
Introduction
The Flying Machine is a rare troop card in Clash Royale, unlocked upon reaching Arena 6. Clash Royale Flying Machine offers a unique combination of ranged support and aerial offense with a cost of 4 elixir, making it a versatile addition to any deck. One of the key strengths of the Flying Machine is its versatile targeting. It can attack both air and ground units, making it adaptable to various situations on the battlefield.
Its impressive range of 6.0 allows it to deal damage from a distance, which is ideal for positioning it behind tanks or placing it along the bridge for strategic pressure. Additionally, the Flying Machine’s fast speed allows it to be deployed quickly, enabling rapid engagement with enemy units.
However, the Flying Machine’s fragility is something to consider. It has moderate hitpoints, making it vulnerable to splash damage and other high-damage troops. While it shares a similar range with the Musketeer, the Flying Machine sets itself apart by being able to fly, providing an advantage when dealing with ground-based threats. It is especially effective at picking off buildings and applying pressure from afar, but to get the most out of it, careful placement and support are necessary to protect it from potential counters.
Strengths
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.
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
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
The Flying Machine in Clash Royale can be countered effectively with various units and strategies. Ranged air attackers such as the Musketeer, Wizard, and Electro Wizard are strong counters, as they can deal significant damage from a distance. The Electro Wizard’s spawn Zap can reduce the Flying Machine’s damage output when defending. Archers can survive two hits from the Flying Machine, giving them enough time to distract it while your tower finishes the job. Similarly, the Dart Goblin is another effective counter, providing ranged damage to quickly eliminate the Flying Machine.
Both Minions and the Mega Minion are viable counters. Although Minions take multiple hits to defeat the Flying Machine, they can still effectively neutralize it. The Mega Minion, on the other hand, is one of the best counters, as it can destroy the Flying Machine in one or two hits, thanks to its higher damage output.
Spells also serve as effective counters. Fireball can eliminate a Flying Machine of equal or lower level, often resulting in a neutral elixir trade, and it’s especially effective if it also hits other targets like a Crown Tower or support troops. Lightning and Rocket are powerful but can result in a negative elixir trade unless they hit additional units within their blast radius. Arrows are also effective, especially if you’re dealing with a group of Flying Machines or similar troops.
In some situations, Towers can take care of the Flying Machine if you can tank its damage with other troops. Mini tanks like the Knight can distract the Flying Machine long enough for your tower to finish it off. The Ice Wizard is another good option for slowing the Flying Machine while protecting your tower from its damage.
For air-based counters, Bats are a better option than Minions due to their quicker attack speed, and Executioner is a great counter, as it can eliminate the Flying Machine in just two throws, especially when there is a tank in front of it. The Tesla can also handle the Flying Machine effectively, much like the Dart Goblin, as it quickly destroys the unit with its high damage output.
In specific scenarios, the Void (like the Firecracker or other splash damage troops) can entirely destroy the Flying Machine in just two hits if it’s the only troop inside it.
When countering the Flying Machine, timing and placement are key. React quickly to prevent it from locking onto your tower, and strategically position your units to maximize their effectiveness while minimizing the damage taken. Always aim for positive elixir trades when possible to maintain an elixir advantage. Distraction units such as the Ice Golem or Skeletons can pull the Flying Machine away from your towers, buying time for your defenses to eliminate it. Finally, the Flying Machine’s shadow can help with timing and positioning, allowing you to make more precise counterplays.
Synergies
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.
Deck
This Flying Machine Deck focuses on both offense and defense, utilizing a combination of high-damage troops, control spells, and air support. Here’s a breakdown of each card in the deck and how they work together:
Flying Machine: The core of the deck, providing ranged support and dealing damage from the air. It can target both air and ground units, making it versatile for different situations. Position it strategically to support pushes or defend against enemy units.
Zap: A low-cost spell that helps deal with smaller swarms like Skeletons, Bats, or Minion Horde. It also resets Inferno Towers or Inferno Dragons, providing utility against high-damage units.
Poison: Great for controlling swarms of troops or buildings. Poison is especially effective against high-health troops or swarms that try to counter the Flying Machine, like Horde or Goblins.
Miner: The Miner can be used to target specific enemy units or Crown Towers, offering a consistent source of chip damage while keeping pressure on the opponent. It also works well in distracting enemy support troops or countering units behind tanks.
Electro Wizard: A solid defensive card that can stun and reset enemy Inferno Towers, Inferno Dragons, or Balloon. Its stun effect makes it effective against high-damage or fast troops, providing a good synergy with the Flying Machine.
Bandit: This versatile card can be used to apply pressure, especially against Glass Cannon units. Its dash ability allows it to deal high damage to Crown Towers or enemy troops, creating additional offensive pressure.
Bats: A cheap and fast air unit that can deal high damage to ground and air units. Bats work well to support the Flying Machine or serve as a distraction against enemy troops. They can quickly take down Minions, Mega Minions, or other squishy units.
Mega Knight: A powerful tank that can clear out swarms and deal significant damage to enemy troops. The Mega Knight works well as a tank for the Flying Machine, soaking up damage while the Flying Machine deals consistent damage from a safe distance.
Defensive Support: Use the Flying Machine behind your Mega Knight or Electro Wizard to apply damage while they tank hits. The Electro Wizard can also reset Inferno Towers or Inferno Dragons that might target your Flying Machine.
Offensive Push: Combine the Miner, Flying Machine, and Bandit for a strong offensive push. The Miner can distract enemy defenses while the Flying Machine and Bandit deal damage.
Spell Usage: Use Poison to control swarms and deny space for the opponent’s troops, while Zap can quickly clear out smaller troops and disrupt enemy counters.
Control: With Bats, Zap, and Electro Wizard, you can effectively counter enemy swarms and defensive units. The Mega Knight offers great tanking ability and can clear out enemies when placed strategically.
This deck provides a mix of solid defense and powerful counter-pushes, with the Flying Machine offering long-range support and creating pressure on the opponent’s towers. Keep an eye on elixir management to maintain control of the battlefield.
Flying Machine Challenge
The Flying Machine Challenge in Clash Royale is a special event where players can unlock the Flying Machine card by participating in a draft-style challenge. In this challenge, players do not bring their own decks but instead choose from a selection of cards offered during the event, with a 50% chance of selecting the Flying Machine each battle. The primary objective is to achieve a set number of wins, typically 8 wins, to unlock the Flying Machine. However, aiming for 12 wins rewards players with additional prizes and boosts.
The rewards for the challenge include Flying Machine cards, gold, and a challenge chest. Winning 8 battles grants players the Flying Machine card, and additional wins provide more Flying Machines and gold. For example, achieving 10 wins may reward you with 10 Flying Machines, while 12 wins can earn you up to 100 Flying Machines. The 12-win chest contains gold and other valuable items.
To succeed in the challenge, players should draft cards that can counter the Flying Machine effectively. Cards like Minions, Archers, Dart Goblin, and Mega Minion are strong counters to the Flying Machine. Some players may choose to avoid drafting the Flying Machine to force their opponents to pick it, especially if they are unfamiliar with how to use it. Since the draft options change with each round, it’s essential to adapt your strategy based on the available cards. Prioritizing strong cards that can help you secure wins, regardless of their direct interaction with the Flying Machine, will also be crucial for overall success in the challenge.