- 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.
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 Method | Required Action | Flight Duration | Main Difficulty |
|---|---|---|---|
| Finisher route | Land Crimson Heaven’s finisher | Longer window | Requires close-range finisher timing |
| Aerial route | Use Crimson Heaven, then land Aerial Twin Talons | Shorter window | Follow-up can miss with poor timing |
| Plume route | Use Crimson Heaven, then hit Plume from range | Shorter window | Requires distance and accurate aim |
| Elimination route | Defeat an opponent with credit | Temporary activation | Depends 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.
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.
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.
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.
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.
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.
| Step | Finisher Route | Aerial Twin Talons Route | Plume Route |
|---|---|---|---|
| 1 | Position close to the target | Position close enough for Crimson Heaven | Create a ranged angle |
| 2 | Land Crimson Heaven finisher | Land Crimson Heaven | Land Crimson Heaven |
| 3 | Confirm Flight icon | Immediately aim Aerial Twin Talons | Aim Plume from distance |
| 4 | Double-jump when ready | Land the aerial follow-up | Connect Plume successfully |
| 5 | Use flight for repositioning | Use the short flight window | Use the short flight window |
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 Action | Result | Practical Use |
|---|---|---|
| Double-jump | Activates Flight | Start the aerial state |
| Hold jump | Ascends | Escape melee range or gain an angle |
| Hold block | Descends | Return safely toward the ground |
| Air M1 | Performs airborne basic attacks | Maintain pressure while moving |
| Fourth M1 | Downslam | End the aerial chain with ground pressure |
| Side-dash | Moves laterally | Dodge 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.
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.
| Situation | Recommended Flight Response | Risk to Watch |
|---|---|---|
| Several opponents close in | Gain height, then move laterally | Predictable straight-line escape |
| Opponent blocks often | Use movement to change angle | Aerial Twin Talons remains readable |
| You need time to recover | Fly away and descend behind space | Ranged attacks may still connect |
| Partner starts an air combo | Match altitude and support pressure | Your moves can end flight |
| Opponent has ranged tools | Use brief altitude changes | Hovering 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.
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 Goal | Success Check |
|---|---|
| Passive recognition | You can identify the Flight icon above the Awakening bar |
| Finisher setup | You can approach closely without wasting Crimson Heaven |
| Aerial control | You can ascend, descend, and move sideways deliberately |
| Attack conversion | You can use an air M1 or downslam after takeoff |
| Defensive reset | You 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.
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.