ESO Dungeon Tank Build Information

Welcome to our ESO Dungeon Tank Build!

This build is designed to help you optimize in 4-player dungeon content, specifically veteran and hardmode dungeons. We’ve personally used these builds to complete every veteran dungeon no death, hardmode and speed run in The Elder Scrolls Online.

To truly succeed in 4-person content, you need to consider a variety of factors, such as the classes of your group members and whether you have 3 Damage Dealers or 2 Damage Dealers and 1 Healer. That’s where our optimized build comes in, tailored to suit your specific needs and help you dominate in any dungeon.

Unlike 12-player trials, dungeon content offers a wealth of options for Tank setups, giving you more flexibility to choose the gear that best suits your individual playstyle. Your gear choices will also have a direct impact on a smaller number of damage dealers, so the way gear sets work and perform is very different compared to larger group content.

So whether you’re a seasoned veteran or just starting out, our ESO Dungeon Tank Build is the perfect tool to help you conquer even the toughest dungeon challenges.

ESO Dungeon Tank Build Consumables & Stats

Mundus

The Atronach
Mundus Info

Potions

  1. Tri-Stat Potions
  2. Minor Heroism Potions
    Potion Info

Other Stats & Info

  • 40k Health: Aim to reach somewhere around 40,000 Health fully buffed. In easier dungeons you can use a lot less but for veteran hardmode more health is definitely more valuable.
  • 20k Stamina: Stamina is a vital resource for dodging, blocking, breaking free and needed for some skills. Having somewhere around 20,000 Stamina is a good amount. More experienced players can use less when they block a lot less, or with certain classes you have much easier methods of regaining Stamina.
  • 15k Magicka: Magicka is essential for Tanking as it’s the key resources used for almost all of your skills so having over 15,000 is a good base value amount. While you want to have enough Magicka so you can keep casting abilities as often as possible you don’t need to stack Magicka super high as you’ll be regenerating it via your Magicka Recovery.
  • 33k Resistances: Resistances are useful for simply reducing your incoming damage, whether you’re being hit by a single target heavy attack or a nasty damage over time, resistances will have you covered and 33.1k is the cap of resistances. When doing base game dungeons resistances are unimportant but for DLC dungeons you should aim for 25k+ and for DLC Hardmode dungeons 30k+. Combine the use of Skills and Passives, Reinforced Gear, Defending One Handed Weapon or Resolving Vigor for Minor Resolve. The more you block, the less value your resistances have because of Block Mitigation unless you’re receiving DoT damage or not blocking then Resistances play a much more important role.
  • 2k Magicka Recovery: To maintain all of your uptimes with every class in this build you need to have 2,000 Magicka Recovery. Having more is fine, some classes can deal with less if they gain Magicka in alternative ways (DK using their Ultimate for example) but you will struggle to maintain uptimes and survive with lower than 2k.
  • Race: Nord is the most ideal race, if you’re a Arcanist then Imperial or Redguard are typically better. Race is not 100% essential, while the Nord provides the best Tank benefits you can use any race you like if that is your preference.

ESO Dungeon Tank Build Classes

It is possible to Tank in dungeons using every class. Some are more useful than others, some provide more group based benefits and some are simply good for the user only. This tier list is our opinion on how each class ranks for tanking 4-person dungeon content.

Arcanists appear at the very top of the list and this is entirely down to the fact they have so many useful buffs and benefits which work perfectly in 4-player group content. From my own personal experience using an Arcanist Tank, group DPS increased by a huge amount when using one. They have so much packed into every skill making them exceptional offering at least a combined 9 group buffs and enemy debuffs which is unmatched by any other class.

Dragonknights are second because they have great sustain and survival which will be largely beneficial to a large amount of players. They posses the best crowd control skills and some good buffs but these might sometimes not be very useful, such as Engulfing Flames and Igneous Weapons. They have access to great sustain being able to switch Magicka to Stamina and also regain all resources when using their ultimate alongside having an ultimate that makes them virtually unkillable.

Necromancer is 3rd again because of it’s ability to survive, fully resurrect a group and their small group buffing potential, alongside their unmatched ability to regenerate Ultimate from corpses. Necros can auto chain, have unmatched survival against Damage over Time and can absorb both enemy corpses and their own made corpses to generate 6 Ultimate per corpse meaning getting back Ultimate can happen extremely quickly, especially during add phases.

At this stage most classes could be an option. Warden, Sorcerer, Templar, Nightblade while all of these can Tank, there’s no significant reason to use them rather than an Arcanist or Dragonknight. Each class has some buffs and benefits but these largely overlap with other sources of the same buff. Wardens are the best of the bunch, Sorcerer is just a bit behind. The Nightblade is super strong as an actual Tank since they can reduce incoming damage by a huge amount but there’s not a whole lot more they can do other than that. Templar Tanks are best suited to dungeons more than any other content but they are still not as strong as other classes and offer very little utility but slightly more than a Nightblade. Both Nightblade and Templar have no access to an Immobilisation which makes them much weaker for add pulls, and those same classes along with Sorcerers have no good class based pull or chain and so they are forced to used the very lacklustre Silver Leash skill.

ESO Dungeon Tank Build Gear

ESO Dungeon Tank Build Gear Information

Archdruid is arguable the best Monster Set to use for dungeons, allowing you to maintain a 100% uptime of Major Vulnerability when used alongside Turning Tide. When doing add pulls however it’s not as useful so Spaulder of Ruin is a much better option for those. Alternatively Tremorscale is also very good.

Olorime is one of the top damage buffing sets to use, however Major Courage is sometimes provided by a Healer at which point you would use Powerful Assault instead. Olorime is better for your sustain but can be tricky to place on your group members, Powerful Assault is more sustain intensive but just based on distance so typically easier to apply.

Turning Tide is the final set as it provides a huge buff and it’s Heavy Armor which allows you to more easily use PA or Olorime which are not Heavy.

For add pulls Void Bash also known as Vateshran One Hand and Shield is the absolute best in slot piece of dungeon gear you’ll see, allowing you to pull a whole room with 1 button. It’s not as useful on bosses however unless its a boss with lots of adds in which case you should switch you Puncturing Remedy, also known as Master’s One Hand and Shield for the additional self heal.

Armor Traits are Divines for the extra Magicka Recovery meaning you have great sustain for casting abilities. Reinforced can be used when you’re moving onto the really hard veteran hardmodes but you can usually reach the resistance cap with your Champion Points and Major + Minor Resolve. If you’re an Arcanist and over the resistance cap when buffed up and already have a ton of Magicka Recovery or you block a lot then using Sturdy is another option.

With Jewellery use Harmony Magicka Recovery works best generally. Use Harmony Prismatic Cost Reduction if using frequent stamina skills such as Stone Giant. Infused Jewellery is another option if you get less than 1 synergy per 20 seconds.

For the weapon traits and enchants Defending 1H & Ice Staff Charged for add pulls with any enchants but then switch to Charged/Shock 1H & Ice Staff Infused/Crusher for bosses.

Powerful Assault – Tel Var Merchant or Guild Traders.

Turning Tide – Shipwright’s Regret Dungeon (Ascending Tide).

Vestment of Olorime – Cloudrest Trial (Summerset)

Archdruid Devyric – Earthen Root Enclave, Urgarlag Chief-bane

Puncturing Remedy – Dragonstar Arena (Craglorn).

Void Bash – Vateshran Hollows (Markarth).

Spaulder of Ruin –

    • Aureal Armor Glaze: Stonefalls – Shivering Shrine World Boss
    • Petrified Daedroth Horn: Deadlands – Abomination World Boss
    • Void Alloy Rivets: Any Dremora
    • Void Alloy Lame Plates: Leyawiin Lockboxes
    • Clannfear Leather Strapping: Any Clannfear

ESO Dungeon Tank Build Alternative Gear

When setting up an optimised Dungeon build for Tanking you basically have multiple gear set options where all of them are pretty similar in how they perform regardless of what benefits they provide to your group. Just pick 2 sets you want from the list below based on your individual group. Make sure the sets to choose don’t conflict with the other members of your group.

  1. Turning Tide – Amazing set, gives you a great Major Vulnerability uptime which is available for every add pull and a 66% uptime on bosses.
  2. Vestment of Olorime – Great damage buff set but only use this when you don’t have a Healer.
  3. Powerful Assault – Secondary to Olorime for its damage buff, good set but requires a lot of micro-management.
  4. Pearlescent Ward – Great for progression or pick up groups where you provide a DPS buff but get damage reduction if people die allowing you to survive and potentially save your group. No micromanagement and 100% guaranteed uptime.
  5. Drake’s Rush – Mostly useful for organised groups, it provides a higher DPS % than Yolnahkriin and it’s close to Powerful Assault but only if everyone uses Ultimate’s on cooldown.
  6. Crimson Oath’s Rive – Quite a useful set for dungeons as it’s harder to reach the penetration cap. Good for beginners who are not optimised and good for beginner Tanks who might forget to apply Crusher to bosses.
  7. Claw of Yolnhakriin – The staple Tank set for everything, it’s ok for dungeons, other sets outperform it but it’s still usable. Not useful with Oakensoul Damage Dealers.
  8. Saxhleel Champion – Good defensive set allowing you to use Barrier Ultimate’s for safety while also providing a group DPS buff. Also good on a Necromancer so you can use Colossus Ultimate and still get group Major Force at the same time.
  9. War Machine – Not useful for regular groups but if your group has very high DPS and can burn bosses then it can be good for burst DPS, only use on boss fights.

Next you have a choice of Monster Set depending on your group situation.

  1. Archdruid Devyric – This provides an easy 100% uptime of Major Vuln when used with Turning Tide, not as good for add pulls but great on bosses.
  2. Tremorscale – A useful option for groups using Medium Armor as they will likely be under the pen cap.
  3. Nazaray – Very good only when combined with Turning Tide/Major Vulnerability, Minor Vuln & Frost Clench/Minor Brittle for huge uptimes when timed accurately.
  4. Magma Incarnate – If you are not using Yolnahkriin and don’t have the Spaulder of Ruine then this could be used, it is very inconsistent and doesn’t work very well however.
  5. Symphony of Blades – If you have no Healer then you might consider using this to help your groups sustain but you’ll also need an AoE healing skill.
  6. Engine Guardian – If you need self-sustain then this is the best thing to use.

All of the main gear options for this build can be used on just 1 bar so you have the option of using a weapon set.

  1. Puncturing Remedy – Master’s 1 Hand and Shield, great for boss fights, boosts resistances and gives you a burst heal when using Puncture.
  2. Void Bash – Vateshran 1 Hand and Shield, this is basically best in slot for all classes for add pulls, press 1 button to stack a whole add pull and debuff them. It’s both fast and efficient but also boosts sustain compared to spamming skills like Silver Leash and Unrelenting Grip.

Mythic Items can sometimes fit into a build also and these are the best options.

  1. Spaulder of Ruin & 1 piece Magma Incarnate – The only mythic worth using. Great for add pulls and good on bosses but not as good as Archdruid or Nazaray, nor Tremorscale if the extra pen is required.

ESO Dungeon Tank Build Skills

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All of this skills are situational but might be of some use in certain hardmodes or dungeons.

ESO Dungeon Tank Build Champion Points

Warfare

Fitness

ESO Dungeon Tank Build How To Play

Add Pulls

  1. Use speed boost (Race Against Time) to stay ahead of the group.
  2. Instigate combat with Frost Blockade.
  3. If there are any Elite enemies, taunt those next.
  4. Cast Razor Caltrops in front of the enemies for them to walk onto it, this snares them and activates your Powerful Assault.
  5. Hit Power Slam when all enemies are within range to pull them all into a stack with Vateshran Void Bash Set, then use a crowd control skill to immobilise.
  6. Bash while facing the whole stack to proc Turning Tide.
  7. Cast Pulsar to AoE debuff enemies, cast multiple times to make sure they are all effected.
  8. Chain in any enemies you missed with Power Slam.
  9. Heal/Shield as and when its needed.
  10. Only block heavy attacks from enemies.

Bosses

Boss fights are not as rotational as add pulls, with a big difference between the classes and the addition of mechanics. Generally speaking we can consider a guideline set of things to do.

  1. Pre-buff – Before you instigate combat you need to activate any pre-fight skills, especially things like Major and Minor Resolve.
  2. Initiate – Begin the fight once everyone is ready. Instigate with a Frost Clench range taunt to gain aggro and debuff the boss.
  3. Positioning – There’s always some kind of method to positioning a boss. In most cases you just need to run and turn the boss so it’s not facing the group. Sometimes you may need to pull a boss to the middle of a room, other times take it closer to the edge. In some situations you may need to walk a boss to another location, usually if something spawns in a particular location.
  4. Mechanics – This is the part where its tricky. Each dungeon has it’s own unique mechanics, you need to be prepared to block attacks, roll dodge attacks, look out for adds and taunt them, move out of AoEs, self heal, run around a room or away from effects, buff up and heal through heavy damage phases and more.
  5. Rotation – While you’re in a settled state, it’s essential to cast your skills. Especially focussing on Pierce Armor, Frost Clench, Elemental Blockade, proccing your gear sets so using an Assault Skill for Powerful Assault, Heavy Attacking for Archdruid and Blocking then Bashing for Turning Tide. You’ll then need to active any class buffs and debuffs specific to your class. The main thing then is to watch your ability timers and recast things when they have 1 second remaining on the timer. Things such as Frost Clench can be cast every 5 seconds to reactivate Major Maim and and Minor Brittle debuffing the boss.
  6. Survival – This is something you can’t rotate and you need to stay aware. Make sure you block heavy attacks and mechanics, shield up before taking big hits, use healing over time to keep a constant tick of healing on yourself and burst heals when you are below 30% health. Remember to break free and interrupt when needed. In the majority of situations you can roll dodge to evade damage which can be helpful if you are close to dying, just be aware that there’s a couple of dungeons where dodging a boss will cause it to enrage or harm the other members of your group.
  7. Sustain – Always have your food active. Utilise your potions to buff up recoveries and give you resources, you can either use them on cooldown or if you’re not as confident then save them for emergency moments. Try not to block permanently, if you’ve followed this build fully then you should have no problems taking some light attack hits without blocking, especially if you have a healer or some healing over time ticking on you. Utilise your skills and passives to gain resources, as a DK using your Ultimate or using Igneous Shield will return Stamina. Heavy Attacking also returns resources but you need to time it so you don’t get hurt with the “Heavy After a Heavy” theory.

ESO Dungeon Tank Build Past Versions