Flying Fortress - Unit Pasukan Tentara di Clash of Clans


Clan Badge
Flying Fortress troops-clan-capital

"You'd think putting wings on a castle would result in disaster, but those rules don't apply to the Flying Fortress. With a payload of Skeleton Gliders , this aerial acropolis delivers punishing bombardments."


Preferred Target Defenses
Attack Type Ranged (Ground and Air) Single Target
Housing Space 100
Movement Speed 9
Attack Speed 2s
Range 4.5 tiles
Special Ability Skeleton Crew
Level Damage per second Damage per hit Spawned skeleton gliders Spawned skeletons on death Hitpoints
1 300 600 10 22 12,000
2 325 650 12 24 13,500
3 350 700 14 26 15,000
4 375 750 16 28 16,500
5 400 800 18 30 18,000
  • The Flying Fortress is a troop in the Clan Capital , available when the Flying Fortress Yard is rebuilt (this requires a level 2 District Hall in the Balloon Lagoon district, and by extension Capital Hall level 5). It is an air troop with very high HP that spawns Skeleton Gliders as it is damaged and a large number of Skeletons when it is destroyed.
  • The Flying Fortress appears as a large, wooden boat that has a castle with battlements, and has a large cannon barrel at the front. It also has a red roof on the middle, and a chimney at the rear, on which they are all on top of the hull. On each side of the hull, there are four sandbags, and at the middle, there are red wings which allows the Flying Fortress to move in any direction by flapping them.
  • Flying Fortresses prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy troops stationed in defense posts ( Super Giant , Raid Cart , and Super Dragon Posts ). Note that the defense posts themselves are not considered defensive buildings, regardless of whether or not their stationed troops are still alive. Once all defenses are destroyed, Flying Fortresses become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them.
  • Treat a Flying Fortress like how you would treat a Siege Machine in the Home Village. Although not containing any Clan Castle troops, the Flying Fortress can be used to wipe out most defenses alone.
  • Consider supporting a Flying Fortress with Rocket Balloons . The Flying Fortress can soak up defensive fire for the Balloons, allowing them to quickly devastate defenses and cover the Flying Fortress in return. This works especially well when tackling Capital Air Defenses and Rapid Rockets , both specialized anti-air defenses that can deal significant damage to either when used on their own.
  • One should be wary when attacking an Capital Inferno Tower , as the single-target damage can quickly destroy the Flying Fortress. Consider having a Capital Lightning Spell or two on hand to stun the Inferno Tower and reset its damage; if Hog Raiders have been unlocked, they provide a situational (but longer-lasting) alternative in the Hog Glider's stun. If the Flying Fortress is damaged beforehand and has released Skeleton Gliders, the Gliders and their spawned Skeletons can distract the Inferno Tower momentarily. Should the Flying Fortress continue to sustain damage via other sources (such as a nearby Air Defense) and release more Gliders, these spawns can continue to stall the Inferno Tower and possibly prevent it from locking on until they run out.
  • If the Flying Fortress is damaged beforehand and has released Skeleton Gliders, the Gliders and their spawned Skeletons can distract the Inferno Tower momentarily. Should the Flying Fortress continue to sustain damage via other sources (such as a nearby Air Defense) and release more Gliders, these spawns can continue to stall the Inferno Tower and possibly prevent it from locking on until they run out.
  • The Skeletons spawned upon destruction of the Flying Fortress can prove useful in stalling point defenses to help you achieve extra percentage.
  • If the district has 85% or more destruction, a Flying Fortress attack can prove useful in getting extra Capital Gold as well as the bonus attack.
  • Treat a Flying Fortress like how you would treat a Siege Machine in the Home Village. Although not containing any Clan Castle troops, the Flying Fortress can be used to wipe out most defenses alone.
  • Consider supporting a Flying Fortress with Rocket Balloons . The Flying Fortress can soak up defensive fire for the Balloons, allowing them to quickly devastate defenses and cover the Flying Fortress in return. This works especially well when tackling Capital Air Defenses and Rapid Rockets , both specialized anti-air defenses that can deal significant damage to either when used on their own.
  • One should be wary when attacking an Capital Inferno Tower , as the single-target damage can quickly destroy the Flying Fortress. Consider having a Capital Lightning Spell or two on hand to stun the Inferno Tower and reset its damage; if Hog Raiders have been unlocked, they provide a situational (but longer-lasting) alternative in the Hog Glider's stun. If the Flying Fortress is damaged beforehand and has released Skeleton Gliders, the Gliders and their spawned Skeletons can distract the Inferno Tower momentarily. Should the Flying Fortress continue to sustain damage via other sources (such as a nearby Air Defense) and release more Gliders, these spawns can continue to stall the Inferno Tower and possibly prevent it from locking on until they run out.
  • If the Flying Fortress is damaged beforehand and has released Skeleton Gliders, the Gliders and their spawned Skeletons can distract the Inferno Tower momentarily. Should the Flying Fortress continue to sustain damage via other sources (such as a nearby Air Defense) and release more Gliders, these spawns can continue to stall the Inferno Tower and possibly prevent it from locking on until they run out.
  • The Skeletons spawned upon destruction of the Flying Fortress can prove useful in stalling point defenses to help you achieve extra percentage.
  • If the district has 85% or more destruction, a Flying Fortress attack can prove useful in getting extra Capital Gold as well as the bonus attack.
  • Capital Inferno Towers can devastate a Flying Fortress easily; however the Skeletons that the fortress spawns can in return destroy Inferno Towers without a struggle. Be sure to keep splash defenses/traps or a Super Wizard Tower around to deal with the horde of Skeletons.
  • Space the anti-air defenses ( Capital Air Defensess and Rapid Rockets ) evenly around the district; if an area is too light on such defenses while being too ground-heavy, it can prove inviting for a Flying Fortress-based attack.
  • Level 1: 10,000 -> 12,000
  • Level 2: 12,000 -> 13,500
  • Level 3: 14,000 -> 15,000
  • Level 4: 16,000 -> 16,500
  • Level 1: 10,000 -> 12,000
  • Level 2: 12,000 -> 13,500
  • Level 3: 14,000 -> 15,000
  • Level 4: 16,000 -> 16,500
  • Level 1: 10,000 -> 12,000
  • Level 2: 12,000 -> 13,500
  • Level 3: 14,000 -> 15,000
  • Level 4: 16,000 -> 16,500
  • Level 1: 10,000 -> 12,000
  • Level 2: 12,000 -> 13,500
  • Level 3: 14,000 -> 15,000
  • Level 4: 16,000 -> 16,500
  • Level 1: 10,000 -> 12,000
  • Level 2: 12,000 -> 13,500
  • Level 3: 14,000 -> 15,000
  • Level 4: 16,000 -> 16,500
  • You can have a maximum of 2 Flying Fortresses at one time in a complete set of fully upgraded Army Camps .
  • You can have a maximum of 2 Flying Fortresses at one time in a complete set of fully upgraded Army Camps .
  • The Flying Fortress is 1 of 2 Clan Capital troops to use 3D models, the other being the Mountain Golem . They are also the only two Clan Capital troops whose Barracks building do not contain the word "barracks".
  • The Flying Fortress is the only troop in the Clan Capital to have a name that is an alliteration like most Siege Machines .
  • It is the first troop in the Clan Capital not to be based on a super troop, builder base troop or a limited time troop, the second being the Mega Sparky .
  • The Flying Fortress is the second troop to summon sub-units when damaged, the others being the Yeti and Broom Witch .
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