Pilot
Air superiority
Owns the third dimension. Runs strike passes, breaks armor columns, and clears the sky for the ground push.
Aircraft OrdnanceThe role
Air superiority — own the sky, deny theirs.
The Pilot controls the third dimension. From the air you run strike passes on armor and infantry, spot rotations no ground unit can see, and — the fight that actually decides the sky — deny the enemy their own air. Whoever owns the airspace hands their ground team a map-wide advantage, and that fight is yours to win or lose.
You live and die on speed and evasion. A helicopter that hovers is a gift to every AA launcher on the field; a jet that flies predictable is already locked. Move constantly, break line-of-sight after every pass, and treat every second in the open as a missile you haven't dodged yet.
Air superiority. Own the sky, run strike passes, spot rotations from above, and deny the enemy their own air. You live and die on speed and evasion — never hover in the open.
- Air-to-ground strikes
- Recon overwatch
- Deny enemy air
Class tactics
Strafe and leave
Commit to a pass, deal the damage, and break off — a hovering gunship is free real estate for AA and every Engineer looking up. Come in from a new angle each time so nobody on the ground can pre-aim your run.
Be the eye in the sky
Your altitude is intel. Spot the armor, tag the rotations, mark the flank forming on your ground team — a Pilot calling the map is worth more than a Pilot padding a killstreak.
Assume you're locked
The moment you finish a strike, fly like a missile is already tracking you — because it usually is. Pop flares on the tone, break behind terrain, and never straight-line between two points a launcher can see.
You mark targets for the Driver and Recon and clear the AA that's keeping friendly air grounded. Win the airspace first and everything downstream gets easier — your armor rolls, your snipers hold, and the enemy fights with the sky against them.
Special equipment
Decoys incoming lock-on missiles.
The moment a launcher or jet locks you.
Breaks radar and guidance briefly.
Crossing hot AA airspace.
Paints a target for the team's guided weapons.
On priority armor you can't kill alone.
Field upgrades
Earn the specialization path across a life — each tier unlocks as you keep contributing without dying.
Countermeasures recharge sooner.
See threats before they see you.
Harder to lock at range.
Rockets / missiles cycle faster.
Fast Flares and strafing runs — break off before AA locks.
Air-radar the threats and deny enemy air from standoff range.
Unlock progression
What the kit earns as you climb its career — every tier opens by contributing to the win, not by paying for it.
- StartAirframe + flares
Get airborne; answer the first lock.
- Rank upLaser designator
Paint priority armor for the team's guided weapons.
- Keep contributingECM jammer + fast-flare path
Cross hot airspace; countermeasures recharge sooner.
- Class veteranAir-radar field upgrade
See the threat before it sees you.
- MasteryStealth specialization
Harder to lock from range.
Matchups
Pilot · Helicopter typeHow this class trades against the others, from the shared type chart — the same logic the card game and the 2D battle use.
Beats exposed infantry and armor; loses to Missile Operators and enemy air.
Marks targets for the Driver and Recon; clears AA so friendly air can operate.
Wallet is optional. Collectibles are optional and not required to play. WW3 values shown are estimates and not guaranteed. Prediction Markets are free and have no payout.

