- For the similar sub troops, see Frostmite, Firemite, and Electromite.


Level 1

Level 2

Level 3-5

Level 6

Level 7
Summary
- Yetimites are small creatures spawned by the Yeti. They attack by approaching a target building before jumping into it after a brief pause. This jump attack makes it invulnerable and untargetable, can hit ground and air target, deals a small amount of damage and destroys the Yetimite on impact.
- In its artwork, the Yetimite appears to be a fluffy, light purple blob with Elixir-colored eyes.
- Yetimites spawn as the Yeti takes damage (specifically each time the Yeti takes 600 damage). When the Yeti is destroyed, he releases any remaining Yetimites he has.
- Yetimites can jump over Walls and do four times the damage to Defenses, but half to Resource Buildings.
- In particular, these factors both apply to Town Hall at level 12 and above if its weapon is active, because it is classed as both a defense and a resource storage, dealing double damage to it.
- Yetimites 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 Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Yetimites do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the activated Town Hall weapon (if any) to be defensive buildings.
Once all defenses are destroyed, Yetimites 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. However, they will not switch targets to enemy units until their previous target was destroyed. - Each Yetimite is considered to take 2 housing spaces for determining its interactions with the Spring Trap, Clone Spell, and Recall Spell.
Strategies
Offensive Strategies
- Yetimites can be useful for distracting single-targeting defenses, as they have relatively high health and can deal good damage.
- Because of the high damage multiplier, Yetimites can output a crazy amount of damage against defenses, especially if buffed by a Rage Spell. When a Yeti is defeated, the swarm of Yetimites that usually follows can severely damage or destroy a defense on their own.
- While the Yeti that spawns them is still alive, the Yeti will serve as a good tank for the Yetimites to deal damage underneath.
- Yetimites can also be a meat shield to your Army. Because of their fast Movement Speed, defenses will be distracted by the Yetimites, and your army can help to destroy them.
- Bringing any amount of Clone Spells and specifically placing one on a Yetimite then overlapping them through the base, you can clone a large amount of Yetimites letting them destroy several defenses, especially major ones, giving your army a much easier time taking down the base.
Defensive Strategies
- Yetimites are hard to stop largely due to the fact that they have a good amount of hitpoints and generally will not have to travel far to reach a defense it can damage; oftentimes they will spawn right in front of a defense, and damage is almost unavoidable in that scenario. To combat this, it is best to make sure Yetis cannot reach your defenses easily so that the Yetimites will have to travel for longer to reach your defenses.
- High-damage defenses focused on Yetimites will be able to destroy them in time, but often these same defenses will be distracted by the Yetis that spawn them. Multi-targeting defenses, such as Inferno Towers, Giga Tesla, Giga Inferno, or Multi-Archer Tower are a great counter to Yetimites. Scattershots and raged up Ricochet Cannons are also able to one-shot the Yetimite if it manages a direct hit.
- Spring Traps can remove Yetimites before they can do damage, but this is frequently situational and usually will not make or break your defense. Giant Bombs can also deal severe damage to Yetimites, but are similarly situational.
Upgrade Differences
- At level 1, the Yetimites are magenta in color, matching the Yeti's horns.
- At level 2, the Yetimites turn plum, matching the level 2 Yeti's horns.
- At level 3, the Yetimites continue to get darker, turning into eggplant to match the level 3 Yeti's horns.
- At level 6, the Yetimites are given a maroon tone, and slightly redder eyes.
- At level 7, the Yetimites are now prussian, and their eyes are glowing orange.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
ApplyReset |
Preferred Target ![]() |
Attack Type ![]() |
Movement Speed ![]() |
Range ![]() |
---|---|---|---|
Defenses (Damage x4) | Area Splash (0.8 Tile Radius; Air & Ground) | 24 | 2 tiles |
Level ![]() |
Damage ![]() |
Damage vs. Defenses ![]() |
Damage vs. Resource Building ![]() |
Damage vs. Town Hall* ![]() |
Hitpoints ![]() |
---|---|---|---|---|---|
1 | 56 | 224 | 28 | 112 | 300 |
2 | 64 | 256 | 32 | 128 | 350 |
3 | 72 | 288 | 36 | 144 | 400 |
4 | 78 | 312 | 39 | 156 | 450 |
5 | 84 | 336 | 42 | 168 | 500 |
6 | 88 | 352 | 44 | 176 | 550 |
7 | 90 | 360 | 45 | 180 | 575 |
*When the Town Hall weapon activates, it does 2x damage instead of 0.5x damage as it is considered a Resource Building.
History
Patch | Type | Description |
---|---|---|
December 9, 2019 | Update | Added the Yetimite. |
January 16, 2020 | Balance Changes | Yetimites no longer trigger traps. |
March 30, 2020 | Update |
|
March 24, 2025 | Update | Reduced the housing space from 3 to 1. ![]() |
April 14, 2025 | Balance Changes | Increased the housing space from 1 to 2. ![]() |
Gallery
Trivia
- Yetimite's attack resembles the attacks of the Spirit cards from Clash Royale, which damage targets by sacrificing themselves in a similar fashion.
- Yeti's description states that hurting him will make the Yetimites "angry", but in the Yetimite's description, it says they get "angsty".
Comparisons
- Yetimite, Golemite, Firemite, Booger, and Electromite are currently the only sub-troops whose stats improve when the player upgrades the parent units.
- Yetimite and Golemite are also the only sub-troops to have upgrade differences alongside their parent troops.