Flying Machine
Card details and related decks.
Flying Machine
Core Stats
Elixir
4
Max Level
16
Combat Stats
Hitpoints
β
Damage
β
Hit Speed
β
Speed
β
Range
β
Target
β
First Hit
β
Projectile
β
Deploy Time
β
Count
β
Transport
β
Type
β
Overview
Flying Machine is a Rare troop that costs 4 elixir. In the current meta, it holds a 53.2% win rate with a 1.6% usage rate across ranked ladder battles above 6000 trophies. This card is viable and balanced in competitive play. Costing 4 elixir, Flying Machine sits in the mid-range bracket where versatility matters most. This cost allows it to fit into both cycle-oriented and heavier deck compositions. While Flying Machine is not the most common pick at 1.6% usage, players who do run it tend to know its matchups well, so being prepared for it gives you an advantage.
Role & Strategy
Flying Machine is a mid-range troop that offers solid value for its elixir cost. It fills a versatile role in most decks, capable of both supporting offensive pushes and contributing to defense. Cards at this cost point are the backbone of most competitive decks because they provide consistent value without being too expensive to play reactively when needed. On defense, Flying Machine can shut down enemy pushes and survive with enough health to threaten a counterpush that demands your opponent's attention.
Synergies
Flying Machine performs especially well against Ice Spirit (68.8% win rate) and Knight (68.2% win rate). It also holds favorable matchups against Electro Spirit, Dart Goblin. These strong matchups mean Flying Machine thrives in metas where these cards are popular, giving you a natural advantage on ladder.
Counters
Watch out for Fireball (43.8% loss rate) and Goblins (42.7% loss rate) β these are Flying Machine's toughest matchups. Cards like Dart Goblin, Electro Spirit also pose significant threats. To play around these counters, adjust your placement and timing, and consider carrying support cards that cover Flying Machine's weaknesses.