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Clash Royale Flying Machine Guide

Flying Machine
Clash Royale Flying Machine Guide - FlyingMachineCard 9
Elixir Cost4
RarityRare
TypeTroop
ArenaBuilder’s Workshop
Release Date6 October 2017

The Clash Royale Flying Machine is a rare troop card, unlocked upon reaching Arena 6 (Builder’s Workshop). Costing 4 Elixir, it offers a valuable blend of aerial mobility and long-range support, making it a versatile option in a wide range of decks.

One of the Flying Machine’s standout traits is its dual-targeting ability, capable of attacking both air and ground units. With a range of 6.0 tiles, it can strike from a safe distance—ideal for placing behind tanks or at the bridge to apply pressure. Its fast movement speed also allows it to quickly respond to threats or support pushes.

Despite its offensive versatility, the Flying Machine is relatively fragile, with moderate hitpoints that leave it susceptible to spells like Fireball or units with strong splash damage. While it shares the same range as the Musketeer, its flying ability gives it a distinct edge against ground-only attackers.

Flying Machine Stats

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Attributes
Cost
Clash Royale Flying Machine Guide - cost
Hit Speed
Clash Royale Flying Machine Guide - dmg
First Hit
Clash Royale Flying Machine Guide - dmg
Speed
Clash Royale Flying Machine Guide - speed
Deploy Time
Clash Royale Flying Machine Guide - DeployTime
Range
Clash Royale Flying Machine Guide - range
Projectile Speed
Clash Royale Flying Machine Guide - speed
Target
Clash Royale Flying Machine Guide - target
Count
Clash Royale Flying Machine Guide - count
Transport
Clash Royale Flying Machine Guide - transport
Type
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Rarity
Clash Royale Flying Machine Guide - rarity
4 1.1 sec 0.5 sec Fast (90) 1 sec 6 800 Air & Ground x1 Air Troop Epic
Level Statistics
Level
Clash Royale Flying Machine Guide - level
Hitpoints
Clash Royale Flying Machine Guide - hitpoints Photoroom 1
Damage
Clash Royale Flying Machine Guide - damage Photoroom
Damage per second
Clash Royale Flying Machine Guide - dps Photoroom

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 Icon
50 XP
3 Deal a total of 930,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Clash Royale Flying Machine Guide - Tower Tapper 1
Tower Tapper
1 Hit enemy Crown Towers a total of 420 times 6,000 Gold Icon
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 Icon
125 XP
Clash Royale Flying Machine Guide - Efficient Attacker 1
Efficient Attacker
1 Land 8 attacks with a single deploy a total of 80 times! 6,000 Gold Icon
175 XP
2 Land 8 attacks with a single deploy a total of 240 times! 8,000 Gold Icon
175 XP
3 Land 8 attacks with a single deploy a total of 480 times! 10,000 Gold Icon
175 XP

Deck

Clash Royale Flying Machine Guide - FlyingMachineCard 9 Clash Royale Flying Machine Guide - RoyalRecruitsCard Clash Royale Flying Machine Guide - RoyalHogsCard Clash Royale Flying Machine Guide - FishermanCard 3 Clash Royale Flying Machine Guide - ElectroSpiritCard Clash Royale Flying Machine Guide - GoblinCageCard 3 Clash Royale Flying Machine Guide - BarbarianBarrelCard 1 Clash Royale Flying Machine Guide - ArrowsCard 8

Goblinstein RHogs FishBoy FM
Utilize Royal Hogs and Flying Machine for offensive pushes, supported by Fisherman to control enemy troops. Electro Spirit and Arrows help manage swarms, while Royal Recruits provide defensive support.

Clash Royale Flying Machine Guide - FlyingMachineCard 9 Clash Royale Flying Machine Guide - MegaKnightCard 21 Clash Royale Flying Machine Guide - GraveyardCard 3 Clash Royale Flying Machine Guide - PoisonCard 4 Clash Royale Flying Machine Guide - ElectroWizardCard 12 Clash Royale Flying Machine Guide - ZapCard 6 Clash Royale Flying Machine Guide - IceGolemCard Clash Royale Flying Machine Guide - GoblinsCard 3

Mega Knight Flying Machine Graveyard Poison
Deploy Mega Knight as a tank, followed by Graveyard and Poison for chip damage. Flying Machine offers aerial support, and Electro Wizard counters enemy swarms.

Clash Royale Flying Machine Guide - FlyingMachineCard 9 Clash Royale Flying Machine Guide - LavaHoundCard Clash Royale Flying Machine Guide - BalloonCard 1 Clash Royale Flying Machine Guide - MegaMinionCard Clash Royale Flying Machine Guide - FireballCard 5 Clash Royale Flying Machine Guide - ZapCard 6 Clash Royale Flying Machine Guide - ValkyrieCard 9 Clash Royale Flying Machine Guide - GraveyardCard 3

LavaLoon Flying Machine
Use Lava Hound as a tank, with Balloon and Flying Machine for aerial offense. Mega Minion provides additional support, and Fireball handles enemy troops and buildings.

Strengths

Clash Royale Flying Machine Guide - FM

The Flying Machine in Clash Royale has several strengths that make it a versatile and powerful card in many decks. One of its key advantages is its versatile targeting, as it can hit both air and ground units, allowing it to adapt to a wide range of combat situations. With a range of 6 tiles, the Flying Machine can attack from a safe distance, allowing it to strike Crown Towers before they have a chance to target it, thanks to its fast initial hit speed.

Its fast speed enables quick deployment, allowing for immediate engagement in battle. The Flying Machine can effectively serve as a substitute for the Musketeer, as their stats are quite similar, offering a comparable damage output and range. Additionally, being an airborne unit gives it an advantage by allowing it to bypass many ground-based defenses and avoid damage from most ground troops.

The Flying Machine’s ability to target buildings is also a significant strength. It can target buildings placed in the middle of the arena, such as spawners, without being targeted by Crown Towers. It can even snipe passive buildings placed six tiles from the river and active buildings placed five tiles from the river, staying out of range of the towers. This allows it to apply pressure while staying relatively safe from direct hits.

Its airborne advantage also allows the Flying Machine to bypass building placements, enabling it to target Crown Towers directly. It is especially effective at supporting pushes, as it can quickly engage enemies and deal damage without waiting for other troops to arrive. It works well with tanks like the Giant, Lava Hound, and Ice Golem, which can provide cover while the Flying Machine deals damage from the back.

The Flying Machine is also great for dealing chip damage to Crown Towers, as its single shot can deal significant damage if left unchecked. Additionally, it can defend against air threats, including the Balloon, with its range and ability to fly. It can even be used as bait for spells like Fireball, drawing out valuable resources from your opponent.

Lastly, its lane control ability is crucial, as placing the Flying Machine by the river and two tiles into the opposite lane allows it to target enemies crossing the bridge without being hit by Crown Towers, giving it a strategic advantage in both offensive and defensive situations.

Clash Royale Flying Machine Guide - FM

Weaknesses

The Flying Machine in Clash Royale has several weaknesses that can limit its effectiveness if not managed carefully. Its fragility is a significant downside, as it has relatively low hitpoints, making it vulnerable to spells such as Fireball, Poison, Lightning, and Rocket. These spells can eliminate the Flying Machine for an equal or negative elixir trade. Additionally, while it shares the same range as the Musketeer, the Flying Machine deals less damage, making it less effective in terms of raw damage output.

The Flying Machine is also vulnerable to specific counters, particularly by ranged troops that can target air units, such as the Musketeer, Wizard, and Electro Wizard. Other troops like Minions, Archers, Dart Goblins, and Mega Minions can also efficiently counter the Flying Machine, usually resulting in a positive elixir trade for the opponent. Furthermore, the Tesla poses a unique problem. Its ability to remain underground makes it difficult for the Flying Machine to engage unless it moves into its range, often forcing a disadvantageous situation.

The Flying Machine is ineffective against certain ground troops. It cannot stop troops like the Mini P.E.K.K.A. or Lumberjack, even with the support of Crown Towers, as being a flying unit, it does not obstruct or pull these ground-based threats. Additionally, it relies on support from tanks like Ice Golems or Giants to protect it and ensure it deals damage effectively, making it somewhat dependent on the other cards in your deck.

Its predictable movement is another weakness, as skilled players can anticipate where the Flying Machine will go and react accordingly, reducing its surprise factor. Some players also find the shadow indicator misleading, leading to misplays when attempting to gauge its range. Lastly, although the Flying Machine can target both air and ground units, it is susceptible to swarm units like Minions and Lava Pups, which can survive a single attack, requiring additional support like Zap or other area damage spells to clear them efficiently.

Strategy

Clash Royale Flying Machine Guide - FM

The Flying Machine in Clash Royale is a versatile and powerful card when used strategically. Its ability to target both air and ground units makes it adaptable to various combat situations. For strategic placement, position the Flying Machine behind tanks like Giants, Golems, or Lava Hounds, which can soak up damage and protect it while it deals damage from a distance.

You can also place it at the bridge to immediately support pushes or position it to target buildings in the middle of the arena, allowing it to attack without being targeted by Crown Towers. Additionally, placing the Flying Machine by the river, two tiles into the opposite lane, can let it target enemies crossing the bridge without getting hit by the towers.

The Flying Machine excels at building control, especially when used to snipe passive buildings placed six tiles from the river or active buildings placed five tiles from the river. This makes it an excellent choice for targeting buildings without putting itself at risk from Crown Towers. Furthermore, it can bypass building placements and go straight for the Crown Tower, putting pressure on the opponent.

Synergizing with tanks is another key strategy. Pair the Flying Machine with tanks like Giants, Lava Hounds, or Ice Golems, which will protect it while it deals damage from a safe distance. The Lava Hound, being an air unit, is particularly effective for this purpose. You can also use the Flying Machine as bait to draw out spells like Fireball, which can help preserve other units on the battlefield. Its quick support makes it ideal for aiding a push at the bridge and for dealing significant damage when paired with other units like Ice Spirit for fast defensive combos.

Be sure to anticipate and react to your opponent’s moves by paying attention to the Flying Machine’s shadow to accurately gauge its range and avoid misplacements. Quick reactions are crucial when countering the Flying Machine to prevent it from locking onto your tower. When defending, place ground troops in the same lane to block its attacks and keep it from causing damage.

As with any card, consider the Flying Machine’s card level. Its hitpoints and damage improve with each level, so leveling it up can significantly enhance its performance.

However, it’s important to remember the weaknesses of the Flying Machine. Protect it from spells like Fireball, Poison, Lightning, and Rocket, which can eliminate it with a negative elixir trade. Additionally, watch out for ranged troops that can target air units, such as Musketeers, Wizards, and Electro Wizards, as well as Minions, Archers, Dart Goblins, and Mega Minions. Since the Flying Machine cannot obstruct or pull ground troops, use decoy units like Skeletons to distract them and protect the Flying Machine.

Counters

Clash Royale Flying Machine Guide - FM

Troop Counters

Ranged Ground Units:

  • Musketeer, Wizard, and Electro Wizard: Deal consistent damage from a safe range. Electro Wizard’s spawn zap also briefly stuns the Flying Machine, reducing its output.
  • Archers: Survive two hits and can distract long enough for the Crown Tower to eliminate the Flying Machine.
  • Dart Goblin: Excellent due to fast attack and range; can take it out before being targeted.

Air Units:

  • Mega Minion: One of the best counters—high damage, survives, and takes minimal hits.
  • Minions: Require more time to take it down, but offer decent pressure and value.
  • Bats: Faster and cheaper than Minions; overwhelm the Flying Machine quickly if not zapped.

Ice Wizard: Slows down the Flying Machine’s attack, buying time for towers or support units to finish it off.

Executioner: Can eliminate the Flying Machine in just two throws—especially strong when it’s behind a tank.

Spell Counters

  • Fireball: Ideal counter; kills the Flying Machine at equal or lower level. Great when hitting support troops or towers for a positive trade.
  • Arrows: Situational; use if paired with other low-health troops.
  • Lightning / Rocket: Overkill unless you’re targeting multiple key units—watch for elixir disadvantage.
  • Zap: Not enough to kill it, but resets targeting or supports a kill by Bats/Minions.

Buildings & Distraction Units

  • Tesla: Strong defensive building; high damage makes short work of the Flying Machine.
  • Goblin Cage / Cannon: Distract and allow Crown Towers to help with cleanup.
  • Ice Golem / Knight: Cheap mini-tanks to absorb shots and allow your tower or support units to eliminate it.
  • Skeletons: Excellent for distracting and stalling the Flying Machine momentarily.

Tips for Countering

  • Placement matters: Place counters where they’ll avoid immediate fire and buy time for your towers to assist.
  • Watch its shadow: The Flying Machine’s shadow gives you clues about targeting and helps time spell usage or unit placement.
  • Aim for value: Try to hit the Flying Machine along with other troops/buildings to gain elixir advantage.
  • Distract and delay: Units like Ice Golem or Skeletons can pull it to the center, giving you more time to respond.

Synergies

Clash Royale Flying Machine Guide - FM

The Flying Machine in Clash Royale can be an excellent addition to your deck when paired with the right synergies. It works particularly well with tank units that can absorb damage and protect it from enemy attacks. Giants and Golems, with their high health, are perfect for drawing enemy fire while the Flying Machine deals consistent damage from behind. The Lava Hound, being an air unit itself, is especially effective as a tank for the Flying Machine, offering synergy in air-based strategies. Similarly, pairing the Flying Machine with an Ice Golem creates a cheap yet efficient combo, providing decent protection while the Flying Machine contributes substantial damage.

The Flying Machine also thrives in air-centric decks, particularly when paired with the Balloon. It can help clear out air defenses and support the Balloon’s push, allowing for effective pressure on the opponent’s towers. Additionally, several spells can enhance the Flying Machine’s impact. Zap is particularly useful for dealing with smaller units like Bats and bringing Minions low enough for the Flying Machine to eliminate them. It also resets Inferno Towers, allowing the Flying Machine to continue its attack without interruption. Fireball and Poison can be used in decks with Royal Hogs, Elite Barbarians, or similar units as bait, drawing out spells from your opponent and protecting your more valuable troops.

Cheap units like the Ice Spirit and Skeletons complement the Flying Machine well. Pairing the Flying Machine with an Ice Spirit creates a quick combo that can deal significant damage to Crown Towers or act as an effective defensive tool. Skeletons, on the other hand, can serve as distraction units, pulling enemy troops away from the Flying Machine and allowing it to finish off threats.

The Royal Recruits are another solid synergy, as they can tank damage from both lanes while the Flying Machine focuses on eliminating air troops that may threaten the Royal Recruits. The Miner also pairs well with the Flying Machine, forming the basis of a strong deck that puts pressure on both air and ground units.

In general, when building synergies with the Flying Machine, it’s important to protect it due to its fragility. Prioritize keeping it alive with tank units and support cards. Control spells effectively by tracking your opponent’s spell usage to avoid having your Flying Machine wiped out by spells like Fireball or Lightning. Make the most of the Flying Machine’s long range, using it to target key threats or control the battlefield from a safe distance. Lastly, always consider placement—strategically position the Flying Machine to maximize its impact, whether you’re supporting a push, defending against enemy troops, or targeting buildings.

Frequently Asked Questions (F.A.Q)

❓ What is the Flying Machine in Clash Royale?

The Flying Machine is a Rare troop card unlocked in Arena 6 (Builder’s Workshop). It’s a ranged, flying support unit that targets both air and ground troops, offering versatility and long-range pressure for 4 Elixir.

❓ What makes the Flying Machine unique?

It combines aerial movement, long range (6.0 tiles), and the ability to hit both air and ground units. Unlike many support troops, it can’t be targeted by most ground-based troops.

❓ Is the Flying Machine good on defense or offense?

It excels at both:
Offense: Great behind tanks like Royal Recruits or Lava Hound.
Defense: Safely picks off threats from range, then transitions into a counterpush.

❓ What are common counters to the Flying Machine?

Strong counters include:
Spells: Fireball, Rocket, Arrows
Troops: Musketeer, Electro Wizard, Mega Minion, Dart Goblin, Archers
Buildings: Tesla, Goblin Cage (as distraction)

❓ Can it be used in cycle decks?

Yes, it fits well in mid- to high-elixir cycle/control decks, especially those that rely on support units and long-range pressure.

❓ When should I use the Flying Machine at the bridge?

Use it at the bridge to:
Apply pressure when your opponent is low on elixir
Snipe support troops or buildings across the river
Force out spells early in double elixir
But beware—poor placement can lead to quick elimination by Fireball or Mega Minion.

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