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How to stop a fast helicopter in Wardogs without ballooning

Pull back to stop and the helicopter climbs. That balloon, slow and high over the landing zone, is exactly where anti-air finds you.

Updated 2026-09-28

The mistake it fixes

Nose-up alone converts speed into height. Nova Gaming warns that pulling back and adding collective at speed makes you climb into a slow, high descent, which is the easiest target for anti-air. Cologne TM's intermediate lesson shows the other half: arrive with too much energy and even a correct flare still overshoots and balloons.

How to flare

  1. Collective down first. Hieb's order is collective down, then roll and pitch. Pitching up adds the most drag, because the rotor disc acts like a wing; nothing else sheds speed as hard.
  2. Raise the nose just enough to hold your height. Too much and you balloon; too little and you sink into the ground (Cologne TM).
  3. Hold the height while the speed bleeds away.
  4. Start earlier than feels right, then level the disc as the speed goes.

Cologne TM practises this at the end of the train tracks, and notes that once the basic flare is solid you can flare sideways and backwards as well as forwards. OnMapleWings frames the flare as the last energy dump before a hover or landing: balance nose-up, bank and collective so the altitude stays put.

The drill

You start at 180 km/h, 20 m up, heading north. Stop inside the circle 400 m ahead and hold there for 2 s. Do not climb more than 15 m above your entry height or drop below 3 m. When this is easy, the J-hook is the same energy management with a turn added.

Fly the speed-reset flare drill All drills

Related drills

J-hookRun in fast, hook onto the pad and land.Clean touchdownSet down on three small pads with no sideways drift.Hot dropDrop troops at three LZs: low, slow and still.

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