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“The Master Builder has sent his first contraption to the Arena! It's a fast and fun flying machine, but fragile!”

The Flying Machine is a Rare card that is unlocked from the Builder's Workshop (Arena 5). It spawns a fast, single-target, air-targeting, long-ranged, air troop with moderate hitpoints and moderate damage. It appears to be a small turret in a barrel with a rotor with team-colored blades on top. A Flying Machine card costs 4 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • The Flying Machine can be a suitable substitute for a Musketeer, as they generally have similar stats. However, the Flying Machine is airborne, moves more quickly, has less hitpoints, and deals less damage than a Musketeer. These characteristics can make it better at immediately supporting a push at the bridge.
  • The Flying Machine is excellent at defeating spawners as well as most buildings. Due to its long range, it can pick off buildings near the middle of the Arena without being targeted by the Crown Towers.
  • A Fireball or Poison will completely destroy a Flying Machine up to 1 level higher for a neutral Elixir trade, but hitting other targets with said spell will make this move more advantageous. Using other Fireball-vulnerable cards, such as Barbarians or Skeleton Dragons, can allow the Flying Machine to survive for longer periods of time. Alternatively, the Flying Machine can be used to bait these spells so that the other Fireball-vulnerable cards can wreck havoc.
    • A Lightning or Rocket can also defeat a Flying Machine, however it is a negative elixir trade unless other units are caught in the radius with the latter not being advisable due to the Flying Machine's high movement speed.
  • The Flying Machine is fragile and therefore will need to be supported with a tank such as an Ice Golem or a Giant if it is used offensively.
  • Unlike a Musketeer, it can't completely stop troops like Mini P.E.K.K.A.s or Lumberjacks even with Crown Towers' support since it can't distract them. Because of this, the player should typically place a decoy unit like Skeletons to distract the units so the Flying Machine can finish them off.
  • With the assistance of a Crown Tower, a Flying Machine can defeat a lone Balloon, Knight, or Valkyrie before they reach the Tower. However, Balloon will get its death damage on the Crown Tower.
  • A Flying Machine cannot be kited due to having an attack range identical to its sight range (i.e, if an enemy unit moves out of its attack range, it will not chase that unit down). When using a grounded unit to tank for a Crown Tower in order to counter an opposing Flying Machine, players should place the grounded unit in the same lane as the Flying Machine to assure the grounded unit will not walk out of range.
  • Due to its long range and fast initial hit speed, a Flying Machine will get a shot on a Crown Tower before the Tower’s arrow can reach it. This makes the Flying Machine threatening even when it is only one attack away from being destroyed, as one shot deals only slightly less damage than a Fireball to a Crown Tower. The player should either use counters which destroy it completely, like the Mega Minion, or use ground troops to block its attacks so that the Crown Tower can defeat it, like the Skeletons.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
4 1.1 sec Fast (90) 1 sec 6 Air & Ground x1 Air Troop Rare
Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
3 290 81 73
4 319 89 80
5 350 98 89
6 385 107 97
7 423 118 107
8 464 129 117
9 510 142 129
10 559 156 141
11 614 171 155
12 675 188 170
13 742 207 188
14 814 227 206
15 896 250 229

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 185,000 Damage to enemy Troops or buildings 100 Flying Machine cards
50 XP
2 Deal a total of 560,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 930,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 420 times 6,000 Gold
125 XP
2 Hit enemy Crown Towers a total of 1,200 times 100 Rare Wild Card
125 XP
3 Hit enemy Crown Towers a total of 2,100 times 9,000 Gold
125 XP
Efficient Attacker
Efficient Attacker
1 Land 8 attacks with a single deploy a total of 80 times! 100 Banner Token
175 XP
2 Land 8 attacks with a single deploy a total of 240 times! 125 Banner Token
175 XP
3 Land 8 attacks with a single deploy a total of 480 times! 150 Banner Token
175 XP

History[]

2017

  • The Flying Machine was once available in the Flying Machine Draft Challenge, which started on 22/9/2017. In this challenge, gameplay was similar to a regular Draft Challenge, except that one of the players was able to choose who would use the Flying Machine. If the player achieved at least 8 wins, they obtained the Flying Machine early.
  • From 29/9/2017 through 1/10/2017, the Shop had a special offer where Arena 9+ players could buy up to 6 Giant Chests at the normal price that guarantee at least 40% of the Chest's contents to be Flying Machine.
  • The Flying Machine card was generally released on 6/10/2017.
  • On 9/10/2017, the Epic Quests Update, changed the Flying Machine's card image.

2018

  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Flying Machine from Jungle Arena to Builder's Workshop.
  • On 5/9/2018, the September 2018 Update, changed it so that Rare cards start at Level 3 and end at Level 13 (from 1 to 11).

2019

  • On 1/4/2019, a Balance Update, increased the Flying Machine's attack time interval to 1.1 seconds (from 1 second).
  • On 26/11/2019, the End of November 2019 Update, added a card render to the Flying Machine's card info screen.

2021

  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

2023

Gallery[]

Trivia[]

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