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Play a Sound Protoss Dragoon Dragoon Sinar
Hit Points: 100
Plasma Shields: 80
Size: Large
Supply: 2
Cost: 125 50
Build Time: 40
Produced at: Gateway
Requires: Cybernetics Core
Base Ground Attack: 20e
Base Air Attack: 20e
Base Armor: 1
Range: 4/6 Upgraded
Sight: 8
Cooldown: 30
Production Hot Key: D

Veteran Protoss warriors who have been crippled or mortally wounded in combat can volunteer to continue their service to the Conclave by being transplanted into Dragoon exoskeletons. Within a short time, the fallen warriors learn to control the movements of the large, mechanical walker as naturally as if they were within their former bodies. Dragoons provide essential supporting fire for the Zealot legions by launching bolts of anti-particles sheathed in a psychically charged field. These disintegration bolts are effective against both air and ground targets.

As one of the few Protoss ground units with the ability to strike both land and air targets, the Dragoon is an essential element for a well-balanced Protoss force. When used in conjunction with Zealots, Dragoons are very effective, scoring uncontested hits against enemy forces that are tied up in hand-to-hand combat. If the enemy targets the Dragoons for attack, the Zealots can get "free" hits at close range. Dragoons also provide vital support for Zealots during any aerial attack. If the Dragoons are unable to destroy the airborne attackers, consider using them as decoys to provide time for your Zealots to either make a quick escape or to make a run for enemy ground targets within range.

Protoss players should make a habit of using a mixed force of Zealots and Dragoons when building basic ground forces. It is also important to keep the Dragoons behind the front line of Zealots in any confrontation to attain the best possible use of firepower.

Dragoons can inflict 20 points of ranged explosive damage to both ground and air targets. This type and amount of damage makes the Dragoon a key unit for countering Large enemy unit types such as Battlecruisers, Scouts, Wraiths, Siege Tanks, Carriers, and Ultralisks.

Dragoons also prove to be extremely useful in "island" warfare, particularly as mobile anti-air defense in the early game. This is especially important for stopping the dreaded "Reaver Drop", either by destroying the incoming Shuttles or by destroying the dropped Reaver itself. In either case, the Dragoons should be kept in a spread out formation to decrease the chance of multiple Dragoons being lost to the Reaver's considerable splash damage. Combined with additional defensive Photon Cannons, the Dragoons can help make any isolated Protoss colony extremely difficult to overrun.

The key weakness of the Dragoon is the long cooldown time between attacks, especially when changing targets. Dragoons also face great difficulty if they run into small units of any kind as their weaponry only does half damage against targets such as Zerglings or Marines. They can also be vulnerable if forced into narrow areas with their large cybernetic shells, as they cannot efficiently group their fire.

The most important upgrade for the Dragoon is their Singularity Charge. The increased range of the Dragoon's weaponry that this upgrade grants allows them to concentrate their firepower much more effectively against approaching targets.

Dragoons supporting Zealots

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Dragoons provide supporting fire.



  • Siege Tanks inflict full damage against Dragoons. Also, the long range of Tanks in Siege Mode allows groups of them to quickly dispatch waves of approaching Dragoons.
  • Cloaked Wraiths can halt the advance of Dragoons if the enemy Protoss player is too slow to produce Observers or does not have any stationed in the area.
  • Both the EMP Shockwave of the Science Vessel and the Lockdown ability of the Ghost can severely reduce the effectiveness of Dragoons.
  • Zealots with the Leg Enhancement upgrade can easily defeat small groups of Dragoons.
  • Dragoon-on-Dragoon encounters will boil down to numbers and upgrades, or the supporting presence of a nearby Templar or Reaver.
  • Reavers can easily dispatch tight groups of Dragoons.
  • Dark Templar can be a rude surprise to an opposing force of Dragoons that do not have Observer support.
Dark Templars attack Dragoons Templars Psionic Storm Dragoons

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Dark Templars sneak attack the Dragoons.

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When in doubt, use Psionic Storm.


  • The size and speed of a Zergling Horde will usually overwhelm even a large mass of Dragoons.
  • Groups of Hydralisks can decimate Dragoons as long as Zealots, Templar, or Reavers do not support them.
  • The small size of the Mutalisk can cause problems for Dragoons, who have Explosive attacks.
  • Dragoons are fairly susceptible to groups of Mutalisks as their "ricochet" attack can fare well against groups of Large sized targets.
  • The immense concentrated firepower of Guardians can destroy Dragoons rather easily.
Mutalisks and Drones kill Dragoons Guardians kill Dragoons

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How about Mutalisks and Drones?

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Guardians can crush Dragoons from afar.


Ground Weapons Ground Weapons
Level 1 - 100 100
Level 2 - 150 150
Level 3 - 200 200
Ground Armor Ground Armor
Level 1 - 100 100
Level 2 - 175 175
Level 3 - 250 250
Plasma Shields Plasma Shields
Level 1 - 200 200
Level 2 - 300 300
Level 3 - 400 400
Singularity Charge Singularity Charge
150 150
Increased Dragoon Attack Range

Ground Weapons - Each upgrade adds +2 to Ground attack for a total of +6 with all three upgrades.

Ground Armor - Each upgrade adds +1 to Ground Armor for a total of +3 with all three upgrades.

Plasma Shields - Each upgrade adds +1 to Shields for a total of +3 with all three upgrades.

Singularity Charge - This very powerful upgrade allows Dragoons to fire on their targets sooner by increasing the range of their weapon. For maximum effectiveness, this upgrade should be researched as you build your first Dragoon(s).

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