Checklist: do this
- One gateway, core, second gateway; dragoons with range by 3:30 hold the ramp against anything.
- Robotics facility by 4:30: an observer against dark templar, a reaver for the first fight.
- Nexus at the natural around 5:30 behind dragoons and the reaver; a shield battery at the ramp helps.
- Three or four gateways on two bases; ground weapons +1 from a forge by 7:00.
- Citadel for zealot speed and templar archives later; storms decide big dragoon fights.
- Third nexus around 9:00 behind a reaver and a shield battery; arbiters or carriers only in long games.
- Scout with the probe at 2:00 and again at 4:00: a second gateway, a citadel or a robotics facility each change one thing.
- Never fight up a ramp; hold yours, attack theirs only with a reaver and a numbers edge.
Why it works
Both players have the same units, so the game is decided by the first two choices: how many gateways before the core, and robotics or templar archives after it. Dragoons with range hold everything early; dark templar win instantly against a player with no observer; a reaver behind dragoons wins the mid-game fight. Play safe against the coin flips, then out-produce.
The build
-
Supply8
Time0:55
Pylon
Never blocked at 8.
-
Supply10
Time1:25
Gateway
The first zealot if the scout sees two gateways.
-
Supply12
Time1:50
Assimilator
Core gas.
-
Supply14
Time2:25
Cybernetics Core
Dragoons; range as soon as it finishes.
-
Supply16
Time3:00
Second Gateway, Dragoon
Two gateways of dragoons hold the ramp.
-
Supply19
Time3:20
Singularity Charge
Range wins dragoon versus dragoon.
-
Supply24
Time4:30
Robotics Facility
Observer against dark templar; reaver for the fight.
-
Supply28
Time5:10
Observatory, Robotics Support Bay
The observer first, then the reaver.
-
Supply32
Time5:40
Nexus at the natural, Shield Battery
Expand behind dragoons, a reaver and a battery.
-
Supply38
Time6:30
Third Gateway, Forge
Ground weapons +1 by 8:30.
-
Supply48
Time7:30
Fourth Gateway, Citadel of Adun
Zealot speed makes zealots part of the fight again.
-
Supply60
Time9:00
Third Nexus, Templar Archives
Storms for the late dragoon wars.
Research, in this order
Singularity Charge at the Cybernetics CoreThe first research of the game; range wins every dragoon fight.
Scarab Damage at the Robotics Support BayA reaver that kills dragoons in two scarabs.
Ground Weapons +1 at the ForgeDragoon fights are decided by upgrades once numbers are even.
Leg Enhancements at the Citadel of AdunSpeed zealots close on dragoons and reavers.
Gravitic Boosters at the ObservatoryObservers keep up and survive.
Psionic Storm at the Templar ArchivesStorms on a dragoon ball end the fight.
The army, stage by stage
- Opening
DragoonFour to six dragoons with range at the ramp.
- Robotics
Dragoon
Observer
ReaverThe observer with the army; the reaver behind the dragoons.
- Two bases
Dragoon
Zealot
Reaver
ObserverSpeed zealots in front once leg enhancements finish.
- Late game
Dragoon
Zealot
High Templar
ReaverStorms and archons; carriers on wide maps in very long games.
If you scout…
Two gateways before a core, zealots at 2:30
When The probe scout
Do One zealot, then dragoons; probes on the ramp; core on time.
Why Zealot pressure fails against a held ramp and leaves them without dragoons.
A citadel of Adun before a robotics facility
When 4:00 to 5:00
Do Observer first from the robotics facility, a cannon at the ramp and one at the mineral line.
Why Dark templar at 6:00 end the game without detection; with it they are two dead units.
A robotics facility before yours
When 4:00 to 5:00
Do Your robotics on time, dragoons spread, a shield battery; do not attack into their reaver.
Why The first reaver wins the first fight for whoever has it; hold until yours exists.
A fast nexus
When 4:00 to 5:00
Do Attack with six dragoons and a reaver before their gateways catch up, or expand at once.
Why A fast expansion has few units at 6:00; a reaver push punishes it.
A stargate
When 6:00 onward
Do Dragoons in numbers, a cannon at each mineral line, keep the observer alive.
Why Corsair-reaver or carriers lose to massed dragoons that see the shuttle.
Counters
| They have | You answer with |
|---|---|
| Range, upgrades, a reaver, storms Even dragoons trade; range and a reaver tip it. | |
| Dragoons kiting up a ramp, a reaver Zealots cannot reach dragoons that retreat. | |
| Observers, cannons Detection turns them into slow zealots. | |
| Dragoons on the shuttle, spread units, your own reaver A reaver without its shuttle is stranded; spread units waste scarabs. | |
| Spread dragoons, zealots on the templar Storm needs a clump. | |
| Dragoons in numbers Massed dragoons with upgrades kill carriers faster than they build. |
The mistakes that lose this matchup
- No observer
The sign A base dead to two dark templar at 6:00.
The fix Robotics facility at 4:30, observatory next, an observer by 6:00 every game.
- Fighting up a ramp
The sign Dragoons lost with nothing killed.
The fix Hold yours; attack theirs with a reaver and more dragoons.
- Late range
The sign Losing even dragoon fights.
The fix Singularity charge the moment the core finishes.
- Expanding with no reaver
The sign A natural lost to six dragoons.
The fix Nexus behind the first reaver and a shield battery.
By level
Newcomer
Gateway, core, second gateway, dragoons with range. Robotics facility, observer, reaver. Then expand and keep every gateway producing. Hold your ramp; do not attack up theirs.
Learner
The build within thirty seconds; scout at 2:00 and 4:00 and pick from the forks; a reaver by 6:30 with scarab damage; +1 weapons by 8:30; a third base at 9:00 behind a battery.
Competitor
Dragoon micro on ramps, reaver-shuttle control, observer positioning against dark templar and against their observer, storm timing in dragoon wars, and the decision to go templar or carriers from the map and the opponent's gas.