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.
Tracked Win Rate
Based on 105 tracked battles where Flying Machine appeared in the deck, pulled from RoyaleZone's tracked group of public players.
Recent Trend
Daily win rate from RoyaleZone's tracked Clash Royale battle data, updated as new battles come in.
Synergies
Based on the top performing decks in tracked matches, Flying Machine synergizes best with these cards:
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.
Frequently Asked Questions
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.
Check the full card list or the card tier list to see how Flying Machine compares to other cards.
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