Flying Machine Deck: 3.6 Elixir With Mega Knight and Miner

By Clash World · Deck Building · Oct 12, 2026 · Updated Oct 16, 2026

AI Overview: This Flying Machine deck averages 3.6 elixir and uses the Flying Machine for defense and sniping, with a Mega Knight to stop big pushes. In 2026 the card has no change, its best list wins 57.8%, and only two of eight printed lists are above 50%. Figures are taken from October 2026 card data.

Last Updated: October 2026

Key Points:

  • The deck costs 29 elixir, which is 3.6 on average.
  • Flying Machine had no 2026 change, and its best list wins 57.8% over 1,200 battles, with two of eight lists above 50%.
  • Bandit had no change, and her best list wins 72.1% over about 1,100 battles.
  • Bats had no change, and none of their eight printed lists is above 50%.
  • Electro Wizard’s best list wins 72.1%, and a Hero arrived in October 2026 with small samples.

The Flying Machine List, Priced Card by Card

Here’s the thing: after he got 12 wins in a challenge. It has 1 second attack speed, a range of 6, and it is very squishy, so it works best on defense or for sniping annoying buildings.

CardElixirJob in the deck2026 status
Mega Knight7Great defense, weak on offenseOnly two of 15 printed decks won 51% or more; Evolution changes June 1 and August 4
Electro Wizard4Counter-push and stunBest list 72.1% over about 1,100; Hero added in October 2026 (small samples)
Miner3Light tank and chip damageCrown Tower damage 49 to 39 on July 6; best list 66.0% over 535
Bandit3Fast attacker, cycle cardNo 2026 change; best list 72.1% over about 1,100
Flying Machine4Snipes buildings that cannot hit airNo 2026 change; best list 57.8% over 1,200, two of eight lists above 50%
Poison4Area control and positive tradesCrown Tower damage 184 to 168 on June 1; best list 68.6% over about 3,800
Zap2Cheap reset spellCrown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000
Bats2Cheap damage and cycleNo 2026 change; none of eight printed lists above 50%

All eight cards are priced in the table, with a note on how the October 2026 data treats each.

A squishy card needs protection every time it lands. The negative effect: with only two of eight Flying Machine lists above 50%, a player who builds around it may find the card is a weak link when the opponent has a clean answer like Poison.

What Changed in 2026

The Flying Machine did not change this year, and the numbers are middling at 57.8% for its best list. The Bandit is the stronger card, with 72.1%. The Electro Wizard is strong at 72.1%. Bats are the weak spot, with no printed list above 50%.

Claims, rechecked. The Bandit was untouched after bridge spam cards fell, and her 72.1% best list in 2026 confirms the card is strong. The Miner deals about 500 chip damage at tournament standards if left alone, but the Miner now hits a tower for 39 per hit instead of 49.

The spells and Miner lost damage. The Miner hits a tower for 39, not 49. Poison hits for 168, not 184, and Zap for 48, not 58. The Mega Knight reaches 51% in only two of 15 printed lists, so the defense card is not a sure thing either.

Card pages: Flying Machine, Mega Knight and Bandit.

The Mega Knight falls off on offense. The negative effect: a deck with minimal defense and one expensive defender can lose a tower if the Mega Knight is not in hand, and the Flying Machine cannot hold a big push alone.

How to Play It Today

Here’s the thing: the old plan has three stages. Early on, see what the opponent does and make small positive trades, sending Miner after Miner to chip the towers. In the middle, push a little more but stay ready to defend. In overtime, keep pushing with Miner Poison and counter-push, and if behind, defend with the Mega Knight.

Matchups. Against Hog cycle, the Mega Knight usually destroys the push. Against Giant beatdown, the Mega Knight gets positive trades and the Flying Machine and Bats clean up. Against Golem, kill the support first, then use Electro Wizard and the Flying Machine on the rest.

Translation: use the Flying Machine on defense or to snipe buildings like the Furnace. A level 4 Poison kills a level 7 Flying Machine, so watch for that spell in the opponent’s deck. Bats and the Flying Machine clean up after the Mega Knight clears the way.

Elixir math: the Mega Knight takes 7 of the 29 elixir. The other seven cost 22, about 3.1 each, so the deck can still cycle.

Try it yourself: Flying Machine Deck is ready to play: the Clash Royale Deck Builder loads it in one click. It costs 3.6 elixir on average, and because no tracker covers this exact list, there is no 2026 win rate.

The negative effect: P.E.K.K.A for the Mega Knight and Goblin Barrel for the Miner turn this into a different deck, and the old 12-win result does not carry over.

Frequently Asked Questions

Is the Flying Machine good in 2026?

Its best list wins 57.8%, with two of eight printed lists above 50%, and this exact list has no tracker sample, so keep the Mega Knight ready.

How heavy is this deck in elixir?

The eight cards add up to 29 elixir, so the average is 3.6.

What range does the Flying Machine have?

6, enough to out-range most buildings when placed well.

Does the Flying Machine have a weakness?

It is very squishy, and a level 4 Poison kills a level 7 one.

What are the old matchup notes?

Mega Knight stops Hog and Giant pushes, and Electro Wizard and Mega Knight handle bait decks.

Original Guide, Kept in Full

The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.

Hello everyone! My name is Herro and i am back with a guide with the new card, the Flying Machine!

I heard a lot of people saying the flying machine sucked so after i got 12 wins in the challenge, i decided to give it some love and make a deck for it! Replacements will be stated at the end so dont worry if u dont have all the legendaries

Please keep in mind all the battles I did were challenges and my Flying Machine was level 6. Still proved to be effective…

Lets get onto the deck!

Flying Machine Chip Deck

The Cards

Clash Royale Flying MachineFlying Machine: This new card has quite a lot of uses.

It has decent damage (142 at level 7) and has a 1 sec attack speed (which for reference is the same as the bandit).

It is very squishy but can deal lots of damage just like the Dart Goblin! It also has a range of 6, so it can out range most buildings if placed right.

In this deck, you mostly use it for defense or sniping annoying buildings such as Furnace or any building that cant target air.

Clash Royale PoisonPoison: Almost all the decks I make have Poison.

Its just such a good card with good area control because of the poison’s radius. Also a level 4 poison will kill a level 7 Flying Machine.

Clash Royale ZapZap: These days I use zap more than Log.

Pretty self explanatory on uses

Clash Royale BatsBats: The 5 bats provide tons of damage with a low cost of 2 elixir.

Also a great cycle card.

Clash Royale Mega KnightMega Knight: This bad boy is so good on defense.

Annoying Giant push? Mega Knight. Annoying Hog push? Mega Knight. Hotel? Trivago. All jokes aside.

If u have him, he is a great card to put into a deck with minimal defense such as this one!

He does fall off on offense, but if u have a big enough elixir lead, you should be able to push just fine!

Clash Royale Electro WizardElectro Wizard: Great on defense, great at counter pushes.

Self Explanatory now.

Clash Royale MinerMiner: I just love this card.

Provides a light tank for small pushes with the Flying Machine or Bats.

The Miner also dishes out about 500 chip damage at Tournament Standards if left alone so never ever do that!

He is also a great cycle card if u really don’t have anything to put down.

Clash Royale BanditBandit: After the fall of bridge spam cards, the Bandit was pretty much untouched and makes a great addition to this chip deck.

I really have nothing much to say about her since she is such a good card.

Replacements:

General Gameplan

Early game

At first you just have to see what your opponent does.

Make small but positive elixir trades. With those trades you want to send miner after Miner to chip down the towers. Poison is great at making positive elixir trades.

Midgame (Before Overtime)

This is where u want to push and be more aggressive but not to aggressive.

Still make those positive trades and look for opportunities to chip. Get ready to defend.

Lategame (overtime)

Just keep pushing with Miner Poison and counter push! Elixir doesn’t really matter that much here but just keep in mind not to fall behind.

Also if you’re loosing, just defend with Mega Knight!

Matchups

Clash Royale Hog RiderHog Cycle:

Mega Knight can usually destroy these pushes and your chip is very consistent so its not a problem

Clash Royale GiantGiant Beatdown:

You can get those juicy positive elixir trades with Mega Knight and just clean up with Flying Machine and Bats

Clash Royale GolemGolem Beatdown:

Since you don’t have a building, it might be hard but killing the supports is easy.

Just put down Mega Knight! Use Electro Wiz and Flying Machine to clean up.

Clash Royale MinerMiner Chip:

The only problem is if the opponent has a Knight which counters your Miner. Just switch up the positions and you should be fine.

Clash Royale Goblin GangBait:

You have zap, electro wiz, and megaknight for this matchup. Should be fine.

Clash Royale Lava HoundLavahound:

Can be really tough if the opponent has lightning or poison. Lavaloon can be very scary but not impossible to counter.


There you go! I wish u guys all success and Clash on!

-Herro

Sources

Researched from the following (no links, listed for transparency):

  • CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
  • SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
  • Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
  • The original clash.world page (2016 to 2024), kept in full below