‘Scorch’ ESO Dragonknight Tank Build

Welcome to The Tank Club’s Ultimate Dragonknight Tank Build and Guide!

In this comprehensive guide for the ESO Dragonknight Tank, we cover everything you need to know to master this class. We provide detailed information on the best skills to use, a thorough overview of all Dragonknight skills and passives, and the buffs they offer. Additionally, we explore the benefits of playing a Dragonknight Tank, the best race choices, scribing skill options and multiple fantastic builds tailored for various content and situations. Whether you’re tackling dungeons or trials, this guide has you covered.

ESO Dragonknight Tank Introduction

Dragonknights (aka DKs) are the most commonly used Tanks in The Elder Scrolls Online. They are one of the best and easiest Tank classes to play, making them an excellent choice for beginner Tanks.

One of the key reasons for this is the DK’s ability to provide numerous useful group buffs that aren’t typically supplied by a DK damage dealer. This means that even with multiple DKs in a group, the DK Tank remains highly valuable.

DKs have unparalleled sustain capabilities. Thanks to class passives like Battle Roar and Helping Hands, DKs can cast Magicka skills such as Igneous Shield to generate Stamina resources while maintaining block. Additionally, they receive a full burst of resources every time they cast their Ultimate.

In terms of survival, DKs are exceptionally strong. They can use an Ultimate to become virtually invincible, and their Igneous Shield and Dragon Blood combo provides excellent shielding and burst healing, greatly enhancing their survivability.

Dragonknight Tanks excel in all types of content, including Dungeons, Trials, Veteran and Hardmode content, Arenas, and Infinity Archive. DKs are frequently requested and highly valued in group content due to their robust toolkit and reliable performance.

ESO Dragonknight Tank Strengths, Weaknesses & Group Benefits

Strengths

  • Excellent sustain – able to gain Stamina while blocking
  • Using Ultimate returns all resources
  • Suitable for players of all experience levels
  • Strong self-healing capabilities
  • Provides 3 unique group buffs and additional group utility
  • High mitigation and resistances, making it a robust Tank class
  • Effective in all content types

Weaknesses

  • Stone Giant drops block on initial cast and is hard to sustain and manage.
  • Sustaining can be difficult when using Stone Giant.
  • Magicka abilities are all high-cost.
  • While still a strong Tank class, it becomes less useful to a group if Stone Giant or Engulfing Flames are not used.

Group Benefits

ESO Dragonknight Tank Core Essentials

Race

Attributes

64 Health

  • Race: Nord is an excellent long-term choice, providing valuable benefits. For more options, check out our Best Tank Race guide.
  • Mundus Stone: Magicka Recovery is crucial for a Dragonknight, as almost all abilities cost Magicka.
  • Attributes: Allocate 64 points into Health to reach around 40k max health. Max Magicka is less critical, as Magicka recovery stacking is more important. You’ll gain additional Stamina from gear and race, and DK sustain is one of its strongest points.
  • Food: Red Frothgar provides essential Magicka Recovery. If you’re using Harmony jewellery, Sugar Skulls may be more beneficial.
  • Potions: Use Tri-Stat potions to replenish all recoveries and resources.

ESO Dragonknight Tank Gear

ESO Dragonknight Tank Scribed Skills

Scribing offers a range of potential uses for a Dragonknight Tank. DKs benefit from a Class Mastery script that can reduce incoming damage.

Although Unrelenting Grip is a strong ability, Wield Soul has the potential to replace it, providing access to powerful Major Buffs or Debuffs. This includes easy access to Major Vitality or the enemy debuff Major Cowardice, which reduces enemy damage output.

While the DK already has Choking Talons for immobilization, there’s the potential to enhance this by using Ulfsild’s Contingency. This can be combined with the signature script to reduce incoming damage by 8%, and gain Minor Protection or apply Minor Vulnerability to enemies. This provides a stronger group benefit compared to Talons’ Minor Maim, which has many application sources.

Other scribing benefits for a DK include easier access to Minor Resolve or utilizing Ultimate scripts to generate Ultimate faster. This helps maximize the resources gained through the Battle Roar passive, enhancing overall sustain and effectiveness.

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.

Focus Script: Pull
Deals ? Magic Damage to an enemy, pulls them to you, and taunts them for 15 seconds if they are not already taunted.

Signature Script: Druid’s Resurgence
Restores 1000 Magicka and 1000 Stamina.

Affix Script: Vitality
Grants Major Vitality for 10 seconds, increasing healing received and damage shield strength by 12%.

Focus Script: Immobilise
Deals ? Magic Damage to enemies and immobilizes them for 6 seconds.

Signature Script: Gladiator’s Tenacity
Reduces damage taken by 8% for 8 seconds.

Affix Script: Vulnerability
Afflicts Minor Vulnerability for 22 seconds, increasing damage taken by 5%.

ESO Dragonknight Tank Other Skills & Passives

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.

ESO Dragonknight Tank Champion Points

Warfare

ESO Dragonknight Tank How to Play