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Dragons

Dragons in Wildlander are not the easy to kill creatures they were in vanilla. They are heavily armored, magic-breathing flying tanks with teeth which can cut through low to mid quality armor with one bite. You might think you can send a follower to the teeth end while you rain damage down on the tail—think again, as the tail is capable of knockdowns.

Core Philosophy: The trick to fighting any dragon isn’t stats—it’s tactics. Being 100 skill in everything isn’t enough to guarantee your survival if you miss a block. At lower levels, even if a dragon’s attacks can 1-shot you, it’s possible to take them down by appropriately timed dodges, hiding, and enough equipment.

Combat Tactics

  1. Choose your battlefield: In most cases, you have some control over where the fight occurs. Even if a dragon swoops in on you, there is a small window to reposition yourself. Try to pick an area that has several pieces of full cover (tall enough to fully block their breath weapon from both the ground and a low hover). Ideally, this cover can be circled (in case the dragon lands/hovers behind you), and is in such a spot that the dragon cannot land on top of you. Practice this at word walls, where the wall itself can be used as cover.

  2. Cover is life: A dragon cannot kill what it cannot hit. Make sure that there is always at least a piece of full cover adjacent to you so you can duck behind it in that split second before the dragon breathes. The Become Ethereal shout is especially useful for those “Oh shit” moments when you get caught out of cover.

  3. Patience is a virtue: Dragons aren’t short fights, so resist the urge to leave your cover spot to deal damage—all it takes is a single bad move, the dragon to turn around and bite your face off to end a long fight (and not in your favor). A dragon has the advantage in terms of stats; the only advantage you have is your brain.

  4. Know when to run: Sometimes, it just isn’t your time to shine. Don’t be afraid of a tactical withdrawal, either to fully flee or to regroup. Just make sure that you do it carefully (sticking to cover). Also, if 2 dragons engage you at once…NOPE the hell outta there. They WILL kill you.

  5. Choose the right time of day: You don’t want to be attacking a dragon as the sun is setting.

Equipment & Resources That Help

Depending on your build, some of these become more necessary than others. You don’t need all of them:

  • Solid, properly enchanted armor—for HA characters, the more armor the better
  • High Magic Resistance—shouts can’t one-shot you if you resist 99% of the damage
  • Tanky follower(s)—to keep the “teeth end” occupied
  • Excellent ranged damage (bow, crossbow, or Destruction magic)—also properly enchanted
  • Lots of very good poison for your bow
  • Marked for Death shout—to reduce their armor
  • A good shield and block perks can block shouts
  • Become Ethereal shout—for those “Oh Shit” moments when another dragon shows up
  • Slow Time shout—really useful if you cast Marked for Death then Slow Time as melee—lets you get a lot of hits in and take off a good chunk of health
  • Indomitable Force perk—halves damage and duration of shouts, thus reducing shout damage to a quarter of the original
  • Great Resist potions (Fire, Ice, Poison)—many players treat shop vendors like vanilla garbage disposals, but don’t. Check their inventory because they sell items that will save your life

Melee vs Ranged

Ranged damage is far safer than melee. Even if the dragon lands, resist the temptation to run in to score a few whacks unless you are properly prepared—it often ends with you rag-dolling across the ground. A bow might take longer, but it will keep you 100% more alive.

That being said, dragons can be fought in melee range with the right preparation. Dragons twist their head to your left before every bite, so that’s your red flag to either run away or block (obviously keep your stamina and health in mind). Blocking works fine too for dragons. With just Improved Blocking, Strong Grip, and Experienced Blocking you can block the damage from a bite if you fail to run away fast enough.

Stealth

Dragons are NOT stealth immune, but they have very good eyesight when flying. It’s nearly impossible to sneak attack a flying dragon at low to mid levels of sneak.

Index

Table of contents
  1. Combat Tactics
  2. Melee vs Ranged
  3. Stealth
  4. Quick Reference: Dragon Types at a Glance
  5. Threat Level Preparation Checklist
  6. Common Weapon Protection Values
  7. Named Dragons Reference
  8. Shouts
  9. Standard Fire
  10. Standard Frost
  11. Poison
  12. Undead
    1. Labyrinthian
    2. Others
    3. Fire Spectral Dragon
  13. Serpentine
    1. Fire
    2. Frost
  14. Named
    1. Durnehviir
    2. Vulthuryol
    3. Alduin

Quick Reference: Dragon Types at a Glance

Type Health Damage Element Weakness Threat Level Notes
Standard Fire 7,300–7,800 400–525 Fire Breath Frost (-75%) 🟢 Low Most common
Standard Frost 7,000–7,800 350–525 Frost Breath Fire (-75%) 🟢 Low Slowing breath dangerous
Poison 7,200 400 Vile Vapor Poison immunity 🟢 Low Unique mechanics
Undead (Labyrinthian) 15,000 350 Frost Breath Silver weapons (150% dmg) 🟡 Moderate High HP; silver weakness
Serpentine Fire 7,653 450 Fire Breath Frost (-75%) 🟡 Moderate Similar to Standard Fire
Serpentine Frost 7,646 450 Frost Breath Fire (-75%) 🟡 Moderate Similar to Standard Frost
Durnehviir 18,900 575 Drain Vitality Frost (-75%) 🔴 High Drain damage threat
Vulthuryol 17,000 425 Fire Breath Frost (-75%) 🔴 High Very low stamina

Threat Level Preparation Checklist

🟢 Low Threat (Standard/Poison Dragons)

  • Potions: Frost or Fire resist potions for Standard dragons; Poison resistance at or near cap (strongly recommended) for Poison dragons
  • Armor: Aim for armor cap (800+); heavy armor recommended if melee or not confident in dodging
  • Weapons: Reliable ranged damage (bow/crossbow) or enchanted melee weapon
  • Support: Follower optional but helpful
  • Shouts: None required; Marked for Death helpful for melee builds

🟡 Moderate Threat (Undead/Serpentine Dragons)

  • Potions: High-grade elemental resist potions, multiple doses
  • Armor: Aim for armor cap (800+); heavy armor recommended if melee or not confident in dodging
  • Weapons: Silver weapons MANDATORY for Undead dragons; Enchanted melee/ranged weapons for Serpentine
  • Support: Tanky follower strongly recommended
  • Shouts: Marked for Death (reduce armor), Clear Skies (remove meteor hazards)
  • Special: Magic Resistance 50%+ recommended

🔴 High Threat (Durnehviir/Vulthuryol/Alduin)

  • Potions: Maximum resistance potions, healing potions (dozens), Restore potions
  • Armor: Aim for armor cap (800+); heavy armor strongly recommended
  • Weapons: Best available weapons with strong enchantments
  • Support: Multiple tanky followers or consider not engaging solo
  • Shouts: Slow Time (escape/offense), Become Ethereal (invulnerability frames), Marked for Death
  • Special: Magic Resistance 75%+, escape route planned, clear expectations about survival odds
  • Note: Accept high death probability unless you’re extremely well-geared

Common Weapon Protection Values

These values apply to most dragons unless otherwise noted:

Type Tier and Reductions
Slash (Swords & Axes) 3 + 70% Damage reduction
Pierce (Daggers) 2 + 70% Damage reduction
Blunt (Maces & Hammers) 85% Damage reduction
Ranged (Bows & Crossbows) 4 + 85% Damage reduction

Special Cases: Undead dragons have different weapon protection values (see Undead section).

Named Dragons Reference

The following named dragons use identical stats and abilities to their standard counterparts. Only their unique shouts are listed:

Name Type Threat Level Shouts
Krosulhah Standard Frost 🟢 Low Unrelenting Force, Frost Breath, Ice Storm
Naaslaarum Standard Fire 🟢 Low Disarm, Unrelenting Force, Fire Breath, Fire Ball
Paarthurnax Standard Fire 🟢 Low Fire Breath, Fire Ball
Sahrotaar Standard Frost 🟢 Low Frost Breath, Ice Storm
Voslaarum Standard Fire 🟢 Low Disarm, Unrelenting Force, Fire Breath, Fire Ball

Shouts

Name Description Effects
Unrelenting Force Staggers targets and knocks over loose objects.  
Disarm Targets in mid swing drop their weapons. (up to level 999)
Fire Ball There are few things a Dragon’s scorching breath cannot reduce to ashes and cinders within a trice. Deals 120 Fire Damage for enemies within 15 feet for 5 seconds
Fire Breath Inhale air, exhale flame, and behold the Thu’um as a blazing inferno. fire damage: 300 instantly, plus 5/s for 31 seconds and Large stagger
Drain Vitality Thu’um reaches out and takes away the very lifeforce of your enemies and and gives it to the dragon drain stamina: 5 per second for 60 seconds, drain magicka: 5 per second for 60 seconds, drain health: 5 per second for 60 seconds, small stagger
Ice Storm There are few things a Dragon’s freezing breath cannot freeze to death in a mere blink of an eye Deals 120 Frost Damage for enemies within 15 feet for 5 seconds
Frost breath Inhale air, exhale Frost, and behold the Thu’um as a a blizzard. frost damage: 60 per second for 5 seconds, slow: 50% and Large stagger
Vile Vapor Inhale air, vomit poisonous fog, which does lingering health damage. Poison Spray, 50 points for 2 seconds

Standard Fire

Threat Level: 🟢 Low

Most common dragon encounter in Wildlander. Manageable with proper tactics and preparation. Primary weakness is frost damage and cold-based effects.

Quick Tactical Tips

  • Use frost potions or Frost Breath shout to weaken them
  • Their Fire Breath is avoidable with proper positioning behind cover
  • Generally weak individually—engage when you’re ready
  • Lower armor rating than other dragon types makes ranged attacks effective

Variations by Color

(Reference table showing health/damage variations. Tactics remain the same regardless of color.)

Stat / Color Gold (level 40) Silver Gold with Black Spots Gold (level 30) Fantail Gold(Purple Back) Purple
Health 7400 7000 7400 7300 7600 7800
Melee Damage 450 350 450 400 525 525
Movement Speed 100 100 100 100 100 100
Extra Shout Fire Ball   Disarm Fire Ball Fire Ball Fireball, Disarm

Shouts (All Variations)

  • Unrelenting Force
  • Fire Breath

Basic Stats

Stat Value
Magicka 5000
Stamina 20900
Standard AR 660
Magical AR None
AP 50
Health Regeneration None
Diseased None
Can Knockdown Player Tail swipe can Stagger

Resistances

Type Protection Weakness
Frost N/A -75%
Fire 90% N/A
Poison 60% N/A
Paralysis Immune N/A

Weapon Protection

Type Tier and reductions
Slash (Swords & Axes) 3 + 70% Damage reduction
Pierce(Daggers) 2 + 70% Damage reduction
Blunt (Maces & Hammers) 85% Damage reduction
Ranged (Bows & Crossbows) 4 + 85% Damage reduction

Standard Frost

Threat Level: 🟢 Low

Common variant with slowing breath effect. Manageable with proper tactics and preparation. Primary weakness is fire damage and heat-based effects.

Quick Tactical Tips

  • The 50% slow effect is dangerous—stay mobile and use cover
  • Fire potions are essential; burn effect counters their frost resistance
  • Kite around obstacles to avoid breath attacks and slowing effects
  • Can be soloed but the slowing breath makes mistakes more costly

Variations by Color

(Reference table showing health/damage variations. Tactics remain the same regardless of color.)

Stat / Color Gold Silver Green Purple (level 79) Gold with Black Spots Purple (level 75)
Health 7400 7000 7200 7350 7600 7800
Melee Damage 450 350 400 425 450 525
Movement Speed 100 100 175 100 100 100
Shout Ice Storm, Frost Breath   Ice Storm Disarm Ice Storm, Disarm Ice Storm, Disarm

Basic Stats

Stat Value
Magicka 5000
Stamina 20900
Standard AR 660
Magical AR None
AP 50
Health Regeneration None
Diseased None
Can Knockdown Player Tail swipe can Stagger

Resistances

Type Protection Weakness
Frost 90% N/A
Fire N/A -75%
Poison 60% N/A
Paralysis Immune N/A

Weapon Protection

Type Tier and reductions
Slash (Swords & Axes) 3 + 70% Damage reduction
Pierce(Daggers) 2 + 70% Damage reduction
Blunt (Maces & Hammers) 85% Damage reduction
Ranged (Bows & Crossbows) 4 + 85% Damage reduction

Poison

Threat Level: 🟢 Low

Unique mechanics with low health and damage, but continuous health drain is dangerous if you’re caught without poison resistance. Poison immunity protects them from conventional poison damage.

Quick Tactical Tips

  • Low health makes them easiest to kill, but health drain is insidious
  • Poison resistance potions STRONGLY recommended
  • Stay in cover and use ranged attacks to avoid prolonged exposure
  • Their low melee damage means blocking can save you if caught out

Basic Stats

Stat Value
Health 7200
Magicka 5000
Stamina 20900
Movement Speed 175
Melee Damage 400
Standard AR 660
Magical AR None
AP 50
Health Regeneration None
Diseased None
Can Knockdown Player Tail swipe can Stagger

Shouts

  • Unrelenting Force
  • Disarm
  • Vile Vapor

Resistances

Type Protection
Poison 160%
Paralysis Immune

Weapon Protection: See Common Weapon Protection Values

Undead

Threat Level: 🟡 Moderate

Significantly harder than standard dragons. Much higher health pool and immunity to many common tactics. Silver weapons are critical for efficient damage. Only encountered in Labyrinthian dungeon.

Quick Tactical Tips

  • Silver weapons are MANDATORY - standard weapons deal 20% damage
  • High armor and damage reduction—expect long fights
  • Immune to sneak attacks and many shout effects
  • Lower melee damage than fire/frost variants (only 350) is their weakness
  • Prepare for attrition: bring supplies and patience

Labyrinthian

Basic Stats

Stat Value
Health 15000
Magicka 5000
Stamina 29900
Movement Speed 80
Melee Damage 350
Ranged Damage None
Shouts Frost Breath 60 per second for 5 seconds slow: 50% Large stagger
  Unrelenting Force 60 damage to target health and large knockback on targets with less than 600 health and/or 50 or less magic resist
Standard AR None
Magical AR None
AP None
Health Regeneration None
Diseased No
Can Knockdown Player No

Weapon Protection

Type Tier
Slash (Swords & Axes) 50% Damage reduction
Pierce(Daggers) 80% Damage reduction
Ranged (Bows & Crossbows) 75% Damage reduction

Material Protection

Type Damage change
Silver (Melee) 150% Damage Done (after armor Mitigation)
Standard (Arrows) 20% damage

Resistances

Type Protection
Frost 95
Fire 50
Shock 50
Poison 100
Paralysis Immune
Sneak Attack Immune

Others

Identical to Labyrinthian Undead dragon - Except

Basic Stats

Stat Value
AP 30

Fire Spectral Dragon

Basic Stats

Stat Value
Health 846
Magicka 700
Stamina 774
Movement Speed 100
Melee Damage 210
  Fire Wyrm Attack 20 Fire damage, 2/s Fire damage for 30 seconds
Standard AR None
Magical AR None
AP None
Health Regeneration No
Diseased None
Can Knockdown Player No

Shouts

  • Frost Breath
  • Ice Storm

Resistances

Type Protection Weakness
Frost N/A -25%
Fire 100 N/A
Poison 100 N/A
Paralysis Immune N/A

Serpentine

Threat Level: 🟡 Moderate

Serpentine dragons are significantly more powerful variants of standard dragons. Higher damage output and additional shout variety (Disarm) makes them more dangerous. Stats and resistances mirror their standard fire/frost counterparts.

Quick Tactical Tips

  • Treat as an upgrade to Standard dragons—expect harder fights
  • Higher damage (450 vs 400-525) makes mistakes more costly
  • Disarm shout can catch you unprepared—have a backup weapon or shield
  • Apply same elemental resistance strategy as their standard counterparts
  • Generally found in higher-difficulty areas

Fire

Basic Stats

Stat Value
Health 7653
Magicka 5000
Stamina 21027
Movement Speed 100
Melee Damage 450
Standard AR 660
AP 50
Health Regeneration No
Diseased No
Can Knockdown Player Tail swipe can Stagger

Shouts

  • Unrelenting Force
  • Disarm
  • Fire Breath
  • Fire Ball

Resistances

Type Protection Weakness
Frost N/A -75%
Fire 90% N/A
Poison 60% N/A
Paralysis Immune N/A

Weapon Protection: See Common Weapon Protection Values

Frost

Basic Stats

Stat Value
Health 7646
Magicka 5000
Stamina 21024
Movement Speed 100
Melee Damage 450
Standard AR 660
AP 50
Health Regeneration No
Diseased No
Can Knockdown Player Tail swipe can Stagger

Shouts

  • Unrelenting Force
  • Disarm
  • Frost Breath
  • Ice Storm

Resistances

Type Protection Weakness
Frost 90% N/A
Fire N/A -75%
Poison 60% N/A
Paralysis Immune N/A

Weapon Protection: See Common Weapon Protection Values

Named

Threat Level: 🔴 High

The unique named dragons Durnehviir and Vulthuryol are significantly more dangerous than standard counterparts. Durnehviir is exceptionally dangerous with the highest health and damage among regular dragons. However, Alduin - the World-Eater - is in a class of his own with devastating melee damage, meteor storms, and summon abilities. Only encountered in specific questlines and late-game scenarios. Extreme preparation required.

Durnehviir

Basic Stats

Stat Value
Health 18,900
Magicka 6,150
Stamina 20,050
Movement Speed 100
Melee Damage 575
Ranged Damage None
Magical Damage None
Standard AR 660
Magical AR None
AP None
Health Regeneration No
Diseased No
Can Knockdown Player Tail swipe can Stagger

Shouts

  • Drain Vitality
  • Frost Breath

Resistances

Type Protection Weakness
Frost 90% N/A
Fire N/A -75%
Poison 100% N/A
Paralysis Immune N/A
Sneak Attack Immune N/A

Weapon Protection

Type Tier and reductions
Slash (Swords & Axes) 3 + 70% Damage reduction
Pierce(Daggers) 2 + 70% Damage reduction
Blunt (Maces & Hammers) 85% Damage reduction
Ranged (Bows & Crossbows) 4 + 85% Damage reduction

Vulthuryol

Basic Stats

Stat Value
Health 17,000
Magicka 5,000
Stamina 1,000
Movement Speed 100
Melee Damage 425

Abilities & Resistances

  • Same as Standard Fire Dragon

Shouts

  • Fire Breath
  • Fire Ball

Alduin

⚠️ EXTREME DANGER ⚠️

Alduin is not a normal dragon encounter. He combines 1,000 melee damage with meteor storms, flying invulnerability phases, and summon abilities. This is the most lethal encounter in Wildlander. Do not attempt without comprehensive preparation, maximum resistances, and viable escape strategies.

For complete details, see Alduin’s dedicated page

Alduin the World-Eater is fundamentally different from all other dragons in Wildlander and should not be engaged without extreme preparation.

Basic Stats

Stat Value
Health 16,580
Magicka 25,050
Stamina 20,415
Movement Speed 125
Melee Damage 1,000
Standard AR 1,200
AP 30%
Can Knockdown Player Yes

Unique Abilities

  • Alduin Invulnerability - Immune to damage while flying (during main quest)
  • Dragon Storm Call - Creates meteor shower dealing damage and creating hazardous zones
  • Worldeater’s Howl - All shouts are 5% more powerful
  • Soul Cairn Summon - Calls 24 Wrathments for 60 seconds (Sovnguard quest only)

Shouts

  • Drain Vitality (drains stamina, magicka, and health)
  • Dragon Storm Call (meteors)
  • Dragon Unrelenting Force
  • Fire Breath
  • Frost Breath
  • Fire Ball
  • Ice Storm

Resistances

Type Protection
Frost 33
Fire 33
Shock 33
Poison 80
Paralysis Immune
Knock Down Minor
Mehrunes Razor Immune

Strategic Notes: The combination of 1,000 melee damage, meteor storms, flying invulnerability phases, and summon abilities makes Alduin the most dangerous encounter in the game. Expect a multi-phase fight with extreme preparation required.