Khaine – Stamina Dragonknight PVE Build
Khaine is Xynode’s flagship Endgame Stamina Dragonknight build and MAIN character. Refined across more than a decade of updates.
Built for high-level performance yet accessible to dedicated players, it excels in all PvE content!
▶ View the Khaine Build Video Guide
Khaine – Endgame Stamina Dragonknight Build
Khaine once upon a time was called "Toxicity". Built for poison and damage over time, this was designed to be rewarding but not necessarily easy. My main character designed not for the players, but for ME. All of the bulds on the channel were for the players in mind.I play them ALL, but this one was never intended to be originally shared. However, people demanded it, and it happened! Over time people learned to love the build and it's fast paced playstyle with it's multiple moving parts, so it was in it's own right, a public/community success!
I continued to share it and update it, now for almost 9 years! This build was first demanded, utilised by thousands, and then update 49 came.
The REVAMP of the Dragonknight, and all the poison was gone. And the community started to worry about it's viability, since poison is now REMOVED from the dragonknight class in The Elder Scrolls Online.
Adaptation is KEY!
Toxicity had a very specific flavor to it, utilizing specific dots, specific spamables and specific weapon types. This underlined it's thematic playstyle and was incredibly difficult to master, but if you could, you were rewarded with great results!
With the Changes to the Dragonknight Class skills and passives, poison was no longer possible, but the damage over time skills still existed, albeit it fire, and far shorter, the potential for use was still there. Retaining it's style was still a possibility. So this build was put under extreme testing to maintain it's identitiy of sorts but also consider the NEW skills that had been exploed, and possibly even utilized. A tricky task retaining something's identity when some much changes all at once.
Murder Of Fire, and Hot Sauce already took advantage of the new version of the Magma Fist and Whip combo, so duplicating another playstyle and removing Toxicity's style wasn't an option. I needed to keep it fresh but relevant. So after weeks of testing AND battling to maintain a design with constraints, I managed to alter the build in a way that made sense!
The OLD version technically still functioned amazinly well, but was way faster now with the damage over time skills being halved in duration (although stronger) but there was something missing.
Molten Whip had been boosted significantly but was never part of the rotation, altough part of the build. It was sitting on the bar racking up spell damage for using Ardent Flame abilities. Which was NICE but no longer possible. So what do we do with that slot? Well now, if you use ANY dragonknight skills, you build up stacks that MUST be consumed...SO? We now use the same skills we did before, but each time the whip is ready, it is FIRED as a cheap high damage skill inbetween everything else, and dramatically improves our dps!
On Top of that, we can now utilise something very specific to the build that was on it for YEARS in the early days but now BACK! Molten Armaments! It's not just an empower, it's not just brutality and sorcerey to the group, it's also now a skill that does DAMAGE for maintaining light and heavy attacks! Which means, along side Flames of Oblivion (now Incinerate) we have Major Brutality, Major Sorcerey, Major Prophecy and Major Savagery at ALL times! Yup you guessed it, TRI POTS! NO more weapon pots for us, and a much needed boost to health and magicka sustainability!
The whip was always ON the build, Molten Armaments USED to be and we also added a resistance buff that we used to swap out to, that is now PART of the build and replaced a previous poison dot of the same time duration, but now hits multiple targets and increases dps. SO one swap for one, one purpose for a similar one with more bonuses attached, it was win win in decision making and STILL feels like the Og Toxicity but just more RAW!
Damage types have changed and so must we!
The Dragonknight is now all about Fire and Fury rather than Fire and Poison. With there being limited skills in the game for poison damage types now, it was not viable to continue the poison side of the theme for the build. Which meant taking away ALL poison skills, including Poison injection. It's a great skill and utilized a bonus from a weapon type, but removing it, allowed us another weapon type to support skill we already had (Maelstrom Bow for Endless Hail boosting) We then replaced Poison injection with Shatterspike Armor (resistance buff) and fire skill.
This had equivilent uptime, hits MULTIPLE targets, has a flat damage bonus, and supports ramping up damage bonuses from the new land slid passive! So, removing one damage bossting skill on single target, and replacing it with a "resistance buff" actually gave us more damage due to layered effects!
Everything about this build update, has carefully slid in on top of the foundation we already had, and flawlessly gave it back it's edge while giving it some new, absolute rage!
The Verdict
Inspired by Kaela Mensha Khaine from the Aledari Craftoworlds in Warhammer 40,000, this build is now all about FIRE and BLOOD! He was renamed and reborn as the Bloody Handed God! The Aeldari Avatar!
To date, the build has stood the test of time. Multiple updates over years of game changing patches, and still keeps it's playstyle identity in tact! But change as we must, this build was not destroyed with it's changes, it was boosted! Huge damage application on single target, far better resource management than ever before, far better survival, and everything you do applies pure burning and bleeding pressure to the targets! Retaining it's playstyle while keeping up, was the goal, not reinvention, but revival. And it worked!
This generally speaking, as hybrid as it may be, is a Stamina Dragonknight at heart, but a DEMON in a fight!
Fashion First – Khaine Stamina Dragonknight Style
As demonstrated in the video, the Khaine build keeps its visual identity is that of a similar style to the Avatar himself Keala Mensha Khaine. Finding the correct face was almost impossible so, we worked with what we had and gave the face without the crest. If you find something you think works better, by ALL means let me know in the Youtube comments on the video!
| Slot | Weight / Type | Style |
|---|---|---|
| Head | Monster Set | Symphany Of Blades |
| Chest | Light | Mazzatun |
| Shoulders | Signature | Dremora Kynreeve |
| Waist | Heavy | Exile's Revenge |
| Gloves | Light | Psjic Psion |
| Legs | Light | Crowborne hunter |
| Feet | Signature | Dremora Kynereeve |
| Sword | 1H | Rkndaleft Dwarven |
| Sword | 1H | Rkndaleft Dwarven |
| Bow | Bow | Rkndaleft Dwarven |
As for dyes, we are using a mixture of red and black with a light blue for the face and sash (chest detail). Thalmore Black and Daedric red work well, but whatever you have to hand. The Skin is Bloodforge, from the crown store.
Khaine - Build Skills
This section shows the complete skill setup for Khaine, broken down by front and back bar. Slot these skills exactly as listed below. The positioning of the skills per bar is your choice, but the bar it belongs to is KEY, so don't swap those around.
Front Bar – Dual Wield
| Slot | Icon | Skill | Skill Line |
|---|---|---|---|
| 1 | ![]() | Searing Claw | Dragonknight (Ardent Flame) |
| 2 | ![]() | Barbed Trap | Fighters Guild |
| 3 | ![]() | Disintergrating Dragonfire | Dragonknight (Draconic Power) |
| 4 | ![]() | Bloodthirst | Weapon (Dual Wield) |
| 5 | ![]() | Molten Whip | Dragonknight (Ardent Flame) |
| Ultimate | ![]() | Flawless Dawnbreaker | Dragonknight (Draconic Power) |
Back Bar – Bow
| Slot | Icon | Skill | Skill Line |
|---|---|---|---|
| 1 | ![]() | Heart Of Flame | Dragonknight (Ardent Flame) |
| 2 | ![]() | Shatterspike Mantle | Dragonknight (Earthen Heart) |
| 3 | ![]() | Molten Armaments | Dragonknight (Earthen Heart) |
| 4 | ![]() | Incinerate | Dragonknight (Ardent Flame) |
| 5 | ![]() | Arrow Barrage | Weapon (Bow) |
| Ultimate | ![]() | Standard of Might | Dragonknight (Ardent Flame) |
Class Mastery
Update 50 has given us a new system called Class Mastery in The Elder Scrolls Online. If you decide to remain 100% pure class, you gain access to five unique Class Mastery passives, but can only choose two. These are the two selected for this build.
![]() | - Inexorable Descent |
![]() | - Wildfire Embers |
Khane – Rotation
This build (formerly Toxicity) changed with the Dragonknight rework in Update 49 but constraints of the buid's style was incredibly important to retain. The core idea remains the same. Maintain your damage-over-time abilities while applying constant pressure.
Your primary filler ability is now Bloodthirst. Because this build no longer relies on Maelstrom Dual Wield or the Master’s Bow bonuses, Bloodthirst can simply be spammed freely between abilities.
Meanwhile, every third Dragonknight ability will trigger a Molten Whip proc. When the whip begins flashing, immediately fire Molten Whip to consume the buff and deliver a powerful burst of damage.
Maintain DoTs → Spam Bloodthirst → Use Molten Whip whenever it procs
Pre-Fight Setup
Before engaging, make sure the following buffs are already active:
- Molten Armaments
- Incinerate
- Shatterspike Mantle
These should remain active throughout the fight.
Opening Sequence
Start the fight by establishing your core abilities. Always weave a Light Attack between each skill.
Front Bar:
Barbed Trap
Weapon Swap
Back Bar:
Light Attack → Arrow Barrage
Light Attack → Shatterspike Mantle
Weapon Swap
This setup does several important things:
- Barbed Trap provides Minor Force and bleed damage.
- Arrow Barrage delivers powerful AoE damage while maintaining your back bar weapon glyph.
- Shatterspike Mantle applies flame damage over time and begins building stacks for your Landslide passive.
Main Damage Rotation
Once everything is active, the rotation becomes straightforward:
Light Attack → Searing Claw
Light Attack → Disintegrating Dragonfire
Light Attack → Molten Whip (when flashing)
Light Attack → Bloodthirst spam
Continue spamming Light Attack → Bloodthirst until another skill needs refreshing.
Every time three Dragonknight abilities are used, Molten Whip will proc again. Whenever the whip flashes, use it immediately.
Back Bar Maintenance
Your most important back bar ability is Arrow BarrageThis will need reapplying at LEAST every 10 seconds.
The smoothest refresh method is:
Light Attack → Barbed Trap → Weapon Swap → Light Attack → Arrow Barrage
Using Barbed Trap during the swap helps maintain damage since it has an instant POP, and provides a clean animation cancel. Because Trap deals instant damage on placement, refreshing it early has no downside.
Buff Maintenance
Track your ability timers carefully:
- Molten Armaments – 30 seconds
- Shatterspike Mantle – 20 seconds
- Incinerate – 15 seconds
Whenever you are already on the back bar refreshing Arrow Barrage, simply weave one of these in if it is about to expire.
NOTE: Incinerate MUST run out, it has a final pop. Use it!
This also contributes additional Dragonknight skill stacks, bringing you closer to another Molten Whip proc.
Resource & Survival Tool
Heart of Flame is primarily an emergency heal and resource recovery skill.
However, if you are already on the back bar refreshing abilities and nothing else needs updating, you can occasionally weave it in before swapping bars.
This provides:
- Strong resource sustain
- An additional delayed fire damage burst
- Another Dragonknight ability toward your next Molten Whip proc
Summary
Maintain DoTs → Spam Bloodthirst → Fire Molten Whip whenever it procs
This rotation is highly dynamic with frequent bar swaps, but once mastered it delivers extremely consistent damage and excellent resource control.
ESO Champion Points – Khaine Setup
The Champion Point setup for Khaine is designed to amplify damage over time pressure, Fire and Blood based effects, and sustained single-target damage. These choices support the build’s ability to layer multiple DoTs while remaining effective during extended engagements. Furthermore, this supports the direct damage that is also applied by many skill activations and the increased damage from Molten Whip.
- Warfare (Blue) – Increases damage over time and Single target pressure.
- Fitness (Red) – Improves survivability and sustain during prolonged fights.
- Craft (Green) – Utility-focused Champion Points for efficiency and mobility.

- Wrathful Strikes
- Thaumaturge
- Deadly Aim
- Master At Arms

- Steed’s Blessing

- Boundless Vitality
- Siphoning Spells
- Fortified
- Bloody Renewal

For a full breakdown of how Champion Points work and why these choices matter: ▶ Watch the Champion Points Explained Video
Mundus, Attributes & Race Choice
Mundus Stone: Thief
Attribute Points: 64 Stamina
Recommended race: Orc
Other solid options include Wood Elf , Redguard , Khajiit , Dark Elf , or Imperial .
Potions, Poisons, and Food
🧪 Potion Ingredients (Tri-Pots)
Use the highest-level food you can access that provides only Max Health and Max Stamina. All of the following foods grant the same bonus — choose whichever is easiest to obtain. We no longer need Weapon pots, as we have Major brutality, Sorcery, Savagery and Prophecy built into our tool kit, and our sustainability MORE than covers any recovery food, so we are free to go with FLAT stat!
- Sticky Pork and Radish Noodles
Ingredients: White Meat, Radish, Flour - Garlic Cod with Potato Crust
Ingredients: Fish, Potato, Garlic - Braised Rabbit with Spring Vegetables
Ingredients: Small Game, Greens, Seasoning
Khaine – Gear Setup
The gear is slightly different this update, and we finally introcduced a monster set with the removal of the Maelstrom Dual Wield. However, do not worry. if you LIKE the old version, you do not have to change. It won't be in this guide, but it still functions great and DOES do more damage in update 49 vs other patches. Below is OPTIMAL for this update however.
| Slot | Gear Set | Weight | Trait | Enchantment |
|---|---|---|---|---|
| Head | Zaan | Medium | Divines | Stamina |
| Shoulders | Zaan | Medium | Divines | Stamina |
| Chest | Arms of Relequen | Medium | Divines | Stamina |
| Waist | Arms of Relequen | Medium | Divines | Stamina |
| Hands | Arms of Relequen | Medium | Divines | Stamina |
| Legs | Arms of Relequen | Medium | Divines | Stamina |
| Feet | Arms of Relequen | Medium | Divines | Stamina |
| Ring 1 | Pillar of Nirn | Jewelry | Bloodthirsty | Weapon Damage |
| Ring 2 | Pillar of Nirn | Jewelry | Bloodthirsty | Weapon Damage |
| Necklace | Pillar of Nirn | Jewelry | Bloodthirsty | Weapon Damage |
| Weapon 1 | Pillar of Nirn | Dagger | Precise | Poison |
| Weapon 2 | Pillar of Nirn | Dagger | Precise | Shock |
| Weapon 3 | Maelstrom | Bow | Infused | Weapon / Spell Damage |




















