Air Superiority Fighter
[ FIGHTER NETWORK ] // AIR SUPERIORITY FIGHTER ▼
Air Superiority Fighter
The dedicated air-control fighter: fast, heavily weighted toward fighting aircraft and helicopters, and built to deny enemy airspace. The supplied doctrine data shows three genuinely different versions of the same job — Eastern maximizes interception reach, Western maximizes aircraft damage and cost efficiency, while European trades toward survivability and stronger soft/hard damage.
Why Players Value This Unit
Doctrine Intelligence // What Actually Changes
Eastern Doctrine
Western Doctrine
European Doctrine
Level Progression // Aircraft ATK
| Level | Eastern | Western | European | Operational Read |
|---|---|---|---|---|
| L1 | 6 | 6.5 | 6 | Entry fighter. Western already carries the aircraft-damage edge. |
| L2 | 7 | 7.5 | 7 | Small damage increase; HP also rises in supplied data. |
| L3 | 10.5 | 11.5 | 10.5 | Major air-combat jump and speed improvement in the supplied lines. |
| L4 | 13.5 | 15 | 13.5 | Second-generation aircraft become a serious air-control threat. |
| L5 | 14.5 | 16 | 14.5 | Combat range increases: Eastern 950, Western/European 800. |
| L6 | 18 | 20 | 18 | Late-game fighter jump; radar reaches 75 in supplied screenshots. |
| L7 | 18 | 20 | 18 | Aircraft ATK plateaus; other target damage/HP continue to improve. |
Level Progression // Range, Radar, Speed & HP
| Level | East Range | West Range | Euro Range | Radar | East Speed | West/Euro Speed | East HP | West HP | Euro HP |
|---|---|---|---|---|---|---|---|---|---|
| L1 | 800 | 650 | 650 | 60 | 13 | 12 | 20 | 20 | 23 |
| L2 | 800 | 650 | 650 | 60 | 13 | 12 | 22 | 22 | 25 |
| L3 | 800 | 650 | 650 | 60 | 17 | 16 | 22 | 22 | 25 |
| L4 | 800 | 650 | 650 | 60 | 17 | 16 | 23 | 23 | 26 |
| L5 | 950 | 800 | 800 | 60 | 17 | 16 | 23 | 23 | 26 |
| L6 | 950 | 800 | 800 | 75 | 17 | 16 | 23 | 23 | 26 |
| L7 | 950 | 800 | 800 | 75 | 17 | 16 | 25 | 25 | 28 |
Research Timing // Supplied Trees
Upgrade Breakpoints // What Is Actually Worth It?
Verdict: Prioritize the Breakpoints, Not Every Number Equally
L3 is a major early jump: aircraft damage rises sharply and the supplied speed values jump from 12/13 to 16/17.
L5 is strategically important because combat range expands to 950 Eastern and 800 Western/European. This changes how safely and how far the fighter can patrol/intercept.
L6 is the late-game air-control spike: aircraft damage reaches 18 Eastern, 20 Western, 18 European and radar reaches 75 in the supplied cards.
L7 is more of a refinement than another aircraft-damage spike. Aircraft ATK remains flat from L6 to L7, while HP and other target values continue improving. For a player focused only on shooting down enemy aircraft, L6 is therefore a particularly important stopping point to evaluate.