The scout mindset
Your weapon is information. Every enemy you light is damage your team deals for free; every second you stay alive is map control. Kills and damage are bonuses — the scoreboard that matters is spotting damage and battles won. If that sounds thankless, this class will frustrate you; if it sounds like chess, welcome aboard.
Scouting fundamentals
- The 15-meter rule: bushes within ~15 m apply their camo to you; firing from inside them keeps most concealment (full spotting mechanics).
- Double-bush everything: sit behind bush A, fire through bush B — your muzzle flash stays hidden.
- Never skyline: crests and ridgelines expose you; use dips, rocks and dead ground between cover.
- Know enemy view ranges: 445 m is the cap — if you are spotted at 440 m, they are running optics/binocs; adjust routes.
Early game: first contact
- Light the enemy deployment, not the enemy tanks. Spot the direction and weight of the push — one safe peek is worth more than three greedy ones.
- Mark the lanes, then fall back. Early scouting that survives to mid game is worth triple a heroic death; rotate through cover to your mid position before their mediums answer.
- Avoid the yolo-check. Racing to their base lights nothing useful and feeds them a tank. Speed is for repositioning, not for showing off.
Mid game: the damage pivot
Once lines form, lights become damage dealers with camo advantages:
- Farm the enemies your team is farming — finish low-HP targets from second-line bushes where your small size and camo keep you safe.
- Re-scout the rotation: when a flank stalls, a fresh set of eyes re-opens it; your mobility is the cheapest reconnaissance in the game.
- Track for the team: tracking a retreating heavy in your team’s line turns escapes into kills.
Late game: the assassin
With six tanks left, camo and speed make you the deadliest hunter alive: relocate unseen, take shots from angles enemies cannot answer, and never take a fair fight — lights win by shooting what cannot shoot back. Preserve your HP all game for exactly this phase.
Wheeled lights vs tracked lights
- Tracked (T-100 LT, Manticore style): better camo stationary, tighter turns, easier to drive. Learn scouting here first.
- Wheeled (EBR line): absurd speed and camo on the move, no stationary bonus, punishing handling. The class’s highest ceiling — and its steepest learning curve.
Survival checklist
- Escape route planned before you spot, not after.
- Minimap checked every few seconds; enemy lights accounted for.
- Never stop in the open — “pause” inside a bush or behind cover.
- HP below 50%? Stop scouting forward entirely; second-line support only.
For the full vision math and equipment picks, read the spotting guide and equipment guide — and see which lines are worth the grind in our best lines guide.