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|Level 1||Level 2||Level 3||Level 4|
- The Yeti is a splash-damaging troop unlocked once the Barracks is upgraded to level 14. Yetis possess above-average health and attack compared to most damage units. When deployed, they carry a set amount of Yetimites; for every 600 damage it takes, the Yeti spawns a Yetimite, if it still has any remaining. Once destroyed, the Yeti releases any remaining Yetimites it still has.
- 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.
- The Yetis' above-average health and relatively high 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 increase 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 many Yetimites, and let them take out the Air Defenses before they target the Healers.
- Due to the high damage output of Yetis, a common and viable strategy is to fill the 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.
- 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.
- 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.
- Splitting the Yetis can reduce their effectiveness by reducing the amount of Yetimites and also the total HP. Giving too much access is an easy way to do this. Additionally, this will also split the healers up.
- The Yeti undergoes visual changes at all levels.
- At level 2, the Yeti's fur becomes a darker color. The horns change from a pink to a pinky-purple. The Yetimites change to a similar color of the horns.
- At level 3, the Yeti's fur and becomes an even darker color, and the Yetimites in the backpack change from pinky-purple to purple.
- At level 4, the Yeti's blue fur becomes slightly darker, gains a purple fur on his feet, and his eyes turn white.
|December 5, 2019||Sneak Peek||Announced the Yeti, with 3 levels.|
|December 9, 2019||Update||Added the Yeti.|
|June 15, 2021||Update||Added new Season Challenges and Clan Games task associated with the Yeti, "Sasquatch Watch".|
|September 27, 2021||Update||Added the level 4 Yeti.|
- You can have a maximum of 16 Yetis at one time in a complete set of fully upgraded Army Camps. This number increases to 18 if you include the 2 that can fit into a level 8 or higher Clan Castle. On the battlefield, you can clone an additional 8 Yetis with four fully upgraded Clone Spells (three from the regular spell inventory and one from a max-level Clan Castle), for a total of 26 Yetis.
- Yetis have the most complex subtroop spawning requirements, requiring a certain amount of damage taken to spawn one. All other troops either spawn periodically or on death.
- 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).
- According to an Autumn 2020 Dev Update, one of the earlier concept sketches of Yeti was originally going to be a chunkier, bigger, beefier Minion called the "Giant Minion".
- This concept served an inspiration to the Super Minion.
- The Yeti’s description states that hurting him will make the Yetimites angry, but in the Yetimite's description it says they get angsty.
- If the Yeti runs out of Yetimites to spawn (which is possible by the Yeti being healed), its basket will appear empty. Interestingly, the basket will always appear full of Yetimites, regardless of how many Yetimites it actually has remaining.
- The Yeti, along with the Dragon, P.E.K.K.A, Dragon Rider and the Headhunter are the only troops to have upgrade differences at each level.
- The Yeti, along with Dragon, Dragon Rider and Headhunter are the only troops that do not appear in Clash Royale, excluding Super Troops (with the exception of Inferno Dragon).
- The Yeti is one of the several troops not to have a Builder Base or Super Troop counterpart, along with the Healer, Dragon, Miner, Electro Dragon, Dragon Rider, Golem, Ice Golem and the Headhunter.
- The Yeti is the only Elixir Troop that can spawn other units (Yetimites), excluding temporary troops.
|Preferred Target||Attack Type||Housing Space||Movement Speed||Attack Speed||Barracks Level Required||Range|
|Any||Melee (Ground Only)||18||12||1s||14||0.8 tiles|
|Training Time of Yetis|
|1 Barracks||2 Barracks||3 Barracks||4 Barracks|
||Damage per Second
||Damage per Attack
||Laboratory Level Required|