Map Objectives Reference

The Skyraid.io map is more than just an empty arena. Scattered across it are four classes of interactive objective: airbases, ground targets, supply drops, and bombing runs. Each one rewards or punishes different playstyles, and learning to use them is the difference between farming XP at a steady pace and getting your highest-tier evolution before any other player in the lobby. This page is the complete reference for each objective type.

Airbases

Airbases are the highest-value stationary objectives in the game. There are four on the map, placed roughly equidistant from each other and from the world center. Each airbase has its own auto-turret that fires at any enemy plane within 500 pixels.

StatValue
Count on map4
Max HP120
Hitbox radius60 px
Turret range500 px
Turret damage8 per shot
Turret fire rateEvery 1.5 s
XP reward (destruction)~400 in dropped orbs
Rare orb drops3
Respawn time60 s

The airbase turret deals 8 damage every 1.5 seconds at a 500-pixel range. That is roughly 5.3 DPS, which sounds harmless, but the turret cannot be evaded once you are inside its range and firing on the airbase — it will hit you for the entire duration of your attack run. A Biplane (110 HP) can survive about 13 seconds inside turret range, which is not nearly enough to destroy an airbase from full HP. A Bomber (300 HP) can comfortably trade fire and finish the job, especially with rockets.

Best aircraft for airbase farming: the Bomber, B-17 Fortress, and Stuka. Their combination of high HP, armor, and rocket payloads lets them open with rockets from outside turret range, then move in to finish with guns. A B-17 with full rockets can erase an airbase in two volleys without ever entering turret range.

How to attack as a fighter: approach from outside 500 px, fire your rockets at the airbase, then break off before turret rounds start landing. Repeat after rocket reload. Never hover inside turret range without rockets — the math does not work in your favor.

Ground Targets

Ground targets are the secondary objective network of the map. There are eight of them, scattered widely. Each is a small ground installation (radar station, supply tent, fuel dump) with no defensive turret of its own. They are the safest source of XP in the game and the recommended target for fresh Biplanes trying to evolve.

StatValue
Count on map8
Max HP40
Hitbox radius35 px
DefensesNone
XP reward (destruction)~150 in dropped orbs
Respawn time15 s

Ground targets are perfect for the early game. A Biplane can destroy one in about 5 seconds of sustained gun fire, and the 150 XP reward is enough to make three of them a complete evolution path. Higher-tier planes can destroy a ground target in a single rocket or a brief burst, which makes them ideal opportunistic targets when flying past one with a full magazine.

The 15-second respawn means the same ground target can be farmed multiple times during a single match. If you find a ground target in a quiet area with no enemies nearby, marking its position and circling back every 15 seconds is a reliable XP loop.

Supply Drops

Supply drops are the random reward system of the map. They spawn at intervals from any of several predefined drop zones and appear as yellow dots on the minimap. Each drop is a one-use crate that grants one of three randomized bonuses to the first player who reaches it.

StatValue
Spawn interval15–22 s (random)
Collection radius40 px
Drop typesHealth / Rocket / Speed

Health Drop

Restores 30–50% of your maximum HP instantly. The most game-changing drop type for any plane in active combat — a 50% health restore on a Biplane is 55 HP, which is enough to turn around a fight you were losing. On a B-17 it can be 200+ HP. Always prioritize health drops if you are below half HP.

Rocket Drop

Adds 2–3 rockets to your current loadout, even past your usual rocket cap. This is the most valuable drop for Bomber-path planes that rely on rocket payload, and effectively useless for the Biplane (which has zero rocket slots) and rarely useful for the Zero (which has only one).

Speed Drop

Grants a 1.35x speed boost for 10 seconds. Best used to chase a fleeing enemy or to escape an unwinnable fight. The speed bonus stacks with sprint, which can momentarily make even a Bomber faster than a Spitfire — useful for the surprise factor.

Bombing Runs

Bombing runs are the periodic environmental hazard of the map. They simulate an off-screen artillery or bombing strike on a randomized circular zone. They are the most punishing objective in the game and the only one you cannot interact with offensively — you can only avoid them.

StatValue
Trigger interval60–90 s (random)
Warning duration5 s
Active duration3 s
Damage tick interval500 ms
Damage per tick50
Zone diameter1600 px

When a bombing run is announced, a red warning circle appears on the minimap and on the main game view. You have 5 seconds to leave the zone before bombs begin to fall. Once active, the zone deals 50 damage every 500 ms for the next 3 seconds — that is up to 300 total damage if you are caught in the center for the full duration. Even a B-17 Fortress will lose more than half its HP from a full bombing run, and most other planes will be killed outright.

The 1,600-pixel diameter is large enough that you cannot ignore the warning unless you happen to be on the far side of the map. Always check the minimap when you hear the warning sound, and break off whatever you are doing to escape if your current position overlaps the danger circle. Bombing runs frequently kill players who are mid-fight and ignore the warning.

Tactically, bombing runs can be used to your advantage. If you are in a fight and the warning appears, you can boost out of the zone and try to leave your enemy inside it. Players who are tunnel-visioned on a kill often miss the warning entirely.

XP Orbs

Not strictly an objective, but worth covering: XP orbs spawn naturally across the map in clusters of seven. There are three rarity tiers:

Players who die also drop XP orbs proportional to their tier: 80 XP for a Tier 0 kill, 170 XP for a Tier 1 kill, and 300 XP for a Tier 2 kill. Picking up these orbs is one of the fastest ways to evolve in the mid game, and is the main reason killing a Tier 2 player is so valuable — the 300 XP from their drop alone is enough to take a fresh Tier 1 most of the way to Tier 2.

Now that you know the map, jump in and put it to use — or read the full strategy guide for higher-level tactics.