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Dragoon (DRG) Guide

If you are looking for THE FASTEST WAY to reach the level cap with any class or job within 7 days, this FFXIV Leveling Guide by Killer Guides is a definite must have! It comes with step-by-step leveling tips, quest walkthroughs, detailed primal battle strategies, extensive dungeon guides, and more.


The part of the guide that deals with skill rotations has not yet been updated for Heavensward.

Dragoon is a melee damage dealing job which branches from the Lancer class. The class will deal damage using powerful abilities designed to be comboed with one another to increase their effectiveness. This guide will talk about how to play the job at level 50 and it should be noted that it may not be the only way to play it. Others may disagree, but see it as a starting point and build on it from there.


Dragoon GuideAs a Dragoon your main attribute is going to be Strength (STR) as this increases physical attack damage. You should be placing all of your attribute points into this stat because the benefits from the others will not be very useful for DRG. Vitality is in fact the only other attribute from the main six that you would gain any benefit from, and as a Dragoon you should not be getting hit so you should not need to be stacking this stat.

With equipment however you could focus on more stats than just STR. Stats such as Attack Power, Determination, Critical Hit Rate and Skill Speed should also be considered as they will all boost your damage. Determination will boost the amount of damage dealt by all attacks and the amount of HP recovered when healed, and the rest of the stats are self explanatory. It is not yet known whether Determination is better than attack power for increasing your damage. For now I recommend a mix.

Skill Rotation

For a full explanation of skills see our Dragoon and Lancer pages.

As mentioned earlier, the Dragoon uses combos to deal heavy damage to their targets. These combos need to be planned and used alongside other buffs in order to maximise their damage. Before we get into the skill rotations it is worth listing what these combos are.

1) True Thrust > Vorpal Thrust
2) Vorpal Thrust > Full Thrust
3) Impulse Drive > Disembowel
4) Heavy Thrust > Ring of Thorns
5) Disembowel > Chaos Thrust

6) True Thrust > Vorpal Thrust > Full Thrust
7) Impulse Drive > Disembowel > Chaos Thrust

For maximum DPS it is generally best to use the three stage combos. The ideal rotation for DRG is quite complex and includes a sequence of 27 actions, though most of these can be broken down into two simple combos and one pattern.:

Heavy Thrust > Fracture > Phlebotomize Combo #7
Combo #6
Heavy Thrust > Fracture > Phlebotomize
Combo #6
Combo #7
Heavy Thrust > Fracture > Phlebotomize
Combo #6
Combo #6

* Credit goes to Rayne North for this rotation.

I begin with Heavy Thrust as it increases my damage dealt by 10%. I then apply my two damage over time skills Fracture and Phlebotomize. It should be noted that Heavy Thrust > Fracture > Phlebotomize is not a combo, but it makes sense to use these skills in this order every time after every second combo.

Combo #7 is next because of the combo effects. You will reduce the target's piercing resistance by 10% which helps your BRD. The second part of the combo will apply a damage over time effect to the target.

Next, we use our main damage combo, #6. It is a good idea to apply some of your buffs such as Blood for Blood before this combo to maximise your DPS. Before we use Full Thrust we use Life Surge to ensure that it will be a critical attack.

Now it is time to reapply my DoT skills before using combo #6 again. After this combo you will need to go back to combo #6 to reapply that DoT. After this combo you will need to reapply your other DoTs before using combo #6 twice.

Now we can repeat the rotation.

It is quite a complex sequence but when you break it down into combos you are only really using three different sets of skills, you just need to remember the order that these sets go in.

The Dragoon abilities are not part of the rotation because they all have long recasts. However you should aim to slot them inbetween your combos. Spineshatter Dive is especially useful for interrupting a monster's special attacks via the Stun effect. You can also use Leg Sweep from your Lancer for stunning.

Invigorate should be used whenever it is available to ensure you gain maximum TP back over the fight. Other Lancer skills should be used when needed.

If you are fighting multiple monsters at once then combo #4 is very useful along with the Doom Spike ability.

Cross Class Abilities

DRG can take cross class skills from the PGL and MRD classes and at level 50 you can equip up to 5.

From MRD you should take Mercy Stroke (powerful attack when the monster is under 20% HP), Bloodbath (Converts 25% of your next skill's damage to HP restored) and Fracture (DoT skill).

From PGL you should take Second Wind (for HP recovery), Internal Release (damage buff).


The best gear for your Dragoon constantly changes depending on what was added in the latest patch so it is important to do your own research on top of this guide. We have broken the gear down into tiers in order to give some indication of what you can use before you get up to that item level tier.

Slot Best Next Tier Third Tier
Main Hand Midan Metal Spear
Prototype Midan Metal Spear
Augmented Slipstream Partisan
Horde Spear
Head Augmented Slipstream Helm of Maiming
Midan Mask of Maiming
Yafaemi Circlet of Maiming
Slipstream Helm of Maiming
Prototype Midan Mask of Maiming
Eikon Leather Headgear of Maiming
Body Augmented Slipstream Mail of Maiming
Midan Jacket of Maiming
Yafaemi Mail of Maiming
Slipstream Mail of Maiming
Prototype Midan Jacket of Maiming
Eikon Leather Corselet of Maiming
Hands Midan Gloves of Maiming
Augmented Slipstream Gauntlets of Maiming
Yafaemi Gauntlets of Maiming
Slipstream Gauntlets of Maiming
Prototype Midan Gloves of Maiming
Eikon Leather Armguards of Maiming
Legs Augmented Slipstream Breeches of Maiming
Midan Breeches of Maiming
Yafaemi Chain Hose of Maiming
Slipstream Breeches of Maiming
Prototype Midan Breeches of Maiming
Eikon Cloth Brais of Maiming
Feet Midan Boots of Maiming
Augmented Slipstream Sabatons of Maiming
Yafaemi Sabatons of Maiming
Slipstream Sabatons of Maiming
Prototype Midan Boots of Maiming
Eikon Leather Leg Guards of Maiming
Waist Midan Belt of Maiming
Augmented Slipstream Belt of Maiming
Slipstream Belt of Maiming
Yafaemi Belt of Maiming
Prototype Midan Belt of Maiming
High Mythrite Tassets of Maiming
Neck Augmented Primal Choker of Slaying
Midan Neckband of Slaying
Primal Choker of Slaying
Prototype Midan Neckband of Slaying
Ear Midan Earrings of Slaying
Augmented Primal Earrings of Slaying
Primal Earrings of Slaying
Prototype Midan Earrings of Slaying
Rings Midan Ring of Slaying
Augmented Primal Ring of Slaying
Primal Ring of Slaying
Prototype Midan Ring of Slaying
Wrist Midan Bracelets of Slaying
Augmented Primal Bracelet of Slaying
Primal Bracelet of Slaying
Prototype Midan Bracelets of Slaying

* This guide only lists gear which is confirmed to be in FFXIV: ARR.


In FFXIV all materia can be added to any slot so this guide only lists the materia that is useful for the Dragoon rather than where to put it.

Strength - Melee attack damage
Quickarm - Skill Speed
Heavens' Eye - Accuracy
Savage Might - Determination
Savage Aim - Critical Hit Rating

As you will be limited by how much of a certain stat you can apply to gear through stat caps it is a good idea to use a variety and add stats to gear which aren't already on the piece.

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Locke [Anon]
Feb 06, 2015 - 17:58:52 | Location: Nowhere, In a Box

I also use the same rotation provided by Yunalesca. It definitely helps. Depending on boss mechanics and your need to move around the map quickly, you can use spineshatter drive/dragonfire dive either to move quickly, or as part of the rotation (I use them during cool downs when I don't need to apply any other buffs).

My typical rotation on a boss who doesn't need me to jump out of the way constantly (is: Twintania) is:

Heavy Thrust-Impulse drive-blood for bloody disembowels jumps chaos thrust-internal release-phlebotomize-power surge-true thrust-spineshatter drive-vorpal thrust-life surge-full thrust-dragonfire dive-heavy thrust-true thrust-vorpal thrust-full thrusts phlebotomizs- impulse drive-disembowel-jump (with new 40sec cooldown it should be active by here,unless bard has swift song up maybe)-chaos thrust-heavy thrust-true thrust-vorpal thrust-full thrust mph lens true thrust-vorpal thrust-full thrust

At that point,and with this rotation you let your DoT run almost till out (you may miss 1 sec now and then depending on circumstances), and keeping up with your harder hitting abilities.

It is long and can take awhile to fully engrain, but it works. This has never given me an issue. For those fights where you break away from the boss,you'll have to use judgement to find which buff/debufd will run out first and start there,and make the rest of the rotation from there.

It helps to think and prioritizes this way:
#1: If heavy thrust is about to run out,get that up first.

#2: if disembowel/chaos thrust is about to expire, start at the impulse drive/disembowel/chaos thrust rotation (is:the rotation as normal). If chaos thrust still has >10 seconds, skip

#3: if phlebotomize has
Yunalesca O [Anon]
Jun 03, 2014 - 12:58:20 | Location: Nowhere, In a Box

Well I took some advice from the dragoon which is our top ranking dragoon in our FC and he said there is no need to use Fracture anymore. He gave the me a new rotation which has been working fine for me ever since.
Rotation being:
Heavy Thrust - Impulsive Drive/Disembowel/Chaos Thrust - Phlebotomize - True Thrust/Vorpal Thrust/Full Thrust
Heavy Thrust - True Thrust/Vorpal Thrust/Full Thrust - Phlebotomize - Impulsive Drive/Disembowel/Chaos Thrust
Heavy Thrust - True Thrust/Vorpal Thrust/Full Thrust - Phlebotomize - True Thrust/Vorpal Thrust/Full Thrust


It also helps is you use blood for blood just after Impulsive drive before you hit disembowel and life surge is also useful as it gives you a crit hit and is best use before Full Thrust. These two abilities should be used whenever they are available.
Also it helps if you use your specified Dragoon jumps where possible.

I know this seems a little messy but I promise it works! I've had no trouble from this what so ever!
Eadbhard [Anon]
Feb 10, 2014 - 03:06:34 | Location: Nowhere, In a Box

I was doing a little bit of an experiment but I feel that following this rotation you might be losing some overall damage. I have found that if you using your set here follow this setup you might increase your damage. Putting Fracture > Plabotimize after Combo #7 their initial damages will be improved by not only the Heavy Thrust Buff but also the Disembowel Debuff.

Heavy Thrust > Combo #7 > Fracture > Plabotimize
Combo #6
Heavy Thrust > Fracture > Phlebotomize
Combo #6
Combo #7
Heavy Thrust > Fracture > Phlebotomize
Combo #6
Combo #6
Famorden [Anon]
Dec 16, 2013 - 22:02:58 | Location: Nowhere, In a Box

My rotation;
Against single target:
Heavy Thrust, (Ring of thorns if there's a grp);
Impulse Drive, (Then during cooldown "Internal Release-MNK cross class), Disembowel, Blood for Blood (During cooldown), Chaos Thrust, Phlebotomize, Power Surge (During cool down),
True thrust, vorpal Thrust, Life surge (during cooldown), Full thrust, then ending it with "Jump" or Spineshatter Dive (W/e ever does more).
I end it with "Jump" because of my skill set. I do not have Fracture equipped at the moment (though I should) but you could probably sneak it in there by replacing "Ring of Thorns" attack.
Then after Heavy Thrust, Impulse drive, disembowel, Chaos thrust, Phlebotomize, facture, 3 hit combo (TT, VT, FT)

Against a group:
Heavy thrust, Internal release (during cool down), Ring of Thorns, Blood for Blood, Doom spike, Life surge (During cool down), Dragon fire Dive
After that I use Doom Spike till Blood for blood is over (or TP is empty) then use Invigorate to recover TP. Then just focus on a single target.
Rayne North [Anon]
Sep 04, 2013 - 09:06:12 | Location: Nowhere, In a Box

Hi, Rayne North of Exodus here. Currently, the top dps rotation is much different than what you have.

It is: HT, Fr, Ph, ID, Dis, CT, TT,VT, FT, HT, Fr, Ph, TT, VT, FT, ID, Dis, CT, HT, Fr, Ph, TT, VT, FT, TT, VT, FT; from there you start at the beginning.

Inside of the rotation, depending on mechanics and such, you will use your cooldowns. DFD and SSD should be used to get to adds and get back to the boss as quickly as possible. Slows are provided by other classes, so no need for us to use them.


Aug 21, 2013 - 03:31:47 | Location: Unknown, United States

KazumiAmano: thanks, useful info - although the following calculations are done with PPGCD instead of PPS to reduce headaches when finding the effectiveness of an entire rotation.

Xenor: Think I came up with a solution. By my math, it's only ~4% more effective than the one listed on this page, but it's not any more complex (and arguably easier to remember), so I figured it might be worth posting.

Heavy Thrust

Combo 7 (Impulse, Disembowel, Chaos)

Heavy Thrust

Combo 6 (True, Vorpal, Full)
Repeat from top.

This gives you 100% uptime for all debuffs, though this rotation clips the final tick from Fracture/Phlebotomize. You can scrape out a little more DPS if you add Power Charge+Jump or Dragonfire Dive after the first Heavy Thrust (although a few debuffs will very briefly fall off, it should still be worth it). Alternatively, if no one else is providing Slow/you need to stun/whatever, you can throw in an extra action just before a Heavy Thrust, though this will of course hurt your deeps.

Not counting cooldowns or the piercing damage debuff, and discounting the very start of a fight (before you have Heavy Thrust up), this gives 239.25 PPGCD or 98.6 PPS. The rotation here gives somewhere around 236.7/94.7 under the same conditions with Feint removed. (if anyone tries to verify this, make sure you take into account the Heavy Thrust buff being on/off)

/wall of nerdtext
Aug 21, 2013 - 01:10:41 | Location: Unknown, United States

Kataiser: yeah, you're correct. I think because to get this particular PPS I just added (60 + 80 + 120)/3 mentally, and got 240/3, rather than 260/3, like a dumbass. Here's what I have for Dragoon PPS -

True Thrust 60PPS
Feint 48PPS + Slow debuff
Vorpal Thrust 40PPS/80PPS in combo
Impulse Drive 40PPS/72PPS from behind
Heavy Thrust 40PPS/68PPS + 10% buff from behind
Piercing Talon 48PPS ranged
Full Thrust 40PPS/120PPS in combo
Phlebotomize 116PPS DoT
Fracture 120PPS DoT
Disembowel 40PPS/88PPS + 10% debuff in combo
Doom Spike 64PPS AoE
Ring of Thorns 40PPS/60PPS AoE in combo
Chaos Thrust 40PPS/144PPS in combo


Heavy Thrust > Ring of Thorns 52PPS/64PPS from behind + 10% buff
True Thrust > Vorpal Thrust > Full Thrust 86.66PPS
Vorpal Thrust > Full Thrust 80PPS
Impulse Drive > Disembowel > Chaos Thrust 90.66PPS/101.33 from behind, DoT
Disembowel > Chaos Thrust 92PPS, but the debuff loss makes it almost never worth it over Impulse Drive > etc

Non-GCD (unsure which if any can be used freely between GCD attacks without dipping into time loss)

Jump 200P
Leg Sweep 130P
Spineshatter Dive 170P
Dragonfire Dive 250P AoE
Aug 20, 2013 - 23:06:29 | Location: Durham, United Kingdom

I've added Fracture and Phlebotomize to the rotation for their DoT capabilities. The rotation feels very long now though but it still seems like the best way to maximise DPS to me. Problem is the DoT buffs will expire before the rotation ends. You can't recast them mid rotation because your damage buffs will end up running out during your second combo if you do. Tricky one.
Kataiser [Anon]
Aug 20, 2013 - 20:07:42 | Location: Nowhere, In a Box

KazumiAmano: isn't True > Vorpal > Full slightly better PPS? By my calculations, the 3-step combo is 86.7 PPS, while the 2-step is only 80. Not a huge difference, of course, but neither is 10 PP. So it would probably be worth doing the full combo any time you're trying to squeeze out some extra damage, unless your buffs/debuffs are about to fall off and you need to reapply them quickly. Just a thought.
Aug 20, 2013 - 19:49:49 | Location: Unknown, United States

Frozenheart: definitely you should. Fracture has 300 total potency for a total of 120PPS, Phlebotomize has 290 total potency for a total of 116PPS. Those should virtually always be up unless the enemy will die before the duration of the DoT, as with any DoT.

Something to note is that Vorpal Thrust > Full Thrust has the same PPS as True Thrust > Vorpal Thrust > Full Thrust, but Vorpal Thrust and Full Thrust are cheaper than True Thrust and it's easy to maintain two in a combo than three.
Frozenheart [Anon]
Aug 20, 2013 - 15:49:51 | Location: Nowhere, In a Box

Any idea do we add dots skills in rotation? Sth like Phlebotomize and Fracture.And we also can cast Internal Release after blood of blood.
Aug 10, 2013 - 07:19:23 | Location: Durham, United Kingdom

Yeah I'm having to hold off adding phase 4 info until phase 4 begins because it's technically leaking info. Though it would be relatively minor compared to some phase 4 leaks I've seen!
Aug 10, 2013 - 04:21:32 | Location: Nowhere, In a Box

"DRG can take cross class skills from the ARC and MRD classes and at level 50 you can equip up to 5."

That has been changed it is now PUG and MRD