Yeti - Army Troop Units in Clash of Clans


Clan Badge

"The heavy-hitting furry fellow digs cold weather and his Yetimite buddies. Hurt him, and you'll make the Yetimites real angry."


Preferred Target Any
Attack Type Melee (Ground Only)
Housing Space 18
Movement Speed 12
Attack Speed 1s
Barracks Level Required 14
Range 0.8 tiles
Level Damage per second Damage per attack Hitpoints Yetimites spawned Research cost Research time Laboratory level required
1 230 230 2,900 8 N/A N/A N/A
2 250 250 3,200 9 5,000,000 3d 10
3 270 270 3,500 10 6,500,000 4d 12h 11
4 290 290 3,700 11 10,000,000 7d 12
5 310 310 3,900 12 12,000,000 7d 12h 13
6 330 330 4,100 13 14,500,000 8d 6h 14
7 350 350 4,300 13 17,000,000 10d 15
  • The Yeti is the fourteenth Elixir Troop unlocked once the Barracks is upgraded to level 14, which requires Town Hall level 12. He is a slow-moving, single-target damaging Troop.
  • 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 he takes, a Yeti spawns a Yetimite, if he still has any remaining. Once destroyed, a Yeti releases any remaining Yetimites he still has.
  • Yetis have no preferred target when attacking; they will simply attack the closest building . However, if 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), and can fight back against them, 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 Yeti's above-average health and relatively high damage 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, since the Yeti does not deal a lot of damage by himself, but if Yetis get destroyed, then Yetimites can be destroyed easily.
  • A good strategy with the Yeti is called the Yeti Smash, where you use Yetis and other support troops and heroes to push Yetis into the base, which is a very effective strategy, since Yetimites actually do a lot of damage with Yetis being an effective tank that cannot be easily wiped, and Yeti himself can actually do some decent damage if left unchecked.
  • 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 Yetimites and make sure Yeti can tank more, and let them take out 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 P.E.K.K.As .
  • 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 P.E.K.K.As .
  • 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 Spell . The resulting Yetimites will help destroy major defenses such as X-Bows and Inferno Towers. As the Battle Blimp prioritizes the Town Hall above all other buildings, this tactic works especially well for targeting Town Halls. With Clone Spells and a Rage Spell, this can increase the amount of Yetis and Yetimites and ensure the destruction of the Town Hall within seconds, assuring that no traps such as Seeking Air Mines or strong defenses destroy the Battle Blimp before it can reach the Town Hall. The Grand Warden 's Eternal Tome ability works well for this purpose, so long as the Battle Blimp remains within the Warden's ring. Otherwise, the Blimp will become vulnerable again and easily be wiped out by strong or high-level Defenses, potentially preventing it from reaching the Town Hall. However, this can partially be nullified if the player has Clone Spells and they are placed close enough in a line, paired with a Rage Spell in between, unless it is too far from its location. For added protection, the Lavaloons from the Lavaloon Puppet can also shield the Blimp as it travels its way to the Town Hall.
  • The Grand Warden 's Eternal Tome ability works well for this purpose, so long as the Battle Blimp remains within the Warden's ring. Otherwise, the Blimp will become vulnerable again and easily be wiped out by strong or high-level Defenses, potentially preventing it from reaching the Town Hall. However, this can partially be nullified if the player has Clone Spells and they are placed close enough in a line, paired with a Rage Spell in between, unless it is too far from its location. For added protection, the Lavaloons from the Lavaloon Puppet can also shield the Blimp as it travels its way to the Town Hall.
  • However, this can partially be nullified if the player has Clone Spells and they are placed close enough in a line, paired with a Rage Spell in between, unless it is too far from its location.
  • For added protection, the Lavaloons from the Lavaloon Puppet can also shield the Blimp as it travels its way to the Town Hall.
  • The Yeti's above-average health and relatively high damage 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, since the Yeti does not deal a lot of damage by himself, but if Yetis get destroyed, then Yetimites can be destroyed easily.
  • A good strategy with the Yeti is called the Yeti Smash, where you use Yetis and other support troops and heroes to push Yetis into the base, which is a very effective strategy, since Yetimites actually do a lot of damage with Yetis being an effective tank that cannot be easily wiped, and Yeti himself can actually do some decent damage if left unchecked.
  • 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 Yetimites and make sure Yeti can tank more, and let them take out 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 P.E.K.K.As .
  • 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 P.E.K.K.As .
  • 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 Spell . The resulting Yetimites will help destroy major defenses such as X-Bows and Inferno Towers. As the Battle Blimp prioritizes the Town Hall above all other buildings, this tactic works especially well for targeting Town Halls. With Clone Spells and a Rage Spell, this can increase the amount of Yetis and Yetimites and ensure the destruction of the Town Hall within seconds, assuring that no traps such as Seeking Air Mines or strong defenses destroy the Battle Blimp before it can reach the Town Hall. The Grand Warden 's Eternal Tome ability works well for this purpose, so long as the Battle Blimp remains within the Warden's ring. Otherwise, the Blimp will become vulnerable again and easily be wiped out by strong or high-level Defenses, potentially preventing it from reaching the Town Hall. However, this can partially be nullified if the player has Clone Spells and they are placed close enough in a line, paired with a Rage Spell in between, unless it is too far from its location. For added protection, the Lavaloons from the Lavaloon Puppet can also shield the Blimp as it travels its way to the Town Hall.
  • The Grand Warden 's Eternal Tome ability works well for this purpose, so long as the Battle Blimp remains within the Warden's ring. Otherwise, the Blimp will become vulnerable again and easily be wiped out by strong or high-level Defenses, potentially preventing it from reaching the Town Hall. However, this can partially be nullified if the player has Clone Spells and they are placed close enough in a line, paired with a Rage Spell in between, unless it is too far from its location. For added protection, the Lavaloons from the Lavaloon Puppet can also shield the Blimp as it travels its way to the Town Hall.
  • However, this can partially be nullified if the player has Clone Spells and they are placed close enough in a line, paired with a Rage Spell in between, unless it is too far from its location.
  • For added protection, the Lavaloons from the Lavaloon Puppet can also shield the Blimp as it travels its way to the Town Hall.
  • Healers maximize the potential of 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, but must be protected in a way that the Yetis and Yetimites do not reach their blind spots.
  • 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, but must be protected in a way that the Yetis and Yetimites do not reach their blind spots.
  • 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.
  • 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 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. However, for the Druids , this does not tend to happen often.
  • However, for the Druids , this does not tend to happen often.
  • Initially, the Yeti appears as a large cornflower blue creature covered in light indigo fur with a white face, a black nose, and two magenta horns on his head. He wears a khaki basket and carries a group of Yetimites in it that spawns each time the Yeti takes enough damage.
  • At level 2, the Yeti's fur becomes a darker color. The horns change from magenta to dark purple. The Yetimites change to boysenberry.
  • At level 3, the Yeti's fur turns even darker, his horns become dark violet, and Yetimites in the backpack turn tyrian.
  • At level 4, the Yeti's body and his indigo fur becomes slightly darker, gains indigo fur on his feet, and his eyes turn white.
  • At level 5, the Yeti gains golden armbands.
  • At level 6, the Yeti's horns are now golden, and his Yetimites turn maroon.
  • At level 7, the Yeti's fur becomes much darker along with his body, his horns and armbands turn entirely gold, and his armbands gain spikes. The Yetimites' color in his basket change to prussian and their eyes have an orange glow.
  • Added new Season Challenges task associated with Yeti, "Sasquatch Watch".
  • Added Clan Games task associated with Yeti, "Fierce Furballs".
  • Added new Season Challenges task associated with Yeti, "Sasquatch Watch".
  • Added Clan Games task associated with Yeti, "Fierce Furballs".
  • You can have a maximum of 18 Yetis at one time in a complete set of fully upgraded Army Camps . This number increases to 21 if you include 3 that can fit into a level 13 or higher Clan Castle . On the battlefield, you can clone an additional 8 Yetis with four level 7 or higher Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle). These total to a maximum of 29 Yetis.
  • There was a longstanding rumor that the Yeti was a troop that was planned in the early days of Clash of Clans but did not made the cut. Whether if it was true or not, the Yeti is added to the game in the Town Hall 13 Update.
  • The Yeti has the most complex sub-troop spawning requirements, requiring a certain amount of damage taken to spawn one. All other troops either spawn periodically or on death.
  • The Yeti's description states that hurting him will make Yetimites angry , but in the Yetimite's description it says they get angsty .
  • Like all Elixir Troops unlocked after Town Hall 8, the Yeti's theme corresponds to one Town Hall (level 13 in this case) but is unlocked at the Town Hall before (level 12).
  • If a Yeti runs out of Yetimites to spawn (which is possible by a Yeti being healed), his basket will appear empty. However, the basket will always appear full of Yetimites, regardless of how many Yetimites he actually has remaining.
  • The Yeti is one of ten troops featured as a monster in the game Squad Busters . The others are the Wall Breaker , P.E.K.K.A , Minion , Golem , Bowler , Baby Dragon , Lava Hound , Ice Golem , and Inferno Dragon . The Yeti in Squad Busters resembles the level 1 or level 2 Yeti in Clash of Clans .
  • The Yeti in Squad Busters resembles the level 1 or level 2 Yeti in Clash of Clans .
  • You can have a maximum of 18 Yetis at one time in a complete set of fully upgraded Army Camps . This number increases to 21 if you include 3 that can fit into a level 13 or higher Clan Castle . On the battlefield, you can clone an additional 8 Yetis with four level 7 or higher Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle). These total to a maximum of 29 Yetis.
  • There was a longstanding rumor that the Yeti was a troop that was planned in the early days of Clash of Clans but did not made the cut. Whether if it was true or not, the Yeti is added to the game in the Town Hall 13 Update.
  • The Yeti has the most complex sub-troop spawning requirements, requiring a certain amount of damage taken to spawn one. All other troops either spawn periodically or on death.
  • The Yeti's description states that hurting him will make Yetimites angry , but in the Yetimite's description it says they get angsty .
  • Like all Elixir Troops unlocked after Town Hall 8, the Yeti's theme corresponds to one Town Hall (level 13 in this case) but is unlocked at the Town Hall before (level 12).
  • If a Yeti runs out of Yetimites to spawn (which is possible by a Yeti being healed), his basket will appear empty. However, the basket will always appear full of Yetimites, regardless of how many Yetimites he actually has remaining.
  • The Yeti is one of ten troops featured as a monster in the game Squad Busters . The others are the Wall Breaker , P.E.K.K.A , Minion , Golem , Bowler , Baby Dragon , Lava Hound , Ice Golem , and Inferno Dragon . The Yeti in Squad Busters resembles the level 1 or level 2 Yeti in Clash of Clans .
  • The Yeti in Squad Busters resembles the level 1 or level 2 Yeti in Clash of Clans .
  • You can have a maximum of 18 Yetis at one time in a complete set of fully upgraded Army Camps . This number increases to 21 if you include 3 that can fit into a level 13 or higher Clan Castle . On the battlefield, you can clone an additional 8 Yetis with four level 7 or higher Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle). These total to a maximum of 29 Yetis.
  • There was a longstanding rumor that the Yeti was a troop that was planned in the early days of Clash of Clans but did not made the cut. Whether if it was true or not, the Yeti is added to the game in the Town Hall 13 Update.
  • The Yeti has the most complex sub-troop spawning requirements, requiring a certain amount of damage taken to spawn one. All other troops either spawn periodically or on death.
  • The Yeti's description states that hurting him will make Yetimites angry , but in the Yetimite's description it says they get angsty .
  • Like all Elixir Troops unlocked after Town Hall 8, the Yeti's theme corresponds to one Town Hall (level 13 in this case) but is unlocked at the Town Hall before (level 12).
  • If a Yeti runs out of Yetimites to spawn (which is possible by a Yeti being healed), his basket will appear empty. However, the basket will always appear full of Yetimites, regardless of how many Yetimites he actually has remaining.
  • The Yeti is one of ten troops featured as a monster in the game Squad Busters . The others are the Wall Breaker , P.E.K.K.A , Minion , Golem , Bowler , Baby Dragon , Lava Hound , Ice Golem , and Inferno Dragon . The Yeti in Squad Busters resembles the level 1 or level 2 Yeti in Clash of Clans .
  • The Yeti in Squad Busters resembles the level 1 or level 2 Yeti in Clash of Clans .
  • The Yeti is one of the few troops to have upgrade differences at each level, the others being the Dragon , P.E.K.K.A , Dragon Rider , Electro Titan , Headhunter , Root Rider and the Thrower .
  • The Yeti is one of the two troops to occupy 18 housing space, the other being the Furnace .
  • The Yeti is the only Elixir Troop that can spawn other units ( Yetimites ), excluding temporary troops.
  • The Yeti, along with the Dragon , Dragon Rider and Headhunter are the only troops in Home Village that do not appear in Clash Royale , excluding Super Troops (with the exception of the Inferno Dragon ).
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