Zenkosh Guide for U50

By Geldis & BallTongue

The complete U50 zenkosh guide for ESO - maintaining Z'en's Redress stacks and Roar of Alkosh uptime, mastering synergies, breaking popular myths and managing dot's as a Dragonknight.

Zenkosh Class Meta

U50 changed the meta significantly. The core value of the zenkosh stays the same, applying Alkosh (Line-Breaker) and maintaining Z'en stacks, but the class composition around it has shifted. All subclass options got a huge nerf when the 15% damage done buff was removed from Whip/Lash, and they didn't get any boost in return. Pure DK, on the other hand, got insane class masteries: you can get an extra 10% free damage done buff, apply a huge damage over time effect passively, or provide Major Berserk to the whole group with decent uptime.

This table quickly shows why pure DK is the best-in-slot choice for any scenario. The subclass parse with "zen only" can do 150k dps, while pure DK with the same "zen only" setup can do 165k dps. From there you can sacrifice some self dps to add more group utility. The realistic maximum we can do is also shown in the table.

Subclass Z'en Only 150kPure DK Z'en Only 165kPure DK Support 141k
Z'en
Stagger
Alkosh
Standard of Might
Major Berserk
CMX Parse

Simply because of how much group utility they provide and how well they can uptime Z'en.

As you can see from the subclass example in the table above, there is a fair bit of group utility coming from a pure Dragonknight. If we put some other class on zenkosh, then we need to assign Stagger, Standard and Major Berserk uptimes to someone else. Tanks can't really do this properly, because Standard needs to be placed exactly in the player's group, which isn't possible everywhere. Also, having good Stagger uptime on a tank is much harder than on a DD. A healer DK sounds like a joke, so we come back to a support buff DD. And it makes no sense to run both a support zenkosh player and a separate support DK without zenkosh, since a pure DK can provide the group buffs and run the zenkosh at the same time.

Also, no other class or spec in history can uptime full Z'en stacks as well as a pure DK in U50.

So basically you can make a WW or Warden zenkosh, but it will just be suboptimal in 95% of cases, and your Z'en uptime will be slightly lower than what's possible with a DK.

Alkosh Uptimes Explained

Let's start with the basics. All synergies in the game have a 20s cooldown per user, and Line-Breaker (the Alkosh debuff) has a 10s duration. So mathematically we only need 2 synergies to have 100% Alkosh uptime, but let's be real, we are humans, so realistically we need 3+ synergies for good Alkosh uptime (use a synergy once every 7s, so a full cycle of 3 takes 21s). "Cycle" here means: if you put the 3 main synergies on cooldown at the right times (0s, 7s and 14s), they come back exactly when you need them, so you don't need to pay much attention for the rest of the fight. Just press synergies whenever you see them and it will be fine.

In group:
Alkosh
Combustion
Purify
Feeding Frenzy
Combustion
Alkosh Uptime (10s)
Synergy cooldown (20s)
0s7s14s21s

Now let's talk about how we can actually get a stable fresh synergy every 7s.

  • First of all, we have two main synergies with a 100% chance to press them: both Healing Combustion (Undaunted Orb) and Purify (Templar's Ritual) have 12 people who can see them and 12 people who can use them.
  • Starting from U50 we have a new stable synergy with 12 can see / 12 can use, Werewolf's Feeding Frenzy. As long as you have all three of these synergies in the group, you can easily cycle them and Alkosh uptime will be trivial.
  • If you don't have any templars or a werewolf in the group, you can rely on Radiate (Undaunted Taunt) and Runebreak (Arcanist rune). The 3 closest people to the target can see it and all 3 of them can use it.
SynergyCan SeeCan UseControl
Healing Combustion / Combustion
1212No need to control
Purify
1212No need to control
Feeding Frenzy
1212No need to control
Radiate
33Closest players to target
Runebreak
33Closest players to target
Grave Robber
31Random
Harvest
31Random
Conduit
31Random
Shackle
31Random
Charged Lightning
31Closest players to atro
Blood Feast
1212By lowering players current HP
Most of other synergies
31Random

Blocking synergies is simply not needed because nowadays we have 3+ stable synergies that no one can "steal" from you.

But even so, a lot of players believe that synergy-blocking addons are something necessary, so let's break this popular myth. For each synergy we have the following parameters: how many people can see the synergy button when the skill is used, how many people can press the button before it disappears for others who could see it, and finally how we can control which players can see and which can use the synergy.

For example, let's consider the Grave Robber synergy (Necromancer's Boneyard skill). It only shows to a random 3 people inside the Boneyard area (even if all 12 players are standing in it), and only one player can press it. So what are the chances for a zenkosh player to get Grave Robber from a single Boneyard cast? Let's say all the dps players are stacked together and the tanks and healers are elsewhere, so there is a 3 / 8 = 37.5% chance to even see the synergy. Then we need to react quickly and press it first out of the 3 people who can see it. To simplify, let's forget about the fact that we also need to press synergies on time for good uptime, and say that our chance to press it is 37.5% / 3 = 12.5%. Technically we can increase this chance with blocker addons, but not by much. The ESO API cannot prevent a synergy from showing to specific players, so these addons just prevent you from pressing it (you won't see the synergy button on your screen if it is blocked, but the game still fires it for you). So even if all group members have Grave Robber "blocked", there is still a 37.5% chance for the zenkosh player to see it, and the same 37.5% chance to press it (since the other 2 who could see it can't press it). A big win for blocking-addon users, you would say, but let's dive deeper and prove that blocking synergies is not good.

First of all, 37.5% to see and press a synergy is still too low, we can get much more stable synergies even without any addons like I mentioned before. Second, if other players block synergies they lose the dps from them too. By blocking Grave Robber we get a 100% - 37.5% = 62.5% chance that no one presses the synergy each time Boneyard is cast. Huge group dps loss! Let's hope that's enough to convince you to never use synergy-blocking addons.

Synergy Odds Simulation
Target
dragonknight
nightblade
sorcerer
dragonknight
You
templar
warden
necromancer
arcanist

All players in stack...

37.5%

You press it

62.5%

Nobody presses

0 grave robbers wasted while reading this guide because of blocked synergies

Z'en Dots

Zen Dots Applied by Pure DK

#Damage Over Time EffectTarget / Avg Uptime
1
Line-Breaker
+95%
2
Wildfire Embers
+95%
3
Barbed Trap
+95%
4
Shatterspike Mantle
+95%
5
Searing Claw
+90%
6
Disintegrating Dragonfire
+90%
7
Carve (Optional)
+90%
8
Burning
+80%
9
Poisoned
+70%
10
Burning Talons (Optional)
+60%

Keep in mind that the Z'en debuff applies each time you light-attack a target. There is no target cap, so as long as you can land a light attack on each target at least once every 20s, you can keep Z'en up on all of them.

When the Z'en debuff is applied, it counts the number of damage over time debuffs/effects on the target applied by you. Each effect increases the damage dealt by all your group members to that target by 1%, up to a maximum of 5%. This means Z'en only counts dots that stick to the target. For example, Stampede is a ground dot, it doesn't apply any damaging debuff to a specific target, so it doesn't count as a Z'en dot. Degeneration, on the other hand, applies a "sticky" dot to the target, so it counts as a Z'en dot. You don't really need to fully understand which dot counts and which doesn't, below is a complete table of all Z'en dots. Anything not in this table is not a Z'en dot.

Here is the table of all Z'en dots applied specifically by pure DK. Note: you have more than 5 Z'en dot effects here, which makes uptime much easier. Let's say there is a 3s window where dot 2 isn't active, but dot 6 is on the target during that time. You won't lose any of your 5th Z'en stack uptime, because dot 6 covers the gap left by dot 2.

Dragonknight
Searing Claw10s
Burning Embers10s
Wildfire Embers (Class Mastery)12s
Disintegrating Dragonfire10s
Burning Talons5s
Shatterspike Mantle20s
Nightblade
Lotus Fan5s
Debilitate20s
Crippling Grasp20s
Templar
Vampire's Bane32s
Reflective Light22s
Warden
Fetcher Infection20s
Growing Swarm20s
Cutting Dive10s
Necromancer
Pure Agony Synergy5s
Ghostly Embrace (2nd area)5s
Arcanist
Rune of Displacement18s
Fulminating Rune20s
Weapon — Two Handed
Carve12-32s
Weapon — Dual Wield
Rending Slashes20s
Blood Craze20s
Rend16s
Thrive in Chaos8s
Weapon — Bow
Venom Arrow20s
Poison Injection20s
Toxic Barrage12s
Acid Spray5s
Weapon — Destruction Staff
Destructive Reach20s
Inferno staff heavy (with Tri Focus passive)20s
Soul Magic
Soul Splitting Trap10s
Consuming Trap20s
Soul Assault6s
Shatter Soul5s
Vampire
Drain Vigor3s
Exhilarating Drain3s
Werewolf
Brutal Carnage12-32s
Feral Carnage12s
Bloodclaws10s
Werewolf Berserker Bleed4s
Fighters Guild
Barbed Trap20s
Lightweight Beast Trap20s
Flawless Dawnbreaker6s
Dawnbreaker of Smiting6s
Mages Guild
Degeneration24s
Structured Entropy24s
Scalding Rune26s
Undaunted
Radiate Synergy3s
Scribing — Lingering Torment
Lingering Torment10s/20s
Status Effects
Burning4s
Poisoned4s
Hemorrhaging4s
Alchemy Poisons
Damage Health Poison3.5s / 6.4s
Gradual Ravage Health Poison11.5s
Armor Sets & Arena Weapons
Whorl of the Depths8s
Icy Conjurer10s
Arms of Relequen5s
Gryphon's Reprisal10s
Pillar of Nirn10s
Savage Werewolf4s
Sheer Venom6s
Sunderflame10s
Unleashed Terror10s
Viper's Sting4s
Widowmaker10s
Roar of Alkosh10s
Deadlands Assassin14s
Twin Sisters10s
Venomous Smite10s
Vicecanon of Venom10s
Plaguebreak10s
Pestilent Host10s
Jerensi's Bladestorm5s
Syvarra's Scales6s
Pyrebrand6s
Oblivion's Foe10s
Coldharbour's Favorite6s
Sload's Semblance6s
Maarselok4s
Glittering Goad8s
Virulent Shot / Scatter Shot4-12s

Tips and Tricks

  • To track debuffs for Alkosh and Stagger, use the Srendarr addon.
  • To track the Off Balance effect for Flame Lash, use the OffBalanceTracker addon. You don't need to hard-spam Lash during the 7s Off Balance window. It's enough to press Flame Lash once to get 5x Power Lash stacks, then you have 20s to spend them whenever you want.
  • Use any synergy except the 3 you use for Alkosh uptime as soon as you see it. There's no point holding it, since the others are irrelevant for Alkosh uptime.
  • Don't wait until the last 1-2s to reapply Stagger (Heat Shock). It's an unnecessary risk of losing the debuff, and on top of that it's a dps loss, because casting it less often means you aren't getting the 66% boosted Stagger cast.
  • Don't try to place Standard of Might right on the boss. Place it in your group stack position instead, because this skill doesn't affect any enemy. It's simply a buff for you and your allies.
  • For the Alkosh "cycle 3 main synergies" tech, you don't need to press them in exactly the order shown on the visualizer. It can be any order really. As long as you haven't pressed all 3 of them in the first 5s of the fight, you should be fine.

Video Guide