Heroes Battlegrounds how to fly as hawks: Step-by-Step - Guide

Heroes Battlegrounds how to fly as hawks: Step-by-Step

Learn how to unlock Hawks' Flight in Heroes Battlegrounds using Crimson Heaven, Aerial Twin Talons, Plume, and practical combat timing.

2026-08-30
Heroes Battlegrounds Wiki Team
Quick Guide
  • Heroes Battlegrounds how to fly as hawks starts with Winged Assassin’s Flight passive.
  • Primary unlock: Land the Crimson Heaven finisher to activate the longest flight window.
  • Alternative unlocks: Chain Crimson Heaven into Aerial Twin Talons or a distant Plume hit.
  • Flight controls: Double-jump to launch, hold jump to rise, and hold block to descend.
  • Combat warning: Flying does not make Hawks immune to ranged attacks or every ability.

Heroes Battlegrounds How to Fly as Hawks

Winged Assassin is the Heroes Battlegrounds character based on Hawks, also known as Keigo Takami. The moveset uses feather blades, aerial attacks, and a temporary Flight passive. Before you can fly freely, you must activate that passive through a successful move or elimination.

The most reliable route is to land Crimson Heaven’s finisher. Once the finisher connects, the Flight icon appears above the Awakening bar and begins a temporary cooldown. When the icon becomes available, double-jump to activate the wings. This route gives a longer flight period than the other activation methods.

Video Highlights:

  • Crimson Heaven’s finisher activates the Flight passive.
  • Aerial Twin Talons can provide a shorter alternative after Crimson Heaven.
  • Plume can also unlock flight when it connects from a distance.
  • Double-jumping activates flight after the passive becomes available.
  • Holding jump or block controls vertical movement.
Fastest Practice Method

Use a low-health training target or a controlled match situation to practice Crimson Heaven’s finisher. The move requires close range, so confirm your spacing before committing.

The Flight passive is temporary, and most abilities end flight when used. Treat the wings as a mobility resource rather than a permanent stance. You can rise above normal melee range, reposition, avoid some attacks, and create space to recover, but opponents can still punish predictable movement.

Unlock MethodRequired ActionFlight DurationMain Difficulty
Finisher routeLand Crimson Heaven’s finisherLonger windowRequires close-range finisher timing
Aerial routeUse Crimson Heaven, then land Aerial Twin TalonsShorter windowFollow-up can miss with poor timing
Plume routeUse Crimson Heaven, then hit Plume from rangeShorter windowRequires distance and accurate aim
Elimination routeDefeat an opponent with creditTemporary activationDepends on securing the elimination

Step-by-Step Flight Activation

The following sequence covers the standard finisher route first, followed by the two move-based alternatives. The key principle is simple: Crimson Heaven creates the setup, while the finisher, Aerial Twin Talons, or Plume grants access to Flight.

1

Select Winged Assassin

Choose Winged Assassin and confirm that the character’s moveset is active. Flight belongs to this character’s passive kit, so switching to another moveset removes access to the normal Hawks flight sequence.

2

Create a Close-Range Opening

Approach the opponent carefully and look for a safe opportunity to use Crimson Heaven. The move works best when you are very close to the target. Avoid throwing it from outside its effective range because a miss can leave you vulnerable.

3

Land Crimson Heaven’s Finisher

Reduce the opponent to the finisher threshold, then connect Crimson Heaven’s finisher. The available reference lists the execution threshold at below 15 percent. A successful finisher activates the Flight passive and generally provides the longest temporary flight window.

4

Wait for the Flight Icon

Watch the area above the Awakening bar for the Flight indicator and its cooldown state. Do not immediately assume that a normal double-jump will work before the passive is ready.

5

Double-Jump and Control Height

Press jump twice to begin flying. Hold jump to ascend and hold block to descend. Use short inputs when adjusting your position so you do not drift too far from the fight or expose yourself to ranged attacks.

The two alternative routes are useful when the finisher is unavailable. After using Crimson Heaven, land the Aerial variant of Twin Talons or connect Plume from a distance. Both methods provide a shorter Flight duration, so activate them when you already have a clear follow-up plan.

StepFinisher RouteAerial Twin Talons RoutePlume Route
1Position close to the targetPosition close enough for Crimson HeavenCreate a ranged angle
2Land Crimson Heaven finisherLand Crimson HeavenLand Crimson Heaven
3Confirm Flight iconImmediately aim Aerial Twin TalonsAim Plume from distance
4Double-jump when readyLand the aerial follow-upConnect Plume successfully
5Use flight for repositioningUse the short flight windowUse the short flight window
Timing Warning

The alternative methods are less forgiving. High ping, an incorrect camera angle, or a missed follow-up can prevent the passive from activating.

Flight Controls and Aerial Moves

Once Flight is active, Hawks gains more than vertical movement. The character can use M1 attacks while airborne, perform a side-dash, and access altered versions of certain moves. The fourth M1 becomes a downslam, which can help you return to the ground with offensive pressure.

The basic controls are:

  • Double-jump: Begin flight after the passive is active.
  • Hold jump: Gain altitude.
  • Hold block: Descend toward the ground.
  • Air M1: Continue the Featherlike Swordsmanship chain while airborne.
  • Side-dash: Reposition laterally during aerial movement.
  • Downslam: The fourth M1 forces a grounded attack pattern.
Input or ActionResultPractical Use
Double-jumpActivates FlightStart the aerial state
Hold jumpAscendsEscape melee range or gain an angle
Hold blockDescendsReturn safely toward the ground
Air M1Performs airborne basic attacksMaintain pressure while moving
Fourth M1DownslamEnd the aerial chain with ground pressure
Side-dashMoves laterallyDodge or change attack direction

Several moves have special aerial behavior. Aerial Twin Talons sends the user and opponent far away after a successful hit, making it useful against multiple attackers or when you need to separate from a dangerous melee exchange. Its wind-up is slow and predictable, so use it after the opponent commits to an animation rather than opening every fight with it.

Scarlet Dance launches a feather barrage in the direction you are facing. It is blockable, but it can act as a starter or extender when used at close range. Plume has a long effective reach and a flight variant that travels a considerable distance when aimed slightly upward.

Best Movement Habit

Change altitude in short bursts instead of holding jump continuously. Small vertical adjustments make your movement harder to read and preserve better positioning for the next attack.

Aerial Twin Talons

Role: Displacement and burst pressure. The attack is unblockable, but its slow wind-up makes it easier to anticipate. Use it after Crimson Heaven or against a committed opponent.

Scarlet Dance

Role: Ranged feather pressure. It is blockable, yet close-range use can start or extend a combo. Face your target before activating the move.

Plume

Role: Long-range control. Its flight variant can travel far when aimed slightly upward, making it useful for maintaining space or catching players who retreat.

Combat Tactics and Counterplay

Flight gives Hawks strong mobility, but it should not be treated as complete protection. The character can fly high enough to avoid many ordinary melee attacks, run from unfavorable exchanges, and create time to heal. However, the reference material notes that several ranged or specialized abilities can still hit airborne players.

Use flight with a purpose:

  • Escape team pressure by gaining height and changing direction.
  • Reset spacing after a blocked attack or missed close-range move.
  • Support air combos when fighting alongside a character such as Full Throttle.
  • Force opponents to aim upward before returning with a downslam.
  • Preserve cooldowns instead of spending every move immediately after takeoff.
  • Land safely by descending near cover or after the opponent uses a key ranged attack.
SituationRecommended Flight ResponseRisk to Watch
Several opponents close inGain height, then move laterallyPredictable straight-line escape
Opponent blocks oftenUse movement to change angleAerial Twin Talons remains readable
You need time to recoverFly away and descend behind spaceRanged attacks may still connect
Partner starts an air comboMatch altitude and support pressureYour moves can end flight
Opponent has ranged toolsUse brief altitude changesHovering in one place is punishable

Some abilities listed by the Winged Assassin reference can reach flying players, including specific grabs, dagger throws, fire attacks, ice projectiles, portals, bindings, and field-based attacks. The exact interaction can depend on the move, angle, and timing. For that reason, watch the opponent’s cooldown behavior before committing to a long aerial hover.

Do Not Hover in Place

Flight avoids many grounded threats, but stationary airborne movement creates an easy target for ranged attacks. Keep changing height, direction, or distance.

A practical combo pattern is to use grounded pressure first, activate Flight after a confirmed setup, then take an aerial angle only when the opponent has limited options. If the enemy begins aiming upward, descend early and resume grounded movement. Hawks is strongest when flight changes the opponent’s decisions, not when it becomes a predictable escape route.

Practice Checklist and FAQ

Use this checklist to verify that you understand the full Flight sequence before testing it in a busy fight.

Hawks Flight Practice Checklist:

  • Select Winged Assassin and identify the Flight indicator
  • Land Crimson Heaven at close range
  • Practice the finisher route below the execution threshold
  • Test Aerial Twin Talons and Plume as alternative unlocks
  • Control height with jump, block, air M1, and side-dash
Practice GoalSuccess Check
Passive recognitionYou can identify the Flight icon above the Awakening bar
Finisher setupYou can approach closely without wasting Crimson Heaven
Aerial controlYou can ascend, descend, and move sideways deliberately
Attack conversionYou can use an air M1 or downslam after takeoff
Defensive resetYou can leave danger without hovering in one place

For additional move descriptions and passive details, see the Winged Assassin page on the Heroes Battlegrounds Wiki.

Reference Note

The flight steps in this guide reflect the Winged Assassin mechanics documented for the 2026 guide date. Move behavior, thresholds, and cooldowns may change with future updates.

Q: How do I fly as Hawks in Heroes Battlegrounds?

Use Winged Assassin and activate the Flight passive. The most dependable route is landing Crimson Heaven’s finisher, then double-jumping after the Flight indicator becomes available.

Q: Can I activate Flight without landing the Crimson Heaven finisher?

Yes. After using Crimson Heaven, you can activate the passive by landing Aerial Twin Talons or hitting an opponent with Plume from a distance. These alternatives provide a shorter flight window.

Q: What buttons control Hawks’ flight?

Double-jump to begin flying, hold jump to rise, and hold block to descend. While airborne, Hawks can also use M1 attacks and a side-dash.

Q: Can enemies hit Hawks while he is flying?

Yes. Flight avoids many grounded attacks, but certain ranged and specialized abilities can still reach airborne players. Keep changing height and direction instead of hovering.