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Official2 min read·Updated 2026-06-10

Team roles — front, eco, and air

Split responsibilities in 2v2 and 3v3 so one player fronts, one ecotes, and optional air handles scouts and drops.

Goal

Assign roles early so builds complement each other instead of three identical classic openers colliding.

Front role

  • Takes early map control and pressure.
  • Builds combat units from the first lab — rioters, tanks, or raiders depending on match-up.
  • Calls targets for team focus (comm, air lab, key mex).
  • Often needs metal funnel from eco after the first few minutes.

Eco role

  • Prioritizes mex, energy, and second lab or t2 transition for the team.
  • Sets share to feed front or air carry.
  • Avoids random unit spam that starves team metal.
  • May take a safer com position — not always the drop player.

Air role (optional)

  • Fast air lab, scouts, fighters, transports.
  • Screens for commander drops or denies enemy air.
  • Expensive — only commit if the team agreed pre-game or scouted enemy comp.

2v2 default split

PlayersSimple split
2v2Front + Eco (eco funnels; front pushes)
2v2 with air planEco + Air carry (front light until air online)

3v3 default split

  • One front, one eco, one flex (air or second front depending on map).
  • Flex player communicates before taking metal-heavy drops.

Communication checklist

  • “Who labs first?” — avoid double air lab unless planned.
  • “Who drops?” — only one com drop unless full air cover.
  • “Share targets?” — name a player, not “team” vaguely.

Roles are not rigid — swap when front wins hard and eco player should push. The point is intentional builds, not copied solo BOs.

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Guides explain tactics, not exact unit stats — verify numbers on the Units page or in the Build Planner.