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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.
  • Due to its long range and fast initial hit speed, a Flying Machine will get a shot on a Crown Tower before the Tower Princess’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 decent chip damage 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.
    • The Cannoneer and Dagger Duchess can prevent more attacks from the Flying Machine, only allowing 2 hits to go through. The player may choose to ignore the Flying Machine with them if they are using a heavy deck or respond with cheaper cards.
  • 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.
    • Passive buildings can be sniped with the Flying Machine if they are placed 6 tiles from the river. The Flying Machine will be able to reach it without being in range of the Crown Towers. It will be able to bypass a 5-2 placement, unless it is in the inner side of the Arena.
    • Active buildings can be sniped with the Flying Machine if they are placed 5 tiles from the river, without being in range of the Crown Towers. This is great against a 5-2 placement used to lure building-targeting troops. A 4-3 building placement can be sniped in a similar way. Alternatively, it can be used to bypass these building placements and go straight for the Crown Tower.
    • Despite a Tesla having less range than the Flying Machine, the Tesla's property of being invisible while underground forces the Flying Machine to walk into range before attacking the Tesla. However, it may be worthwhile to use a cheap distraction troop like Skeletons to provoke the Tesla into popping up, allowing the Flying Machine to use its range advantage.
  • 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 can be destroyed entirely within 2 hits from the Void, provided that it is the only troop inside it. This is enough to counter the Flying Machine for a slight positive Elixir trade. The player can deploy any troop to save the Flying Machine from the spell if they can predict the spell.
  • 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. The Lava Hound is especially effective as a tank, due to being an air troop.
  • Like other fast air troops, it can be quite good at supporting a Balloon. It can push the Balloon slightly closer to the Tower, as well as help it bypass certain building placements. However, it is less effective at doing this, due to its longer range.
  • Unlike a Musketeer, it can't completely stop troops like Mini P.E.K.K.A. or Lumberjack 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.
  • Pairing the Flying Machine with a cheap unit like an Ice Spirit can deal significant damage to a Crown Tower or act as a quick defensive combo; however, it is vulnerable to spells like Fireball.
  • The Flying Machine deals enough damage to OHKO anything with as much hitpoints as Runners. However, sturdier swarms like Minions and Lava Pups can survive a single attack from it, so it is a good idea to pair it with Zap in order to fully destroy these units.
  • Ranged troops that can attack air like the Musketeer, Wizard, and Electro Wizard are good counters to the Flying Machine, with only requiring a few hits to destroy it. Pairing them with the Crown Tower can further reduce the damage that they will take when defending, setting them up for a better counterattack. In the case of the Electro Wizard, it is a better idea to utilize his spawn Zap to further reduce that damage that he takes.
  • If placed on top, the Hunter deals enough damage to destroy a Flying Machine for a neutral Elixir trade.
  • The Flying Machine synergizes with Royal Recruits. The Royal Recruits will tank for the Flying Machine from both lanes, while the Flying Machine attacks air troops that can threaten the Royal Recruits. Due to being in both lanes, the Flying Machine works better when placed in the center of the Arena instead of being dedicated to one lane, as it will be able to support the Royal Recruits in both lanes.
  • 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.
  • Flying Machine outranges the 5.5 tile sight range of most troops. Placing the Flying Machine by the river and 2 tiles into the opposite lane will allow him to shoot enemies currently crossing the bridge without being targeted by them, since the distance will be about 7 tiles away. This is especially useful against the Ram Rider, as it will keep attacking her without her attacking it in return.
  • If the player has a building already placed down in the center of the Arena, and the opponent tries to bypass it with a Hog Rider at the edge of the Arena, they can use the Flying Machine to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. Stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the Arena, and vice versa.
  • If the player has already destroyed one Crown Tower and wants to target the second one, they can place the Flying Machine on the tiles that face the Crown Tower. Depending on which tile it is placed, the player can choose whether they want to deal as much damage as possible or to deal the damage as quickly as possible.
    • Placing in 4 tiles from the river is the quickest way to connect to the second Tower Princess. This placement is unreactable from the opponent, but it also results in the Flying Machine being within range of the King Tower. As such, it will only hit the Crown Tower twice. If it is placed 1 tile lower, it will deploy out of range of the King Tower, but it will enter its range afterwards. In the end, it will still do the same damage.
    • On the 2nd tile from the river, it is out of range of both the Crown Tower and the King Tower when deployed, but it will have to float in order to get in range, taking more time for the opponent to react to this. However, it will be able to deal the full damage to the Tower Princess compared to the previous placement.
  • Depending on whether the player wants more single-target damage or area damage, the Flying Machine can be substituted with the Skeleton Dragons. Both cards have similar hitpoints, being able to survive weak spells, although still being OHKOed by strong spells like Fireball. Alternatively, they can be both utilized in the same deck, where one baits for the other to be used unharmed.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Projectile Speed
Speed
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
4 1.1 sec Fast (90) 1 sec 6 800 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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