Flying Machine
A long-range flyer whose extreme reach lets it chip away at ground and air targets from well outside most troops' attack range.
Recent Performance
Flying Machine appears in 0.5% of recently tracked decks and wins 81% of its matches.
7-Day Win Rate Trend
Latest saved daily updates for decks featuring Flying Machine.
Best Synergies
Cards that have recently performed well alongside Flying Machine.
What Does Flying Machine Do?
Flying Machine is a flying troop with an unusually long attack range, capable of hitting both ground and air targets with single-target damage. That range lets it often start attacking before most troops can retaliate.
Its moderate hitpoints and lack of splash damage mean it's not overwhelming on its own, but the range advantage makes it consistently difficult for melee-only troops to punish cleanly.
Where Flying Machine Fits
It works well as both a defensive troop and a chip-damage support card, using its range to whittle down towers or troops from a safe distance while other cards handle the closer fighting.
How to Counter Flying Machine
A strong anti-air troop with its own decent range - rather than a purely melee answer - can trade with it more evenly, since melee troops often can\'t close the gap before taking several hits.
Flying Machine FAQ
What rarity is Flying Machine?
Flying Machine is a Rare air troop.
Does Flying Machine target ground units?
Yes. It can hit both ground and air targets, though it deals single-target rather than splash damage.
What makes Flying Machine hard to punish?
Its range is unusually long, often letting it hit and retreat before most ground troops can ever reach it.
What counters Flying Machine?
A strong anti-air troop with its own decent range can trade with it evenly, since something purely melee often can't close the distance in time.
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