Red Dragon
The Red Dragon is a Melee tier 3 infantry unit in Symphony of War and are the most aggressive upgrade from dragons.
Stats 
Stats | Base | Growth | Lvl 1 | Lvl 54 | From Tier 2 | |||
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Great | Great | ~179 | ~593 | - | |||
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Low | Low | 1 | 1 | - | |||
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Low | Med | 10 | 54 | - | |||
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Med | Great | ~52 | ~132 | 27 | |||
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Med | High | ~52 | ~84 | 21 | |||
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Med | High | ~22 | ~67 | 3 | |||
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Great | Great | ~ | ~5844 | ~984 |
The low Weapon Power on Dragons is also a little deceptive: given they benefit from both Strength and Magic in equal measure; their Strength or Magic can be viewed as their Weapon stat when comparing them to other classes.
Related Technologies 
Tech: | ||
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Martial Traditions | Gain Class Points 15% faster. | |
Dragon trainer | Gain Class Points 25% faster. | |
Spirit Piercing | Magic attacks from now will ignore 25% of the enemy's magic resistance. | |
Dragon Bond | Allows ![]() ![]() ![]() | |
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Mixed Unit Tactic | Gains ![]() |
Battle Details 
Battle Detials: | ||
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Round 1 | ![]() ![]() ![]() | |
Round 2 | ![]() ![]() ![]() | |
Extra Attack | ![]() ![]() ![]() | |
Other Detials: | ||
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Strategy 
Tactics
Red Dragons can fire up and down walls, with their solid HP making them good at besieging fortified enemy positions.
They're also one of the best sources of magic damage in the game, with 2 very powerful AoE hits.
Red Dragons can loose steam as a magic unit; seeing as all magic units suffer Magic Fatigue effect the more battles they get into during the enemy's phase. Their overwhelming power does give them a long runway before this damage becomes negligible.
Squads
Most of a Red Dragon's bulk comes from HP, and not
armor; meaning they take damage in large chunks. Double the survival from double health is nice, until it means double the healing necessary to maintain it: which is were most other front-line tanks gain an edge over Dragons. As such: most Red Dragons enjoy their own personal healer in a 1:1 ratio.
Templar are the most potent option.
Alternatively: Dragons can be used to maximize Capacity in any squad that's otherwise stuck in an awkward middle-ground of total Leadership given their 15 capacity cost; assuming the squad doesn't mind the movement type.
As Opponents:
Aggressive Attack is one of the best go-to options for most physical squads, enabling meaty hits that can quickly chunk through dragon's large health pools.
This can be somewhat high-risk; given the counter-attack damage taken.
Any sturdy unit with Warrior's Hubris is a good go-to answer to survive the powerful hits from Red Dragons.
Otherwise: Valkyries and
Paladins are the best counterpicks; given their access to
Magic Armor and overall impressive bulk in addition to that.
Builds 
Traits
Healing Attuned and
Unscathed are solid go-to options to allow dragons to quickly bounce back from loosing big chunks of their HP, or prevent a lot of big hits from happening in the first place.
Overpower Can make excellent use of their Strength stat and
Colossal, enabling them to rapidly tank enemy
Morale. This also seems to occur before the battle starts and makes a visible difference in the Combat Forecast window relative to other squads; enabling an Overpowering dragon squad to potentially drop an enemy squad from
Fair Morale to
Fearful Morale and automatically win with a
Forced Surrender victory.
Arcane Might is also one of the strongest options to put their good Magic stat to maximum use, gaining even more damage output every time they boost their damage.
Artifacts
Aldor's Tower Shield and
Obsidian Plate Armor are one of the best one-two combos for any front-line unit; and for Dragons especially the combo can go a long way towards lengthening their impressive HP pool and helping healers keep them alive.
Refuge and
Giant's Thresher are also good options that more directly target how dragons function.
Refuge boosts in-combat healing by 20%, something Dragons and their healers appreciate, and
Giant's Thresher takes advantage of dragon's space and capacity requirements resulting in their squad sizes having smaller quantities of units than most opponents they'll be fighting against; granting +25% damage vs. larger squads.
Cloak of Cunning and
Essence of Embor are noteworthy options as well; given their ability to negate critical strikes against dragons and focus on other traits than
Unscathed.
Affinity
Dark is the strongest overall option for Dragons, were the high
STR and
MAG combined, on units that put both to use, is a satisfying way to spoil a rare and powerful unit type.
Otherwise: the most common affinity in Earth is one of their best fallback options, making the most of their
HP (and without suffering any Str or Mag penalties).
Water is one of the most accessible option for getting Dragons to the
Magic threshold necessary to become a Red Dragon, and are a good alternative to Dark.
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