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Hostile Skies Best Starter Plane

Pick, upgrade, and graduate from your first plane.

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Best Starter Plane

Your starter plane is the aircraft you fly from level 1 until your first real unlock. Picking the right one shapes how fast you earn credits, how often you survive a dogfight, and how cleanly you learn the flight model. This guide walks through the best Allied and Axis starters, the upgrade order that maximises payouts, and the exact level at which you should switch.

What makes a good starter plane

A starter plane has three jobs. First, it has to survive long enough for you to learn throttle, pitch, and roll without bleeding credits on respawn fees. Second, it has to land kills reliably enough that you can earn your first XP bump. Third, it has to be cheap to upgrade so you can max it out before you switch to the next tier.

The starters on both teams satisfy the third job - they cost less than 5,000 credits to fully upgrade. The first two jobs depend more on the flight model than the plane itself. Pick the starter whose flight model matches the way you instinctively move the stick.

Allied starter order

The Allied side starts you on the P-26 Peashooter. It is the slowest Allied starter but also the most forgiving. The Peashooter bleeds energy slowly in turns, which lets new pilots make mistakes without immediately stalling. It is the right pick for pilots who like to turn.

At level 5, the Allied side unlocks the P-36 Hawk. The Hawk trades some turn rate for a noticeable speed bump. Most Allied pilots should switch to the Hawk as soon as it unlocks, because the speed bump makes the Hawk viable in mixed lobbies where props and jets coexist.

At level 10, the P-40 Warhawk unlocks. The Warhawk is the first Allied plane that can hold its own against early jets. New pilots should aim to reach level 10 within the first two play sessions.

Axis starter order

The Axis side starts you on the Ki-10. The Ki-10 is the second-slowest starter in the game but the best turn fighter at level 1. Axis pilots who like to turn should stay on the Ki-10 through level 5.

At level 5, the He 112 unlocks. The He 112 has a stronger airframe than the Ki-10 and a slightly better roll rate. It is the safest Axis upgrade for new pilots.

At level 10, the Ki-43 Oscar unlocks. The Oscar is the meta Axis turn fighter for the early game and the plane most Axis pilots stay on until level 25. Plan to fly the Oscar for at least fifteen levels.

Allied versus Axis at the starter level

At the starter level, the two factions are nearly balanced. The Peashooter and Ki-10 both turn well, both survive new-pilot mistakes, and both cap out below jet speed. The main difference is aesthetic - the Peashooter is a biplane with a smaller profile, the Ki-10 is a parasol monoplane with a larger silhouette.

The faction you pick should be the one whose plane list you prefer aesthetically. Gameplay-wise, you can win on either side.

Upgrade order for your starter

Every plane has four upgrade slots: engine, guns, airframe, and wings. For your starter plane, the optimal upgrade order is:

  1. Engine - more thrust means faster climbs and faster dives, which directly translates into more kill opportunities.
  2. Guns - more damage per burst means shorter engagements, which means you spend less time exposed to enemy return fire.
  3. Airframe - more HP means you survive longer in extended fights.
  4. Wings - lighter wings mean a slightly better turn rate, but the difference is marginal at the starter level.

Skip wings until you have maxed engine, guns, and airframe. The marginal turn rate from upgraded wings is not worth the cost until you have the rest of the plane maxed.

When to switch off your starter

Switch off your starter the moment the next-tier plane unlocks. Holding on to a starter in a mixed lobby is a waste of XP. The next-tier plane has more HP, more firepower, and a noticeably better flight model.

The exception is the Allied P-36 Hawk. If you have not unlocked the Hawk yet, stay on the Peashooter. The Peashooter is more forgiving in low-level lobbies than the Ki-10 is in mixed lobbies.

For the full unlock ladder, see the How to unlock planes guide. For which plane to switch to once you have credits, see the Plane tier list. For deeper control tips, see the How to fly guide.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Should I stay Allied or Axis as a new pilot?

Pick the faction whose plane list you prefer aesthetically. At the starter level the two factions are balanced, so the gameplay difference does not matter until you reach the jets.

Do I need to upgrade my starter before switching?

Engine and guns yes, airframe nice-to-have, wings no. Max engine first, then guns, then switch to the next plane. The starter upgrade materials transfer to the next plane only partially, so do not over-invest.

What if I keep dying in my starter?

Switch to the other starter team and try again. Each faction has a slightly different flight model, and one of them will match the way you instinctively move the stick. You can also drop into the [Getting started](/guides/getting-started/) guide for the day-one checklist.