
Flying Machine






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
989
Total damage this unit can take before being destroyed.
Damage
275
Damage dealt by one normal attack to a valid target.
Damage Per Second
249
Average damage dealt per second, factoring in hit speed.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Hit Speed
1.1 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.5 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Air & Ground
What this card is able to attack.
Range
6
Maximum distance at which this unit can attack a target.
Speed
Fast (90)
How fast this unit moves.
Deploy Time
1 sec
Projectile Speed
800
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Count
x1
How many individual units this card deploys.
Transport
Air
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Flying Machine is a 4-Elixir Rare troop that flies at Fast speed and attacks both air and ground targets from up to 6 tiles away. It has no activatable ability — it plays as a straightforward ranged sniper, with its identity coming from a quick 0.5-second opening shot, a fast projectile, and solid single-target damage (171 per hit, 155 damage per second at level 11), balanced by modest hitpoints (614 at level 11) and single-target-only attacks that leave it exposed to spells and swarms.
At tournament standard (level 11), Flying Machine has 614 hitpoints and deals 171 damage per hit, attacking every 1.1 seconds for 155 damage per second. It costs 4 Elixir to deploy.
Flying Machine moves at Fast speed and fires from 6 tiles away, letting it soften up incoming pushes or pick off support troops before they're even close enough to fight back. It hits both air and ground targets with the same shot, and it's ready to fight about 1 second after being played.
Flying Machine's opening shot lands in just 0.5 seconds once it locks onto a target, far quicker than the 1.1-second gap between its regular attacks, so it rarely makes an opponent wait through a slow wind-up before dealing damage. Its projectile also travels fast, giving targets very little time to escape its path once it's been fired.
Flying Machine has been part of Clash Royale since October 6, 2017, when it launched as a Rare card.
Flying Machine has barely been touched by balance changes over the years. Its one significant adjustment came in an April 2019 update, which slowed its hit speed from 1 second to 1.1 seconds between attacks, cutting its damage output by roughly a tenth — and that hit speed hasn't changed since.
Flying Machine only ever hits one target per attack, so a handful of cheap troops attacking together, like Bats or a Skeleton Army, can swarm it down before it clears them all. It's also fragile for its cost: a single well-placed Fireball or Poison is usually enough to destroy it outright for a fair trade, which is why it's a popular pick in "spell bait" decks built to draw those spells away from the rest of the deck.
Its long range and solid single-hit damage make Flying Machine a strong answer to spawner buildings: it can drop weak spawned units like Fire Spirits in a single shot and start chipping away at the spawner itself from a safe distance before anything it spawns even gets close.
Because Flying Machine flies, only troops, buildings, and spells that can specifically target air units can ever hit it back — most ground troops, lacking that ability, will run right past it. That makes it a reliable way to add ranged damage behind a tank, since it can freely shoot both ground and air threats while most ground-only defenders simply can't reach it.
Frequently Asked Questions
How does Flying Machine work?
Flying Machine is a 4-Elixir Rare troop that flies at Fast speed and attacks both air and ground targets from up to 6 tiles away
What is Flying Machine's elixir cost and rarity?
Flying Machine costs 4 elixir and is a rare card.
Early Flying Machine Decks
9 distinct decks seen in ranked battlesThis is an early sample. CrownStats has observed 9 distinct decks using Flying Machine in the last 7 days — enough to list what has actually been played, not enough to rank it. The list grows as more ranked battles are crawled.
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