The Supermarine Spitfire is the legendary British fighter that defended the United Kingdom during the Battle of Britain in 1940. In Skyraid.io it has been built around what made the real Spitfire famous: agility. It has the fastest fire rate of any plane (140 ms between shots), the largest magazine (18 rounds), the tightest turn rate among the fighter-class Tier 2 planes, and the fastest reload time. The Spitfire is the dogfighter's dogfighter.
Designed by R. J. Mitchell at Supermarine and powered by the same Rolls-Royce Merlin that would later transform the P-51 Mustang, the Spitfire entered RAF service in 1938. Its elliptical wings — chosen as much for engineering reasons as for their distinctive look — gave it exceptional low-speed handling and the ability to turn inside almost any opposing aircraft. During the Battle of Britain, Spitfires and Hurricanes flying from southern England held off the Luftwaffe long enough to break the German invasion plan. The Spitfire stayed in front-line service throughout the entire war, evolving through twenty-four marks and remaining competitive against the latest German fighters right up to 1945. To this day, restored Spitfires fly at airshows and remain among the most beautiful aircraft ever built.
| Stat | Value |
|---|---|
| Tier | 2 |
| Max HP | 210 |
| Speed | 4.0 |
| Gun Damage | 11 |
| Fire Rate | 140 ms (fastest) |
| Magazine | 18 rounds (largest) |
| Reload | 1.1 s |
| Armor | 1 |
| Rockets | 2 (70 damage each) |
| Rocket Reload | 8 s |
| Evolves from | Fighter |
The Spitfire is built around sustained pressure. Where the Mustang wants to win duels with one decisive burst, the Spitfire wants to lock onto a target and never let go. Your 18-round magazine and 140 ms fire rate let you keep the trigger held for over two seconds of continuous fire — long enough to track a turning target through a full circle. The 1.1-second reload is the fastest in the game, so even when you do go dry you are back in the fight before your enemy can recover.
The Spitfire's tight turn rate is its single biggest advantage. In a one-on-one against any plane except the Zero, you should pull into a turning fight and trust the geometry to bring your guns onto the target. The Mustang, Lightning, and Stuka all have looser turn rates and will lose nose position to a competent Spitfire pilot within two or three circles. Against the Zero you should refuse the turn and instead use your superior speed to control range.
Rockets are best used as opportunistic finishers rather than openers. Two rockets is the same loadout as the Fighter, but you have so much sustained gun damage that you rarely need them to score a kill — saving them for fleeing enemies or overlapping with a final gun burst is usually more valuable than firing them at full HP targets.
The Spitfire is a glass cannon by Tier 2 standards. The strongest upgrades for it are Max HP (to mitigate its 210 base HP, the lowest of any fighter-path Tier 2) and Attack Damage (to make your already-high DPS even harder to escape). Armor is a strong third pick. Rocket damage is your weakest upgrade option since rockets are not your primary tool.
The Spitfire beats: every Tier 1 plane comfortably, the Mustang and Lightning in turn fights, and the B-17 Fortress in any fight where you can stay off its tail. The Spitfire struggles against: the Zero in pure turn fights, and any plane that catches you reloading at full health.
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