Airman (Hawknight → Sky Lord)
Flying ranged attackers who bypass terrain with incredible mobility, trading safety for tactical superiority.
Rating: 7/10
Table of contents
- Overview
- Class Progression
- Available Characters
- Statistics
- Why Airman is 7/10
- Why Only 7/10 (Archer is 8/10)
- Strategic Analysis
- Tactical Applications
- Weaknesses & Counters
- Equipment Recommendations
- Combat Strategy
- Common Mistakes
- Advanced Tactics
- Trial of Toroah Performance
- Comparison: Airman vs Archer
- FAQ Authors’ Consensus
- Final Verdict
- Next Steps
Overview
“Airmen class characters are great. Powerful attackers, especially potent against normal melee fighters. Excellent range, not hindered by obstacles, enemies, or even water.” - Jeff Chan
The Airman class is rated 7/10 by FAQ authors - a strong tactical choice for players who value mobility over safety. Airmen trade the Archer’s safety for unparalleled battlefield control through flight, making them excellent for aggressive players and specific tactical situations.
Class Progression
Level 1-9 Level 10-19 Level 20+
═══════════════════════════════════════════════════
Archer ──────────> Hawknight ─────> Sky Lord
Advancement Levels
| Level | Class | Key Improvements |
|---|---|---|
| 1-9 | Archer | Ground-based ranged attacks |
| 10-19 | Hawknight | Gains FLIGHT, increased stats, mobility |
| 20+ | Sky Lord | Maximum flying stats, peak power |
Alternative Path: At Level 10, can become Bowman instead (Archer path, rated 8/10). See Archer Class Guide for comparison.
Available Characters
| Character | Starting Level | When Joins | Recommended Path |
|---|---|---|---|
| Diego Renault | 7 | Chapter 1, Section 3 | Either (flexible) |
| Kira Wulfstan | 8 | Chapter 2, Section 4 | Archer (8/10) |
| Amon | 9 | Chapter 2, Section 2 | Either (flexible) |
| Darius | 14 | Chapter 3, Section 5 | Either (flexible) |
Recommended Split: Make 2-3 Archers (safer, reliable) and 1-2 Airmen (mobile, aggressive). Don’t make all 4 Airmen!
Statistics
Stat Distribution
| Stat | Rating | Notes |
|---|---|---|
| ATK | High | Strong physical damage |
| DEF | High | Better defense than Archer |
| AGL | Average | Moderate evasion |
| MAG DEF | Average | Normal magic resistance |
| MOVE | Very High | Exceptional movement (flying!) |
Special Ability: FLIGHT - ignore terrain, water, enemies, obstacles
Strengths: Strong against Knights (bonus damage)
Weaknesses: Vulnerable to Archers (take bonus damage)
Restriction: Cannot open treasure chests (flying units can’t interact with ground)
Critical Weakness: Enemy archers deal bonus damage to Airmen. Single arrow can take them down if not careful!
Why Airman is 7/10
The Mobility Advantage
Flight Capability:
- Ignore terrain - Mountains, water, walls don’t matter
- Ignore enemies - Fly over enemy front line
- Ignore obstacles - No pathfinding issues
- Very High Move - Cover huge distances per turn
Tactical Applications:
- Bypass enemy front line → attack enemy mages directly
- Cross water/mountains (other units can’t)
- Reach high ground instantly
- Flank enemies from unexpected angles
- Escape surrounded positions
“Not hindered by obstacles, enemies, or even water.” - Jeff Chan
Aggressive Striking Power
vs Knights (Bonus Damage):
- Airmen deal extra damage to Knight-class enemies
- Knights are common enemy type
- Can eliminate enemy knights quickly
- Strong against heavily-armored targets
High Attack + Defense:
- Better stats than ground Archers
- Can survive front-line combat (briefly)
- Hit harder than Archers
- More durable if caught
Strategic Flexibility
What Airmen Do Better Than Archers:
- Reach high-priority targets (enemy mages behind front line)
- Cross impassable terrain (water, mountains)
- Reposition quickly (escape danger, reach objectives)
- Flank enemies (attack from unexpected angles)
- Hit Knights hard (bonus damage)
Example Scenario:
Terrain Map:
[Your Army] ← River → [Enemy Army]
[Enemy Mage in back]
Archer: Must find bridge, takes 5+ turns to reach mage
Airman: Flies directly over river, reaches mage in 2 turns
Why Only 7/10 (Archer is 8/10)
The Archer Weakness
CRITICAL VULNERABILITY: Airmen are weak to Archer attacks. Enemy archers deal bonus damage!
The Problem:
- Enemy archer shoots airman: 30-50 damage (with bonus)
- Enemy archer shoots ground archer: 20-30 damage (normal)
- Bonus damage makes you fragile
Practical Impact:
- 1-2 enemy archers can focus-fire your airman
- Airman dies quickly (2-3 hits)
- Must constantly avoid enemy archers
- Limits mobility advantage (can’t fly into range of enemy archers)
Contrast with Ground Archer:
- Ground archer vs enemy archer: Equal matchup
- Ground archer shoots enemy airman: Bonus damage
- Ground archers counter enemy airmen
- Your airmen get countered by enemy archers
“Excessive weakness to Archer type attacks. Single arrow can take them down if not careful.” - Jeff Chan
Cannot Open Chests
Restriction:
- Airmen cannot open treasure chests
- Flying = can’t interact with ground objects
- Must bring ground unit to open chests
- Tactical inconvenience
Practical Impact:
- Can’t send airman alone to reach secret chest
- Need ground unit to follow
- Slows down chest acquisition
- Minor but annoying limitation
Limited Usefulness
“Author personally finds Archers more useful in most instances, but would be bad to completely forego this class.” - Jeff Chan
Why Archer (8/10) > Airman (7/10):
- Archer advantage: Safer (no archer weakness), more consistent
- Airman advantage: Mobility, can bypass terrain
- Verdict: Archers more reliable in general play
- But: Airmen valuable in specific situations
Strategic Analysis
When Airmen Excel
Best Use Cases:
- Maps with water/mountains - Terrain bypass valuable
- Enemy has few archers - Weakness not exploited
- Need to reach distant objective - Speed critical
- Enemy mages behind front line - Fly over to eliminate
- Flanking maneuvers - Surprise attacks from sides/rear
Example Battles:
- Battle 2.3 (Gillbaris) - Large water sections, airmen bypass
- Battle 3.5 (Prison Fortress) - Walls and obstacles, flight useful
- Battle 5.6 (Northern Ruins) - Mountains everywhere, airmen shine
When Archers Are Better
Archer-Preferred Situations:
- Enemy has many archers - Your airmen get shredded
- Open flat terrain - No mobility advantage
- Earth Trial - All enemies are archers (airmen terrible here!)
- Safe damage priority - Reliability over mobility
- General combat - Archers more consistent
Example Battles:
- Earth Trial - All archer enemies, airmen take massive damage
- Heaven Trial - Enemy airmen present (your archers counter them)
- Most standard battles - Archers safer and equally effective
The 1-2 Airman Strategy
Recommended Party Composition: 2-3 Archers (ground) + 1-2 Airmen (flying)
Why This Split:
- 2-3 Archers: Reliable ranged damage, counter enemy airmen, safe
- 1-2 Airmen: Tactical mobility, can exploit terrain, aggressive strikes
- Balance: Get mobility when needed without sacrificing safety
Typical Setup:
- Diego: Airman (Hawknight → Sky Lord) - protagonist’s friend, aggressive
- Kira: Archer (Bowman → Sniper) - reliable, safe damage
- Amon: Archer (Bowman → Sniper) - support, consistent
- Darius: Flexible (either path) - joins late, fill gap
Alternative:
- Two airmen (Diego + Amon) for maximum mobility
- Two archers (Kira + Darius) for reliable safety
- Balanced approach
Tactical Applications
The “Assassin” Strategy
Target: Enemy Mages
- Round 1: Enemy mage positions behind front line (safe from ground units)
- Your Turn: Airman flies over enemy front line
- Your Action: Airman shoots enemy mage
- Result: Enemy mage dead before casting Phase Shift
- Outcome: Your party takes zero AOE damage
Why This Works:
- Ground units need 4-5 turns to reach back line
- Airman reaches in 1-2 turns
- Enemy mage dies before acting
- Prevents devastating AOE spells
Terrain Bypass
Water Sections:
- Ground units: Must find bridge or go around (5-8 extra turns)
- Airmen: Fly directly across (0 extra turns)
- Reach objectives faster
- Control key positions before enemies
Mountain Maps:
- Ground units: Navigate slopes and paths
- Airmen: Fly to peaks directly
- Claim high ground instantly
- Shoot down at enemies (range bonus)
Flanking Maneuvers
Standard Approach:
[Enemy Front Line]
[Enemy Back Line]
↑
Your army approaches from front
Enemies prepared and waiting
Airman Flanking:
[Enemy Front Line]
[Enemy Back Line] ← Airman attacks from side/rear
Your army approaches from front (distraction)
Airman flanks from side (they're not watching)
Result:
- Enemies surprised
- Can’t defend multiple directions
- Airman eliminates back-line threats
- Your front-line advances safely
Emergency Repositioning
If Airman In Danger:
- Enemy closes in on airman (surrounded)
- Airman flies away (ignores enemies blocking path)
- Repositions to safety
- Continues attacking next turn
Ground Unit Equivalent:
- Ground unit surrounded = dead (can’t escape)
- Airman surrounded = flies away (survives)
- Mobility = escape option
Weaknesses & Counters
Extreme Archer Vulnerability
The Math:
- Enemy archer vs your airman: 40-50 damage (with bonus)
- Your airman HP: 90-120
- 2-3 hits = dead airman
Enemy Focus Fire:
- 3 enemy archers target your airman
- 3 × 45 damage = 135 total damage
- Airman dies instantly
- Lost valuable unit
Mitigation:
- Avoid enemy archer range (stay 7+ tiles away)
- Kill enemy archers first (prioritize them)
- Use terrain (hide behind mountains)
- Don’t fly into archer killzones
Cannot Open Chests
Problem:
- Airman reaches secret chest location
- Cannot open it (flying restriction)
- Must wait for ground unit to arrive
- Wastes turns
Solution:
- Always bring ground unit to maps with chests
- Don’t rely solely on airmen for exploration
- Send ground unit + airman together
Limited Defensive Capability
If Caught by Multiple Enemies:
- Airmen have good stats but not invincible
- 3-4 enemies attacking = airman overwhelmed
- High DEF doesn’t matter vs overwhelming force
- Still fragile when focused
Prevention:
- Don’t overextend
- Fly in → attack → fly out (hit-and-run)
- Never stay in range of 3+ enemies
- Use mobility to avoid danger
Equipment Recommendations
Weapon Progression
| Chapter | Weapon | ATK | Range | Cost/Source |
|---|---|---|---|---|
| Ch. 1 | Light Bow | +3 | 4 | 110G |
| Ch. 2 | Iron Bow | +8 | 5 | 450G |
| Ch. 3-4 | Steel Bow | +15 | 5 | 1,800G |
| Ch. 5-6 | Great Bow | +22 | 6 | 6,660G |
| Ch. 5.5 | Rune Bow | +25 | 6 | Gift (defeat Sabrina) |
Airmen use same weapons as Archers (bows). See Archer Class Guide for details.
Armor Progression
| Chapter | Armor | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Padded Leather | +7 | 110G |
| Ch. 2 | Chain Mail | +17 | 450G |
| Ch. 3-4 | Scale Mail | +26 | 1,800G |
| Ch. 5-6 | Kevlar | +39 | 6,660G |
Helm Progression
| Chapter | Helm | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Light Helm | +3 | 80G |
| Ch. 2 | Iron Helm | +7 | 350G |
| Ch. 3-4 | Steel Mask | +12 | 1,400G |
| Ch. 5-6 | Dragon Helm | +18 | 5,180G |
Combat Strategy
Standard Battle Role
Airman Objectives:
- Eliminate enemy mages (prevent Phase Shift)
- Shoot enemy airmen (before they attack your back line)
- Flank enemy formation (attack from sides/rear)
- Control high ground (reach peaks first)
- Avoid enemy archers (stay out of range!)
Typical Turn Sequence
Early Battle (Rounds 1-3):
- Assess enemy archers - Where are they?
- Plot flight path - Avoid archer range
- Fly to priority target (enemy mage or airman)
- Attack (bow attack)
- Reposition if in danger
Mid Battle (Rounds 4-7):
- Continue targeting high-priority threats
- Use mobility to avoid concentrated fire
- Support ground units with flanking
- Control key terrain positions
Late Battle (Rounds 8+):
- Clean up survivors
- Assist allies from advantageous positions
- Use speed to finish fleeing enemies
Positioning Rules
DO:
- Fly high (elevated positions)
- Stay mobile (don’t sit still)
- Hit-and-run tactics (attack and retreat)
- Control map edges (flank from sides)
DON’T:
- Fly into range of 2+ enemy archers
- Stay still in exposed positions
- Engage multiple enemies alone
- Ignore enemy archer positions
Common Mistakes
Mistake #1: Making All 4 Characters Airmen
WRONG!
Temptation:
- “Flying is awesome, make everyone airmen!”
- Maximum mobility for entire party
- All 4 archers become Sky Lords
Why It Fails:
- Enemy archers shred your entire ranged force
- All 4 vulnerable to same enemy type
- No ground archers to counter enemy airmen
- Earth Trial becomes nearly impossible
- Catastrophic weakness
Solution:
- Make 2-3 Archers (ground, safe)
- Make 1-2 Airmen (flying, mobile)
- Balanced approach = safer
Mistake #2: Flying Into Archer Killzones
DANGEROUS!
Common Error:
- “I’ll fly straight to enemy mage”
- Path goes through 3 enemy archer ranges
- “I can take a few arrows”
Why It Fails:
- Enemy archer 1: 45 damage
- Enemy archer 2: 45 damage
- Enemy archer 3: 45 damage
- Total: 135 damage, airman dead
- Lost valuable unit for nothing
Solution:
- Plot flight path carefully
- Avoid enemy archer ranges (7+ tiles away)
- Go around if necessary
- Better slow approach than dead airman
Mistake #3: Overextending
RISKY!
Common Pattern:
- Fly deep into enemy formation
- Attack enemy mage (success!)
- Now surrounded by 5 enemies
- Next turn: All 5 attack your airman
- Airman dies
Why It’s Bad:
- Mobility tempts aggressive play
- Deep penetration = isolated
- Isolated = focused fire = death
- Trading airman for mage = bad trade
Solution:
- Hit-and-run tactics
- Fly in → Attack → Fly out
- Never end turn surrounded
- Maintain escape routes
Mistake #4: Sending Airman Alone for Chest
INEFFICIENT!
Common Error:
- “Airman fastest, send to get chest”
- Airman reaches chest
- Cannot open it (flying restriction)
- Must wait for ground unit
- Wasted turns
Solution:
- Send ground unit + airman together
- Or send ground unit alone
- Don’t forget airmen can’t open chests
- Plan ahead
Advanced Tactics
The “Bait and Switch”
Setup:
- Ground archers position front (enemy focuses on them)
- Enemy commits to attacking ground archers
- Airman flies behind enemy formation
- Airman eliminates enemy back-line (mages, healers)
- Enemy front-line turns around (wasted turn)
- Your ground forces advance (enemy distracted)
Result:
- Enemy forced to split attention
- Your airman eliminates high-value targets
- Ground forces advance safely
Elevation Control
Strategy:
- Identify highest points on map
- Airman flies to peak immediately (turn 1)
- Shoots down at enemies (range bonus)
- Enemies must climb to reach airman (slow)
- Airman controls high ground entire battle
Benefits:
- Range bonus from elevation
- Difficult for enemies to reach
- Can retreat by flying down (fast)
- Commanding tactical position
The “Assassin Chain”
Multi-Turn Strike:
- Turn 1: Scout enemy formation (identify mage)
- Turn 2: Position airman 8 tiles away (out of archer range)
- Turn 3: Fly 6 tiles forward (into attack range of mage)
- Turn 3 action: Shoot enemy mage (dead)
- Turn 4: Fly back to safety (before enemies react)
Result:
- Enemy mage eliminated
- Your airman survives
- No damage taken
Coordinated Assault
With Ground Archers:
- Ground archers target enemy archers (eliminate airman’s counter)
- Once enemy archers dead, airman advances freely
- Airman flies into enemy formation (now safe)
- Dominates without archer threat
Sequence:
- Rounds 1-3: Ground archers kill enemy archers
- Rounds 4+: Airman goes wild (no counters remaining)
Trial of Toroah Performance
Earth Trial - TERRIBLE
WARNING: Earth Trial has ALL ARCHER enemies. Airmen are at extreme disadvantage!
The Problem:
- 27 enemies, ALL archers
- Every enemy deals bonus damage to airmen
- Airman takes 40-50 damage per hit
- Likely to die quickly
Solution:
- Use ground Archers for Earth Trial
- Ground archers counter enemy archers
- Save airmen for other trials
- Don’t bring airmen to Earth Trial
Other Trials - Moderate
Nova Trial:
- Hill assault, mobility useful
- Airman can reach top quickly
- Good performance
Logos Trial:
- Spiral staircase, 27 enemies
- Flight bypasses slow climb
- Good performance
Heaven Trial:
- Some enemy airmen present
- Mobility useful for 28 enemies
- But beware enemy archers
- Moderate performance
Airmen perform well in most Trials EXCEPT Earth Trial (avoid).
Comparison: Airman vs Archer
Stat Comparison
| Stat | Airman (7/10) | Archer (8/10) |
|---|---|---|
| ATK | High | Average |
| DEF | High | Low |
| Mobility | Very High (flying) | Average |
| Safety | Low (weak to archers) | High (no weakness) |
| Terrain | Ignores all | Normal pathfinding |
| Flexibility | High (mobility) | Moderate |
| Consistency | Moderate (situational) | High (always useful) |
| Counters | Enemy archers (bad) | Enemy airmen (good) |
When to Choose Airman
Choose Airman If:
- ✓ You value mobility over safety
- ✓ You play aggressively
- ✓ You want tactical flexibility
- ✓ You’re comfortable managing vulnerability
- ✓ Making 1-2 airmen (not all 4)
When to Choose Archer
Choose Archer If:
- ✓ You value safety and consistency
- ✓ You play defensively
- ✓ You want reliable damage
- ✓ You don’t like vulnerability trade-offs
- ✓ Making 2-3 archers (majority of ranged)
Recommended: Make BOTH. 2-3 Archers + 1-2 Airmen = balanced party.
FAQ Authors’ Consensus
Jeff Chan (Atom Edge)
Rating: 7/10 Quote: “Airmen class characters are great. Powerful attackers, especially potent against normal melee fighters.” Downfall: “Excessive weakness to Archer type attacks” Recommendation: “Should keep at least one character as Airman… but would be bad to completely forego this class.”
Syonyx
Rating: Strong tier Focus: Flying mobility Strengths: Strong against knights, very high move Weaknesses: Vulnerable to archers, can’t open chests Recommendation: Valuable for mobility
Final Verdict
SITUATIONALLY EXCELLENT
Why Airman is 7/10:
- Excellent mobility and tactical flexibility
- Strong in specific situations
- But: Vulnerable to archers (common enemy)
- But: Less consistent than ground Archers
- Trade-off: Mobility for safety
Recommended Usage:
- Make 1-2 Airmen (not all 4!)
- Keep 2-3 ground Archers (safe, reliable)
- Use airmen for aggressive strikes
- Use archers for consistent damage
“Power and range not to be missed… but Archers more useful in most instances.” - Jeff Chan
Next Steps
- Continue reading about Knight Class (frontline fighters, 6/10)
- Review Archer Class Guide for comparison (8/10)
- Check Diego’s Character Page for flexible archer/airman
- Plan your Party Composition with 1-2 airmen
“The sky is no longer the limit.”
Airman - The Mobile Striker