Yeti Info
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"The heavyhitting furry fellow digs cold weather and his Yetimite buddies. Hurt him, and you'll make the Yetimites real angry. "

Yeti-lvl1 Yeti-lvl2 Yeti-lvl3
Level 1 Level 2 Level 3

  • Summary
    • The Yeti is a troop unlocked once the Barracks is upgraded to level 14.
    • Yetis possess above-average health and attack compared to most support units. Upon losing 600 health, a Yeti will spawn some Yetimites; after death, they will spawn even more Yetimites.
    • Yetis have no preferred target when attacking; they will simply attack the closest building. However, once they become aware of enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons (either by being attacked themselves or by being near another friendly troop under attack), they will leave their previously targeted building and instead engage the enemy troops. Once all of the nearby enemy troops are defeated, the Yetis will proceed to attack the nearest structure.

  • Offensive Strategy
    • The Yetis' above-average health and attack can help the funnel of the main army, especially when the Yetimites that spawn have a deceptively large amount of health to distract other defenses, they can jump over Walls and do a large amount of damage to defenses, making the funnel even smoother.
    • Ensuring that a Yeti gets hit enough to activate Yetimites is essential to increasing the damage output of the Yeti.
    • When paired up with Healers, Yetis can also act as a tank. This is commonly used after a Warden Walk. This works very well since they can spawn unlimited Yetimites, and let them take out the Air Defenses before they target the healers.
      • When not under Healers, they have comparatively low health compared to other troops of similar housing space, so Yetis should be deployed behind other high-health troops such as Golems, Ice Golems, or Pekkas.
    • Due to the high damage output of Yetis, a common and viable strategy is to fill a Battle Blimp with clan castle Yetis, then send in the blimp to drop the Yetis on key defenses such as Inferno Towers and Eagle Artillery, paired with a rage.
  • Defensive Strategy
    • The Healers maximize the potential of the Yetis. Protect the hard-hitting air defenses and keep them out of the way of possible Yeti attacks to maximize value. One tip is that attackers will try to grant Yetis access to the core.
      • The Eagle Artillery and the Scattershot can also destroy both Yetis and their Yetimites. Keeping them off-center and away from possible attacks to Limit their effectiveness.
    • Due to the relatively low health of Yetimites, Poison Spells can be deadly, greatly limiting the effectiveness of a Yeti in the Clan Castle.
    • Due to the relatively small health pool and inability to hit air troops without Yetimites, the Yeti makes for a poor defensive choice in clan wars or for general.
    • However, due to the lack of both at Town Hall 6, Yetis can serve as a decent defending troop, and it is the only Town Hall level where they can.

  • Upgrade Differences
    • The Yeti undergoes visual changes at levels 2 and 3.
      • At level 2, the Yeti's horns change to a gray from a purple color. The color difference between the body and head fur becomes more noticeable, and the limbs become lighter.
      • At level 3, the Yeti's fur and becomes a darker color, and the Yetimites in the backpack change from pink to purple.

  • Trivia
    • You can have a maximum of 15 Yetis at one time in a complete set of fully upgraded Army Camps. This number increases to 17 if you include the 2 that can fit into a level 8 or higher Clan Castle. On the battlefield, you can clone an additional 3 Yetis with three level 1 or higher Clone Spells.
    • Yetis have the most complex subtroop spawning requirements, being at a certain health to spawn one. All other troops either spawn periodically or on death.
    • The Yeti and the Headhunter are the two troops with the least amount of levels.
    • Like all elixir troops unlocked after Town Hall 8, the Yeti's theme corresponds to one town hall(13 in this case) but is unlocked at the town hall before(12).
    • The Yeti’s description states that hurting him will make the Yetimites angry, but in the Yetimite's description it says they get angsty.
Preferred Target Target Attack Type Damagetype Housing Space Housing Movement Speed Speed Attack Speed Attackspeed Barracks Level Required Barracks14 Range Range
Any Melee (Ground Only) 18 12 1s 14 0.8 tiles
Training Time of Yetis
Number of Barracks available Training Time
Normal Train Time With 10% Boost With 15% Boost With 20% Boost
1 12m 10m 48s 10m 12s 9m 36s
2 6m 5m 24s 5m 6s 4m 48s
3 4m 3m 36s 3m 24s 3m 12s
4 3m 2m 42s 2m 33s 2m 24s
Level Level Damage per Second Damage Damage per Attack Damage Hitpoints Hitpoint Yetimites spawned Icon SummonCapacity Training Cost Elixir Research Cost Elixir Laboratory Level Required Laboratory11 Research Time Stopwatch
1 230 230 2,900 8 19,000 N/A N/A N/A
2 250 250 3,200 9 21,000 11,000,000 10 14 days
3 270 270 3,500 10 23,000 15,000,000 11 16 days
Home Village Army
Elixir Troops BarbarianArcherGiantGoblinWall BreakerBalloonWizardHealerDragonP.E.K.K.ABaby DragonMinerElectro DragonYeti (Yetimite)
Dark Elixir Troops MinionHog RiderValkyrieGolem (Golemite) • Witch (Skeleton) • Lava Hound (Lava Pup) • BowlerIce GolemHeadhunter
Super Troops Super BarbarianSuper GiantSneaky GoblinSuper Wall BreakerInferno DragonSuper Witch (Big Boy)
Heroes Barbarian KingArcher QueenGrand WardenRoyal Champion
Elixir Spells Lightning SpellHealing SpellRage SpellJump SpellFreeze SpellClone Spell
Dark Spells Poison SpellEarthquake SpellHaste SpellSkeleton SpellBat Spell
Siege Machines Wall WreckerBattle BlimpStone SlammerSiege Barracks
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