attacks or big mechanics.
  • The first cast is also AoE, hitting multiple nearby targets and increasing damage in add pulls.

Igneous Weapons → Morph of Molten Weapons
(Situational)
Use this skill in beginner groups to ensure they receive Major Sorcery/Brutality if they aren’t using the correct potions. It’s also beneficial in high-performing groups that use alternative potions, such as Ultimate regeneration potions, but still need Major buffs. Additionally, it’s useful for achieving a 6% Engulfing Flames setup. Communicate with your group leader to determine if this skill is needed for your particular group.

Igneous Shield → Morph of Obsidian Shield
(Vital)
This multifunctioning ability provides a damage shield scaling off your Max Health and grants a smaller group shield, enhancing survivability in group content. It also gives Major Mending, boosting your healing done, so it’s effective to cast this before using a healing ability. Igneous Shield is crucial for leveraging the Mountains Blessing passive, which provides Minor Brutality to the group and returns Ultimate to you, and the Helping Hands passive, which returns 1120 Stamina. This makes it a key skill for DK sustain, allowing you to cast it for Magicka while gaining Stamina even while maintaining block.

Petrify
(Not Needed)
Typically used in PvP situations and not necessary for tanking.

Cinder Storm → Morph of Ash Cloud
(Optional)
Use this skill for a long-duration heal over time to reduce reliance on burst heals from Dragon Blood. At the start of combat, cast it in front of enemies to snare them by 70%, giving you time to close the gap and gain aggro, especially useful if you don’t have Razor Caltrops. Additionally, this skill can proc gear sets such as Olorime, Symphony of Blades, and Sentinel of Rkugamz.

Eternal Mountain
(Vital)
Extends the duration of Igneous Shield, Stone Giant, and other Earthen Heart abilities. Essential for reducing the frequency of casting Stone Giant, making it a resource-saving passive.

Battle Roar
(Vital)
Key differentiator for DK Tanks. Using Aggressive Horn (250 Ultimate) restores a significant amount of resources, making DK sustain easy and ideal for most Tanks. Newer Tanks can use lower-cost Ultimates to benefit from this passive while learning.

Mountain’s Blessing
(Vital)
Provides a group buff beneficial for Damage Dealers focused on Weapon Damage. It also builds extra Ultimate by casting an ability every 6 seconds, often achieved through frequent use of Igneous Shield and Stone Giant.

Helping Hands
(Vital)
Allows you to gain Stamina while blocking by casting Igneous Shield, which is vital since you can’t gain Stamina from recovery while blocking. High Magicka Recovery and skills like Balance enable frequent casting of Igneous Shield, converting Magicka to Stamina, maintaining Ultimate generation from Mountain’s Blessing, all without dropping block.

Champion Points for Dragonknight Tanks

Playing the Dragonknight Tank in ESO

The Dragonknight remains one of the most reliable and adaptable tank classes in The Elder Scrolls Online. With Update 49 bringing meaningful changes to class balance, the DK is once again moving away from being a pure buff platform and back toward a true frontline tank with strong sustain, survivability, and group impact.

This build is designed to give you a solid foundation for both dungeons and trials, while still leaving room to adapt based on group composition, encounter type, and future balance updates. As the meta evolves, the core principles outlined here: resource management, buff uptime, and intelligent gear and skill choices will remain relevant.

If you’re new to tanking, this build provides a safe and forgiving starting point. For experienced tanks, it offers the flexibility needed to push into Veteran DLC, Hardmode trials, and optimised group play without constantly rebuilding from scratch.

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TC Lee
TC Lee is an experienced MMORPG content creator with over 20 years in the gaming industry. Specializing in tanking, guides, builds, and assisting beginners, TC Lee is dedicated to helping players improve their game and enjoy the best MMORPG experience.
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